GM Kiora's Wrath of the Righteous

Game Master Kiora Atua

Chosen heroes have arrived in Kenabres at the dawn of the Fifth Crusade. Will they be the ones to end a century long war?

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The Worldwound tore reality apart at the dawn of the Age of Lost Omens, murdering the nation of Sarkoris and unleashing a ravenous demonic horde upon the world. Only the quick action of several other nations of knights, barbarians, and heroes stemmed the demon army and contained it within lost Sarkoris, and for the next century, crusade after crusade tried to defeat the demons only to fail time and time again. Their greatest success, the line of magical artifacts known as wardstones that stand sentinel along the Worldwound’s border, barely manages to contain the demons. The demons are relentless, and the waves of the demonic host that pour out of the Worldwound and at the wardstones seem as endless as the seas. Four Crusades have failed, each one chipping away at more morale than the last. Will brave heroes finally rise up against the demon host to prevent them from swallowing the world and end a century long war?

Concept

Hello! One of my favorite APs that I have read from Paizo is none other than Wrath of the Righteous. Forgive the phrasing, but its truly mythic in scope. You rub shoulders with gods, challenge demonic lords, and venture forth into the Abyss itself on an epic quest to save the world.

Unfortunately, the adventure was tarnished with the under-playtested mythic rule set. I mean, yeah, you can run the AP without the mythic rules using a big point buy and hero points...but isn't getting mythic tiers part of the appeal? Part of the story itself? Thankfully, the 3pp company Legendary Games has taken it upon themselves fill the void with excellent work in their Mythic Plug-In line. And it is with their recommendations that I plan to give mythic a second shot.

No, you are not going to be running the AP as written. I am still going to tweak the encounters upwards, making them more difficult. Right from the start all encounters are being tweaked to max HP and +50% more mooks. There will be more mythic enemies sprinkled about for you to deal with. CRs will be scaled up.

I also plan to be using PFS scenarios, the modules The Demon Within and The Moonscar, as well as a heavy dose of homebrew stuff using material from the Campaign Setting book about the Worldwound (and 3pp stuff for good measure).

There are prominent gay and transgender NPCs in this adventure path. If you are going to be uncomfortable about that, don’t apply.

What are you looking for?

I am going to be recruiting 6 players. Recruitment will be open until May 12th, though may be open longer if we don’t get anyone wanting to fill one of the Mythic Path roles in the first week of recruitment. Play will begin May 14th, to give me a chance to review all your character sheets and make last-minute clarifications.

I’m a role-playing focused kind of GM. There will be plenty of combat. But I do expect you to have a well-rounded character with goals beyond killing and looting.

There are six seats at this virtual table, one for each Mythic Path. The first sentence of your application should clearly state which mythic path you are choosing. Even if you pick a 3pp mythic path, you must pick the closest corresponding Paizo mythic path that matches the “party role” your character is going to occupy.

You are allowed to use the dual mythic path ability to splash extra mythic paths together into some crazy conglomeration. However, your first mythic tier must be of the mythic path you declare during recruitment.

These roles are:


  • Archmage: Arcane spellcaster
  • Champion: Martial characters, combat maneuver based characters.
  • Guardian: Defensive tank.
  • Hierophant: Divine spellcaster.
  • Marshal: The support class.
  • Trickster: The roguelike class that focuses on subterfuge and cunning.

Posting Requirements

I will post 1/day. I expect you to post 1/day. In combat, when it is your turn in initiative order, you have 24 hours to post something. If you do not, I will post for you. If you hold up combat more than 3 times by forcing me to post for you, you will be kicked and replaced.

If you vanish for a week with and go out of contact, you will be kicked and replaced.

If you cannot post for some reason, you will be expected to post to the discussion board, or PM me. The game will not wait for you, you will be botted for the time you are gone. I will do you the same courtesy if something happens to myself. I am realistic.

Mythic? Isn’t that broken?

Out of the box, yes. So I intend to use a large array of house-rules to try and bring the power level of mythic down, while still retaining the “epic” feel of the play-style.

Here are the house-rules that we will be using. They are spoilered out because, while making a level 1 character, you probably don’t care. But if you have a lot of familiarity with the mythic rule set, this may satisfy your curiosity:

Mythic Nerfs:

  • Rule 0: The GM reserves the right to add to these nerfs as necessary if a mythic ability grows out of hand.
  • We will be using critical/fumble tables to determine the effects of confirmed crits and fumbles. This means that what you think is your weapon crit modifier is irrelevant. This has the net effect of reducing the average damage output of a crit (many times you will simply deal normal damage), but making crits more cinematic and interesting.
  • You only get +1 to stat bonuses as part of advancing in mythic tiers, not +2.
  • You cannot get permanent bonuses to your stats through wishes in this campaign.
  • The amazing initiative basic mythic ability is replaced with a bonus to initiative checks equal to one-half of your mythic tier. In addition, as a free action when rolling initiative you may expend one use of mythic power to add your surge die to your initiative roll.
  • The agile monster template, when applied to PC companions and summons, no longer gives the dual initiative ability. Instead, it gives haste.
  • The following abilities: archmage arcana, champion’s strike, guardian’s call, divine surge, marshal’s order, and trickster attack abilities are no longer usable as swift actions. Instead, they are standard actions when sued at the cost of 1 mythic power, move actions at the cost of 2 mythic power, and swift actions at the cost of 3 mythic power.
  • You cannot, for any reason, gain more than one additional attack at their highest attack bonus no matter how many such abilities are in effect. (Example: haste, champion’s strike abilities, etc.)
  • If you enter the space of a mythic creature with the Titan’s Bane ability, it is considered flat-footed only against the first attack you make against it.
  • Player characters (and their allies) can use only one ability that requires the expenditure of mythic power per round. This may be a mythic feat, mythic spell, mythic path ability, a power used by a legendary item, or anything else; if it involves expending mythic power, a character can use only one per round. Characters can use abilities that require spending more than one use of mythic power. Legendary power is considered separate from mythic power.
  • You are likewise limited to the use of only one ability that requires the expenditure of legendary power per round.
  • Mythic surges may be spent after a d20 has been rolled, but not after the result of the roll has been revealed.
  • Mythic power is regained at a rate of 1 use per day. It is refilled to full after completing a mythic trial. This rate of mythic power regeneration cannot be changed in any way through abilities or spells. The GM may allow the heroes to regenerate additional uses of mythic power as a reward for epic feats or good roleplay.
  • The foe-biting legendary item ability has been banned. It is replaced with the ability to expend one use of the item’s legendary power after striking an opponent with the weapon to add the bane property against that specific creature (regardless of its type and subtype) for 1 minute. If the item is already a bane weapon against that creature’s type (and subtype, if applicable), using the foe-biting property increases the effect of bane to a +3 enhancement bonus and +3d6 damage, or to +4 and +4d6 if the wielder is a mythic character and expends one use of mythic power as a swift action when expending the item’s legendary power to increase its bane effect.
  • The Mythic Power Attack feat is now identical to the Mythic Deadly Aim feat, except it applies to melee damage rolls, not ranged.
  • Mythic Vital Strike is banned.
  • Instead of granting a flat +20 bonus on the relevant ability check or related skill check, the universal path abilities Display of Strength/Dexterity/Constitution/Intelligence/Wisdom/Charisma grant a bonus equal to three times your mythic tier.
  • Using the Recuperation mythic ability costs one-half of each character’s remaining daily uses of mythic power (minimum 1).
  • You need to spend 2 uses of mythic power to use the unstoppable mythic ability to remove a debuff caused by a mythic effect, not 1.
  • Any ability that allows you to ignore immunity or resistance allows you to ignore up to 5 points of resistance or immunity, plus 5 points per 2 mythic ranks or tiers you possess.
  • Any ability that allows you to ignore or bypass damage reduction instead allows you to ignore 5 points of damage reduction, plus 1 point of damage reduction per mythic rank or tier you possess. This applies to mythic abilities like the fleet charge champion path feature as well as non-mythic effects like a paladin’s smite evil.
  • When a critical hit is confirmed against a mythic creature with damage reduction and the attack does not ignore damage reduction, the creature has a percentage chance equal to twice its damage reduction to negate the critical hit and treat the hit as a normal hit. If the creature also has the fortification universal monster ability or a similar ability to negate critical hits, add these two percentage chances together and make a single roll.
  • An effect that allows you to ignore spell resistance (when it would normally apply) allows you add your mythic tier on caster level checks to ignore spell resistance. You apply an additional +2 circumstance bonus if the target is a non-mythic creature or if you are casting a mythic spell; these circumstance bonuses stack.
  • Harmful conditions that occur even on a successful save are halved in duration (minimum 0 rounds) if the mythic rank or tier of an affected creature equals or exceeds that of the creature that created the effect. They are also halved (minimum 0 rounds) for a non-mythic creature whose CR equals or exceeds the caster level (or Hit Dice, for supernatural effects) of the creature that created the effect. This does not apply to effects with an instantaneous or permanent duration.
  • Wild Arcana, Inspired Spell, Arcane Surge, and Recalled Blessing can only be used on spells with a casting time of 1 standard action or less. Using these abilities requires expending one use of mythic power, plus one additional use for every 2 levels of the spell.
  • For Arcane Surge and Recalled Blessing, you may expend an additional 2 uses of mythic power to cast a spell as a swift action.
  • Mythic enemies may expend mythic surges as a swift action to add a bonus to its AC equal to the result of its surge die. If the enemy has DR or hardness, the surge die is also added to DR or hardness. If the enemy has energy resistance, it adds twice the result of its surge die to each type of energy resistance it possesses. This bonus lasts until the beginning of the enemy’s next turn; if it expends two uses of mythic power, it lasts for a number of rounds equal to one- half its mythic rank or tier (minimum 1 round).
  • When the actions taken by an enemy during its turn would reduce it below 0 hit points, it can expend one or more uses of mythic power to survive with 10% of its current hit points (before that enemy began its turn) for each use of mythic power you spend. All damage dealt as part of a full attack action is considered a single effect for this purpose.

How to get chosen

Alright, first thing you should do is go download the Wrath of the Righteous Player’s Guide here on Paizo.com. It is free, and gives you all the setting information you need to know. If I cannot tell that you read the Player’s Guide when reading your submission, I will not pick you. Seriously. I expect you to come in already knowing the basics of the setting.

You will be chosen based on how well your character fits the setting.

You will be chosen on how well you weave your “crunch” choices into your “fluffy” character concept. Every inch of the stuff on your character sheet needs to be integrated into your background. Use the Paizo fluff for traits. If you grab the “rich parents” trait, and you don’t mention how in the Abyss they got rich, and where they live in your fluff, you are doing it wrong. That being said, I am more likely to pick a player who picks cool traits that match their character’s backstory over the guy who went straight for the “+ initiative”, “+ starting wealth” or “get 1/day free reroll” traits.

If you pick the “gladiator” archetype and say something like “oh I wanted to refluff him as a generic mercenary” you’re doing it wrong. If you’re a gladiator then embrace the fact that your guy fought in an arena at some point. If you grab something from the “Akashic Mysteries” classes and your character is utterly devoid of Hindi or Arabic-inspired flavor, you’re doing it wrong.

Hope I got my point across.

Alright. Now that that stuff is out of the way…

Character Creation Rules

House Rules

(Note: Mythic house rules were covered above.)

1. I track encumbrance, rations, water. I revel in the book-keeping and will do this for you, however you will need to keep this in mind when making your character.
2. I use confirmed crit and fumble tables. (You confirm a fumble by rolling another attack, if you miss again, you fumble.) This overrides whatever critical modifier you think you get. NPCs do not roll on these tables (otherwise you’d be at horrible risk of being randomly beheaded by a dretch and that’d be unfun)
3. Fractional advancement is used for multi-classing.
4. Unchained crafting rules will be used.
5. Unchained Automatic Bonus Progression: I will be using this subsystem. There will be no +1/+2/+3 modifiers to weapons, or armor. There will be no bracers of armor, headbands/belts of stats, amulets of natural armor, cloaks of resistance, or rings of protection in this game.
6. We will be using the wound threshold subsystem from Pathfinder Unchained, for both PCs and NPCs.

Crunchy Stuff

1. You are free to use anything from any paizo book.
2. Unchained Summoner, Barbarian, and Rogue are mandatory.
3. Unchained Monk is optional.
4. Occult playtest stuff is welcome.
5. If you’re gonna be a necromancer, use the White Necromancer.
6. Stats: Roll 4d6, drop the lowest, 6 times. If your resultant stat array is less than a 15 point buy, you can try again, scrapping the whole first attempt and rolling another 6 4d6. And again. And again. Until you get at least 15 point buy.
7. 3pp: You may use any 3pp stuff you want from the following publishers: Legendary Games, Kobold Press, Dreamscarred Press, Green Ronin Publishing, and Rogue Genius Games…. except for races. You MUST use Paizo races. If you use 3pp stuff you need to either link your content to d20pfsrd, or share the pdf with me.
8. Average starting wealth for your class.
9. All Paizo races allowed. The weirder your race, the more convincing your background is going to need to be.
10. No evil. I might be persuaded to allow a Lawful Evil character that focuses on devils vs demons style conflict. You’ll need a great submission to pull that off.
11. 2 traits. You can take a drawback to get a third one. No campaign traits. You may use the Player’s Guide traits if you desire, but keep in mind you have to work in the fluff from those traits into your backstory if you do that.
12. Max HP.
13. In addition to your skills, you may choose 2 background skills. These need to be relevant to your backstory. The background skills are: Appraise, Artistry, Craft, Handle Animal, Knowledge (Engineering/Geography/History/Nobility), Linguistics, Lore, Perform, Profession, Sleight of Hand.
14. The Unchained stamina system is free for fighters, usable with a feat for others.
15. You may use Unchained variant multiclassing if you so desire.

Fluffy Stuff
1. You can choose your age, height, and weight.

Your character concept is more important than your crunch. I don’t care much how verbose you are here. However, you MUST answer the following questions in your background.

As a reminder, if I cannot tell whether you read the Player’s Guide, I will not pick you. The person who submits stuff that references Ancient Sarkoris or the events of the Third Crusade is gonna get picked over “Crog the generic setting-neutral Barbarian”.

1. What does your character look like? Describe what their clothes and armor look like. How do they carry themselves when they don’t think anyone is looking?
2. Why is your character at the Worldwound? Why do they want to fight demons?
3. Why is your character mythic? What exactly is the source of their mythic powers? This is your chance to go hog-wild. Want to be a child of a god? Go for it. Secret nobility? Rock it out. Chosen by the gods? Heck yeah. Dream big. This is mythic. Think more Hercules, Ali Baba, Conan the Barbarian, and Gandalf. If you don’t feel comfortable revealing that here, PM me. Look to the bottom for some inspiration.
4. Alternatively, if you want to leave the source of their mythic powers up to me, I’m fine with that too.
5. Where is your character from? Be specific. We’re on Golarion. Don’t just say “somewhere else”.
6. What is their personality like?
7. How did they become [insert class here]? Why do they wield [insert weapon here]? Were they trained? Self-taught?
8. If your character is religious, explain what lead them to worshipping that deity.
9. Explain what your character’s alignment means to them. Something like “Jessica is lawful good because she wants to stamp out evil and eradicate it. She would sacrifice herself to attain her goals.” Or “Jessica is chaotic good because she is a vigilante. She thinks she needs to deliver justice personally, and feels that the laws of the land are not sufficient to effectively deal with evil on the scale of the Worldwound” or whatever.
10. If you have a character who has sworn a code (such as a Paladin or Cavalier, for example) be explicit in what that code entails.

The campaign as written already has a couple of ideas explaining why your PC is mythic. Feel free to use these as is, or just use them as inspiration for your own:


  • The PC is the literal son or daughter of the deity they worship. They have had dreams from that deity their entire life.
  • The PC is abnormally lucky. To the point it is uncanny. The fact that they gain mythic power is more so because they were just in the right place at the right time… or is it destiny?
  • The PC is descended from a proud line of crusaders who have all fought in the Worldwound. Their spirits live on in the PC and spur them to succeed where they died trying.
  • The PC was kidnapped by demonic cultists who conspired to sacrifice them to a foul ritual… but instead of dying the ritual only made them stronger.
  • The PC is the child of immensely powerful mages who patrol the multiverse as protectors of the planes themselves.
  • The PC was kidnapped by demonic cultists and tortured. They survived…and what didn’t kill them only made them stronger.

Feel free to PM me details about your character if you wish to keep some stuff secret from the other players. I love conspiring with players.

That’s all I have for you. I look forward to your submissions!

Sovereign Court

Dotting for interest :-)


Ooh. Lots of details to digest... I like it! I'll get to work on something right away!

Dice Rolls:

4d6 - 1 ⇒ (6, 1, 1, 3) - 1 = 10
4d6 - 1 ⇒ (6, 1, 6, 6) - 1 = 18
4d6 - 2 ⇒ (2, 2, 5, 3) - 2 = 10
4d6 - 2 ⇒ (3, 2, 5, 5) - 2 = 13
4d6 - 2 ⇒ (2, 2, 5, 6) - 2 = 13
4d6 - 1 ⇒ (3, 2, 1, 2) - 1 = 7


I've a WotR character from a game that died out in the opening scene due to dm personal stuff. Would it be all right to use it here?

4d6 ⇒ (5, 3, 2, 3) = 13 - 11
4d6 ⇒ (3, 4, 3, 2) = 12 - 10
4d6 ⇒ (4, 5, 2, 3) = 14 - 12
4d6 ⇒ (4, 1, 5, 2) = 12 - 11
4d6 ⇒ (5, 3, 2, 3) = 13 - 11
4d6 ⇒ (6, 5, 4, 6) = 21 - 17

18 point buy, so no re-roll. I wish so many points weren't tied up in that 17 though.


Dotting for interest if I have time to make a character. Going to say right now that I am a HUGE fan of the mythic guardian.

4d6 ⇒ (5, 5, 6, 3) = 19 16
4d6 ⇒ (1, 5, 4, 4) = 14 13
4d6 ⇒ (1, 1, 6, 3) = 11 10
4d6 ⇒ (3, 1, 2, 5) = 11 10
4d6 ⇒ (6, 4, 1, 2) = 13 12
4d6 ⇒ (2, 4, 2, 5) = 13 11

That's a 16 point buy, which makes me real unlucky... so this should be fun. Thinking either a Lore Warden Fighter or Bloodrager of some sort, because they're the only guardian options I can think of that aren't more MAD.


I would be interested to give it a go with an unchained rogue with the trickster path. I've already played in one PbP that went through the first 5 to 6 encounters, I think and stopped due to GM real life constraints. So I'll be tempted to try again.

I've got a question about the background questions. In fluff 3, you ask why the character is mythic. In the player's guide, it's indicated that the PC aren't mythic at the start of the campaign (as a rule point of view).
So am I correct to say that I should explain the reason why the PC will become mythic at some point and that they should have a background reason that will explain this awakening?


dotting...lets see how lucky, hmmm 23 points, by the 12 th...

4d6 ⇒ (2, 4, 1, 2) = 9 8
4d6 ⇒ (4, 5, 2, 5) = 16 14
4d6 ⇒ (3, 3, 1, 5) = 12 11
4d6 ⇒ (6, 5, 2, 2) = 15 13
4d6 ⇒ (4, 6, 3, 1) = 14 13
4d6 ⇒ (6, 4, 5, 6) = 21 17

Sovereign Court

4d6 ⇒ (4, 5, 2, 5) = 16 = 14
4d6 ⇒ (5, 6, 1, 2) = 14 = 13
4d6 ⇒ (6, 2, 2, 2) = 12 = 10
4d6 ⇒ (1, 3, 4, 4) = 12 = 11
4d6 ⇒ (3, 2, 1, 6) = 12 = 11
4d6 ⇒ (3, 1, 2, 2) = 8 = 7

Ugh.

4d6 ⇒ (3, 4, 4, 6) = 17 = 14
4d6 ⇒ (3, 6, 3, 6) = 18 = 15
4d6 ⇒ (3, 6, 4, 5) = 18 = 15
4d6 ⇒ (4, 6, 2, 3) = 15 = 13
4d6 ⇒ (1, 3, 6, 3) = 13 = 12
4d6 ⇒ (5, 3, 1, 1) = 10 = 9

Hmmm. Not amazing, but it *is* a relatively even spread. I'll see what I can do with it.


Hmm. The Unchained Stamina system looks interesting, but I'm not sure if I'll have time to get/read the book in the next week. Would you okay with a fighter character who potentially starts using stamina as he learns about them? This could make playing a fighter really interesting.


@Dragon: Yes that's fine.

@Llaelian: Yes, you become mythic at the end of book 1 (at level 4). You will experience a sort of awakening of mythic power, jumpstarted by a catalyst. Your radioactive spider/gamma radiation/super serum if you will. However the AP (as written) intends to work with the assumption that the PCs were born from the start to achieve something more, even before you have literal mythic ability. After all, many people are exposed to the catalyst, but only the heroes (and any back-up heroes that get rolled to replace a dead PC) gain mythic ability...why?

Remember that while your PCs are indeed "chosen ones" they are not "THE chosen one". Think the X-Men. They all have some pretty intense mythical stories. Cyclops is the son of a space pirate, with a whole family of superheroes, some good, some evil. Jean Grey is the chosen vessel for phoenix. Storm was worshipped as a literal goddess at one point. But they still need each other to attain their goals.

@Thunderbeard: You don't have to use the unchained stamina system, I just wanted to iterate its only free for fighters. (and enemies with fighter class levels will have access to it also) However, the idea of a fighter gradually learning his stamina abilities sounds great.


I dont know about the Unchained Automatic Bonus Progression thing is there a brief summary about that?


4d6 ⇒ (3, 1, 2, 6) = 12
4d6 ⇒ (6, 6, 1, 2) = 15
4d6 ⇒ (6, 3, 6, 4) = 19
4d6 ⇒ (4, 3, 2, 4) = 13
4d6 ⇒ (6, 1, 3, 1) = 11
4d6 ⇒ (6, 1, 5, 5) = 17

16, 16, 14, 11, 11, 10.

We'll see what i can come up with.

@Sobel: From my understanding (which may be flawed), players are simply given the big 6 as part of their character. You know... if it's required for success, shouldn't everyone just get it for free? :P


4d6 ⇒ (2, 2, 3, 5) = 12 12-2 = 10
4d6 ⇒ (5, 2, 5, 6) = 18 18-2 = 16
4d6 ⇒ (4, 4, 6, 2) = 16 16-2 = 14
4d6 ⇒ (4, 4, 3, 3) = 14 14-3 = 11
4d6 ⇒ (1, 6, 4, 6) = 17 17-1 = 16
4d6 ⇒ (4, 4, 5, 3) = 16 16-3 = 13

Pretty nice rolls I've been trying to play a brawler but I'm not set on anything yet dotting for now


well I'll roll and see what happens I have an idea but not sure yet:

4d6 ⇒ (5, 4, 6, 4) = 19 = 15
4d6 ⇒ (5, 5, 5, 3) = 18 = 15
4d6 ⇒ (6, 6, 5, 4) = 21 = 17
4d6 ⇒ (6, 3, 2, 5) = 16 = 14
4d6 ⇒ (5, 3, 2, 1) = 11 = 10
4d6 ⇒ (1, 5, 5, 4) = 15 = 14

well now that is something a 37 point buy..

now to figure out a story for my Paladin

Sovereign Court

Dotting for now. A hospital bed is pretty boring.

Attempt 1
1) 4d6 ⇒ (2, 2, 5, 3) = 12 = 10
2) 4d6 ⇒ (5, 4, 3, 5) = 17 = 14
3) 4d6 ⇒ (1, 6, 3, 1) = 11 = 10
4) 4d6 ⇒ (3, 3, 1, 1) = 8 = 7
5) 4d6 ⇒ (6, 6, 3, 1) = 16 = 15
6) 4d6 ⇒ (2, 1, 3, 3) = 9 = 8

Wow.........Amazing rolls....... Once More into the breach

Attempt 2
1) 4d6 ⇒ (5, 1, 4, 3) = 13 = 9
2) 4d6 ⇒ (5, 2, 5, 5) = 17 = 15
3) 4d6 ⇒ (5, 6, 1, 6) = 18 = 17
4) 4d6 ⇒ (3, 3, 1, 4) = 11 = 6
5) 4d6 ⇒ (1, 5, 5, 6) = 17 = 16
6) 4d6 ⇒ (1, 1, 2, 5) = 9 = 7

This Looks better.....3 High, 3 Low.

Am Going for a Dwarven Stonelord/Fighter/Tank then, not too bright just generally steadfast. Will be reusing this Char and Respecing.
Mythic Guardian
Goron Boulderstep


Edward Sobel wrote:
I dont know about the Unchained Automatic Bonus Progression thing is there a brief summary about that?

Basically with Unchained Bonus Progression, the mandatory "big 6" magic items are removed from the game. These are +1/+2/+3/etc weapons/armor, headbands and belts of stats, amulets of natural armor, rings of protection, and cloaks of resistance. The game is balanced around the assumption that PCs will use these items. These are replaced with innate bonuses that you receive as you level up. Your first bonus comes at level 3 with a +1 resistance bonus to your saves.

The reason I like this is because big 6 magic items are boring and result in all PCs having pretty much the same magic items as each other. Big 6 items lead to PCs turning down cool items with significant lore value in favor of big 6 items. This means that, unless a magic item is really, really powerful, they end up being viewed as means to gain gp to gain more big 6 items rather than as valuable treasure in of themselves.

Your WBL will probably feel kind of low as a result since all the generic cloaks of resistance and rings of protection you find all over the place in APs will be gone. ....it won't feel that low though since this AP hands out wondrous items like candy.


Thanks, i do like that

As a paladin, i would get weapon bond to further boost the weapon bonuses

How does this system work with mastetwork weapons and armors


4d6 - 3 ⇒ (4, 3, 5, 4) - 3 = 13
4d6 - 1 ⇒ (2, 1, 2, 4) - 1 = 8
4d6 - 2 ⇒ (2, 4, 6, 6) - 2 = 16
4d6 - 2 ⇒ (6, 6, 2, 5) - 2 = 17
4d6 - 2 ⇒ (5, 3, 2, 4) - 2 = 12
4d6 - 2 ⇒ (3, 6, 2, 6) - 2 = 15

mm, seems really good so far. Considering an Orc Oracle(War), offspring of Gorum. Could be that nearby orc settlement was destroyed by demons resulting only in a few surviving. Gorum getting angry-> a young girl from the village, who survived "giving" herself for Gorum-> born a vessel to excel his retribution and declare war on the wretched harbringer

Ogrin the Harbringer will be crunching stuff up later


The enhancement bonus gained from having a masterwork weapon or armor does not stack with the automatic enhancement bonus given by Unchained Bonus Progression. The automatic enhancement bonus would override the masterwork quality because it is better.

This is basically the same as how you can't have a +1 masterwork longsword.


Grovo wrote:

4d6-3

4d6-1
4d6-2
4d6-2
4d6-2
4d6-2

mm, seems really good so far. Considering an Orc Oracle(War), offspring of Gorum. Could be that nearby orc settlement was destroyed by demons resulting only in a few surviving. Gorum getting angry-> a young girl from the village, who survived "giving" herself for Gorum-> born a vessel to excel his retribution and declare war on the wretched harbringer

Ogrin the Harbringer will be crunching stuff up later

That works well, because the Worldwound is adjacent to the Hold of Belkzen.


Oh hey everybody, with your ridiculously amazing rolls. Seriously curious now if I'll be able to survive on my terrible stats, but it could be a rather fun challenge (max HD might be a huge help here, and it lets me feel less guilty about combining multiple powerful archetypes).

@Zoe: Brawlers are a class that are really easy to min-max for optimum fun.

Meanwhile, hmm. This may be my best chance to play a Lore Warden from level 1, so so far I've got:
-Elf Fighter (Lore Warden, Martial Master), Guardian Path
(Possible later dip into Brightness Seeker or Monk, depending on what flavor I go with)
-Str 10, Dex 18, Con 11, Int 13, Wis 12, Cha 10
-Combat Reflexes, Weapon Finesse
-Light armor, Elven Branched Spear

... and now I just need backstory->traits, hmm.


GM Kiora wrote:


@Llaelian: Yes, you become mythic at the end of book 1 (at level 4). You will experience a sort of awakening of mythic power, jumpstarted by a catalyst. Your radioactive spider/gamma radiation/super serum if you will. However the AP (as written) intends to work with the assumption that the PCs were born from the start to achieve something more, even before you have literal mythic ability. After all, many people are exposed to the catalyst, but only the heroes (and any back-up heroes that get rolled to replace a dead PC) gain mythic ability...why?

Remember that while your PCs are indeed "chosen ones" they are not "THE chosen one". Think the X-Men. They all have some pretty intense mythical stories. Cyclops is the son of a space pirate, with a whole family of superheroes, some good, some evil. Jean Grey is the chosen vessel for phoenix. Storm was worshipped as a literal goddess at one point. But they still need each other to attain their goals.

Thanks for the clarification. That's what I expected but I wanted to be sure we were on the same page.

Let's see what I can come up with.


here comes my rolls

4d6 ⇒ (4, 2, 5, 5) = 16 - 14
4d6 ⇒ (6, 6, 5, 4) = 21 - 17
4d6 ⇒ (1, 2, 5, 6) = 14 - 13
4d6 ⇒ (1, 2, 6, 3) = 12 - 11
4d6 ⇒ (5, 6, 3, 4) = 18 - 15
4d6 ⇒ (4, 3, 5, 5) = 17 - 14

MMM not too bad almost a 34 point buy ;)

I'm thinking of a Paladin Whos a healer I'll have her up later today


A few questions:

Quote:
Player characters (and their allies) can use only one ability that requires the expenditure of mythic power per round. This may be a mythic feat, mythic spell, mythic path ability, a power used by a legendary item, or anything else; if it involves expending mythic power, a character can use only one per round. Characters can use abilities that require spending more than one use of mythic power. Legendary power is considered separate from mythic power.

I'm looking at Marshal Path and -may- take an ability that allows me to hand someone a surge, using my mythic power (or confidence), would this make it so that one or both of us cannot use mythic power? Is Confidence considered the same as Mythic Power in all ways?

What are your feelings on the Signature Moves trait? I can pass it up, but I really like the idea of a living steel shield being passed down her family line. :)

Probably more later.

Edit: What are your thoughts on Faithful Ranger Combat Styles?


Signature moves is great, as long as its something significant to your backstory. I will be grumpy if you sell your family heirloom at the first opportunity of some other upgrade. It's the kind of thing that you might want to drive down the legendary item path. (Not going to force you to, just saying it should carry that kind of significance.)

Faithful Ranger is great. Religious characters will fit right into this campaign for...obvious reasons. You need that extra oomph to your motivation to show why you're basically willing to go to the Worldwound to certain death. I expect a religious player to take the time to learn the ins and outs of their deity, though. Gotta convince me you're actually faithful! ;)

Using confidence is considered the same as using mythic power. It is still powerful with the nerf, because it gives you a lot of extra uses of mythic power per day, especially with Flexible confidence. Nerfing down mythic power regeneration to 1/day is one of the biggest houserule changes. (This is partially offset by the fact you regenerate mythic power after a mythic trial...but of course you will likely use a lot of mythic power to achieve a mythic trial to begin with!)

I'm guessing you're looking at Surge of Inspiration? Giving someone your surge ability would be considered a use of your own mythic power for that round. It would not spend your ally's ability to use their mythic power for that round.


I actually fully plan to have her follow the Iomedae Code of Conduct for Paladins... despite not being one. It's part of the character. :)

Are you also going to reduce Confidence regeneration in the same way you intend to reduce regeneration of Mythic Power? It wasn't really my intent to subvert that in the first place. :)


I'm gonna play it by ear and let it go at 3/day for now. I think considering that you're restricted to 1 use of mythic power/confidence per round will help keep it under control. If it shows to be too much of a problem, I will nerf it.

Really when people talk about how broken Mythic is they aren't talking about Marshals. :P Its Archmage/Champion/Trickster/Hierophant that are the problem children....with the former two being bigger issues than the latter.

To be clear, if anyone here is going to get really pouty and sad if they get nerfed further down the line, you shouldn't apply. I'll give free retrains if I do so, so no one will get 'stuck' with something they didn't want. I'll try to scale monsters up/increase encounters per day before I nerf you....but at some point something's gotta give. (Scaling monsters up tends to result in folks getting one-shot and that's no good, its generally easier to target the players)


As someone who played a lot of MMOs and deals with patch cycles for games, I realize that patching the singular problem is often significantly better than patching everything else.

As a DM who has regularly had players go for gimmicks over real characters in my home games, I also fully support the word 'no'. Giving retraining is more than reasonable in exchange. And Confidence being -just- one extra use per day is still really solid.

I'll get started on back story a bit. :)


I'm definitely interested. I was thinking Mythic Trickster. Tiefling Rogue/Shadowdancer. Here goes nothing:

1: 4d6 ⇒ (5, 4, 6, 4) = 19::15
2: 4d6 ⇒ (5, 1, 3, 2) = 11::10
3: 4d6 ⇒ (6, 6, 1, 5) = 18::17
4: 4d6 ⇒ (3, 6, 5, 6) = 20::17
5: 4d6 ⇒ (1, 5, 3, 2) = 11::10
6: 4d6 ⇒ (3, 2, 4, 6) = 15::13

WOW! That should work. I'll have something up in a couple days.

Sovereign Court

Derp. I respectfully withdraw my application. I just realised I don't have Pathfinder Unchained. Can't do up a barbarian.

Was thinking along the lines of.....

They took everything he loved from him.......................
They burned him, whipped him, broke almost every bone in his body and his pride. They didn't take away his rage.

No It grew. It festered...... It became everything for him. His family.....His spouse...broken.....children.....lifeless eyes pleading for him to save ......no....not......save....but End their pain..

He couldn't.....Not even that.....A failure....

They broke him, Rage gave him strength to go on. They called him overly Violent.

He wasn't.

Just like Bards sing out their heart, he was venting his.\

Only his rage

Then I scrolled up and saw Unchained Barbarian mandatory. lol
Bubble popped.


4d6 ⇒ (3, 5, 2, 5) = 15 =13
4d6 ⇒ (6, 5, 1, 5) = 17 =16
4d6 ⇒ (4, 6, 4, 6) = 20 =16
4d6 ⇒ (6, 5, 6, 4) = 21 =17
4d6 ⇒ (6, 6, 3, 3) = 18 =15
4d6 ⇒ (1, 6, 2, 6) = 15 =14

Holy Sh#$%##&## WOW I better come up with a good character so this doesn't go to waste.

Very excited about the big 6 item rules and the fact you are allowing Dreamscarred

time to get to work!


Dotting for interest...

4d6 ⇒ (2, 3, 6, 5) = 16 14
4d6 ⇒ (2, 4, 1, 3) = 10 9
4d6 ⇒ (4, 2, 5, 1) = 12 11
4d6 ⇒ (4, 6, 4, 1) = 15 14
4d6 ⇒ (4, 1, 1, 1) = 7 6
4d6 ⇒ (3, 4, 5, 2) = 14 12
9 pt buy...

4d6 ⇒ (1, 1, 1, 5) = 8 7
4d6 ⇒ (4, 5, 6, 5) = 20 16
4d6 ⇒ (4, 3, 1, 3) = 11 10
4d6 ⇒ (3, 5, 2, 4) = 14 12
4d6 ⇒ (4, 2, 4, 4) = 14 12
4d6 ⇒ (6, 4, 3, 2) = 15 13
14 pt buy

4d6 ⇒ (3, 6, 5, 4) = 18 15
4d6 ⇒ (1, 5, 3, 3) = 12 11
4d6 ⇒ (2, 1, 2, 6) = 11 10
4d6 ⇒ (5, 4, 5, 1) = 15 14
4d6 ⇒ (5, 5, 2, 3) = 15 13
4d6 ⇒ (4, 6, 1, 6) = 17 16
27 pt buy

Nice. :) actually considering an Unchained monk.


Dotting and rolling. I have a Paladin of Iomedae to apply with, and I'll retool her for the new rolls once I'm done with my school day. But as someone who often writes weird crunch detail justifications into backstories, I like the cut of your jib.

4d6 ⇒ (4, 1, 5, 5) = 15 14
4d6 ⇒ (3, 1, 3, 5) = 12 11
4d6 ⇒ (6, 3, 4, 6) = 19 16
4d6 ⇒ (1, 4, 6, 6) = 17 16
4d6 ⇒ (1, 6, 4, 4) = 15 14
4d6 ⇒ (3, 6, 3, 5) = 17 14

Not bad.


Rolling for stats, so much interest! Let's see how the dice go for me.

4d6 ⇒ (3, 6, 3, 2) = 14 12
4d6 ⇒ (1, 5, 4, 5) = 15 14
4d6 ⇒ (5, 2, 4, 4) = 15 13
4d6 ⇒ (6, 5, 2, 4) = 17 15
4d6 ⇒ (3, 6, 6, 1) = 16 15
4d6 ⇒ (3, 5, 5, 3) = 16 13

Nice. Will be drawing up something soon. Probably a paladin or cavalier.


4d6 ⇒ (5, 1, 6, 6) = 18
4d6 ⇒ (1, 3, 6, 6) = 16
4d6 ⇒ (6, 6, 3, 5) = 20
4d6 ⇒ (6, 1, 3, 5) = 15
4d6 ⇒ (1, 3, 6, 6) = 16
4d6 ⇒ (1, 4, 5, 2) = 12

17, 15, 17, 14, 15, 11

unchained monk or alchemist

I do have some questions.

1) Will simulacrums be allowed?

2) Would an alchemist be allowed to take the Archmage Mythic Path?

Silver Crusade

4d6 ⇒ (5, 3, 5, 4) = 17 = 14
4d6 ⇒ (1, 1, 3, 3) = 8 = 7
4d6 ⇒ (4, 4, 1, 4) = 13 = 12
4d6 ⇒ (5, 3, 2, 6) = 16 = 14
4d6 ⇒ (4, 4, 6, 5) = 19 = 15
4d6 ⇒ (3, 2, 2, 3) = 10 = 8
Total: 12

4d6 ⇒ (2, 5, 1, 4) = 12 = 11
4d6 ⇒ (5, 6, 6, 3) = 20 = 15
4d6 ⇒ (3, 4, 3, 2) = 12 = 10
4d6 ⇒ (6, 2, 6, 4) = 18 = 12
4d6 ⇒ (1, 5, 4, 2) = 12 = 11
4d6 ⇒ (4, 3, 2, 3) = 12 = 10
Total: 11

4d6 ⇒ (1, 4, 2, 5) = 12 = 11
4d6 ⇒ (3, 2, 4, 2) = 11 = 9
4d6 ⇒ (6, 2, 4, 3) = 15 = 13
4d6 ⇒ (6, 2, 5, 4) = 17 = 15
4d6 ⇒ (1, 5, 6, 1) = 13 = 12
4d6 ⇒ (2, 2, 3, 1) = 8 = 7
Total: 8

C'mon, really?

4d6 ⇒ (5, 5, 6, 3) = 19 = 16
4d6 ⇒ (2, 2, 1, 6) = 11 = 10
4d6 ⇒ (4, 3, 1, 5) = 13 = 12
4d6 ⇒ (1, 3, 5, 6) = 15 = 14
4d6 ⇒ (1, 5, 6, 6) = 18 = 17
4d6 ⇒ (1, 5, 5, 1) = 12 = 11
Total: 31

Wow, that really made up for the previous ones!

I would like to submit Xantrius Kaleson, Tiefling Paladin, Marshal Path for consideration. I have played him before in a previous WotR campaign, but it ended very early so I have not seen much of the story.

Here is the fluff, I will have to re-work the crunch to fit the new stats.

Description:

A huge, imposing figure covered in armor from head to foot, he carries a polished shield bearing a black rose. He speaks in a deep, chilling voice that sends shivers up the spine of even the boldest knights, yet when he sings his voice smooths out into a surprisingly deep, rich baritone.
Beneath the armor:
Height: 6'7"
Weight: 245#
Eyes: Red
Skin: Black
Hair: None
Once he takes off the helmet, you see a horrific black-scaled monster. Gleaming white fangs, small horns, glowing red eyes and pointed, serrated ears make him seem almost a full demon.

History:

His mother Kale caused the cracking of the Kenabres Wardstone.

At least, that is the way she tells it. Before the first attacks, she was merely one of a squad of soldiers assigned to routine duty in the city. With nothing much to do most of them spent a lot of time in the local tavern, which is where she met Arvoris. A fairly good-looking young blacksmith come to trade from a neighboring village, she started spending a lot of time with him. He asked her endless questions about her and the exciting life of a soldier, and she enjoyed the attention.

Until the attack began.

With the cracking of the Wardstone, Demons began the assault , a screaming horde ready to claim all Golarian as their own. The crusaders fought bravely but were barely holding the line. After a disastrous battle on the front where she had seen almost her whole squad killed, she and a ragged group retreated back through the city. She rushed to find her lover. When she told him he had to flee, he laughed.

And then he changed.

He was not a simple craftsman but an advance scout for the Demonic Horde. And she had provided so much valuable information! Tears in her eyes, she could not believe it. She had used her Sight on him, seen no sign of evil! He grinned and raised an amulet with strange markings on it, taunting her. She rushed him with sword raised, but he teleported away, his laughter still ringing in her ears. She changed after that. Before, she had been a devotee of Shelyn, finding beauty in everything and a firm believer that anyone could find redemption. Now, she rushed into battle and fiercely attacked the enemy with no regard for her own life. Slowly, they managed to turn the tide and reclaim the city. The Wardstone held and she joined the new crusade to push the demons further back.

Until she discovered she was pregnant.

She knew once the child was born everyone would know of her shame and betrayal, so she fled. She settled in Ustalav, kept to herself and raised the demon-child for the rest of her life. She poured all her bitterness, rage, and hate for all demons into her son and trained him to kill as soon as he could hold a sword. But she also had the wisdom to try to make him understand that he was not to blame for what he was. Through his actions, he could overcome the stain of sin left on him by both his father and herself. He took to wearing full armor as often as he could, so as to hide his horrific visage. He still rarely removes it except when alone.

But it was not all lessons about demons and training. His fondest memories are of the times when, after a long day his mother would sing to him. She had a voice that would make the goddess Shelyn herself stop and listen! She would also sometimes talk about the family she left behind, her brother Kal who as far as she knew was still fighting in Kenabres.

Last year, he returned from a trip to pick up the weapon he would need in his fight to find her dead, with a skeletal grey-skinned demon standing over her. The fiend dropped something on her body and vanished before he was able to reach them. He vowed then to destroy all demons, and to find out why she had been singled out for such misery. He still holds the strange amulet dropped by the demon, but he has not yet found someone who can tell him the meaning of the runes carved into it.

Now he has arrived in Kenabres, biding his time training in a crusader camp outside the city, ready to kill his Father and any other demon that gets in his way...

The day before...:

Awakening with the dawn, Xantrius sits up in his small tent on the outskirts of the city and starts polishing his armor. After awkwardly donning it in the small confines he exits and stirs up the embers of yesterday’s fire to cook his breakfast. He returns to his tent to eat and then puts his helm back on and checks his weapons before strapping them on. Taking one last look at the strange symbols on the amulet around his neck, he starts for the city. Nodding to the other recruits he recognizes as he leaves the large field camp stationed on the northern edge of Kenabres, he strides with purpose towards the library.

After waiting patiently for close to an hour while the guards at the gate check everyone entering the city, he recognizes the guard on duty and hails him. ”Good Morn, Roderick.” he calls out, his harsh, grating voice unnerving several others waiting to enter.

”Good Morn, Xantrius! Are you planning on joining in the festivities for Armasse tomorrow?”

”I shall be here, but I shall not have any duties. There is not much call for those who follow the Lady of Graves on this day.” he states, tapping his shield with its prominent depiction of Pharasma’s black rose.

The guard looks at him oddly. ”I still find that strange. I didn’t think there were any paladins who followed her?”

”There are a few who see their duty to escort those deserving into her embrace. But I will not keep these good folks waiting any longer. Good Day.” With a final salute he enters and heads towards the Old City. His long stride quickly takes him along the twisting roads to his destination, the same place he has come almost every day for the past couple of weeks.

As he stoops to enter the entrance to the Library, the clerk at the desk sighs. ”He’s still not in.”

Xantrius is silent for a moment. ”And I doubt you have any idea when he will be available. May I view the volumes of Maxtarus’ Demonic Lore?”

”If you must. Be careful!” As the huge knight strides away the clerk mutters ”I don’t know why they even let brutes like him in…”


@Xantrius

Make sure you go through the character creation rules and make sure all my questions are answered in your fluff. Just go through 'em one by one if it makes it easier on you.

Not that it isn't good. Your fluff is great. Just make sure it gets all the points I need :)


BossBedlam wrote:

4d6

4d6
4d6
4d6
4d6
4d6

17, 15, 17, 14, 15, 11

unchained monk or alchemist

I do have some questions.

1) Will simulacrums be allowed?

2) Would an alchemist be allowed to take the Archmage Mythic Path?

1) Simulacrums are fine. I would house rule that the mythic tier is halved as well, though. Or maybe require you to use a mythic version of the spell to make a mythic simulacrum. I'll have to check my Legendary Games book and see what they did with it.

2) Archmage for alchemist is fine. They have options under Trickster as well, though, make sure you check them out. :)


Hmm, I have really wanted to try this one out. The mythic system seems interesting and the nerfs look reasonable to make it more fun. Here's hoping I get something playable ^^

4d6 ⇒ (3, 4, 2, 4) = 13
4d6 ⇒ (2, 5, 4, 4) = 15
4d6 ⇒ (3, 2, 2, 6) = 13
4d6 ⇒ (2, 2, 1, 2) = 7
4d6 ⇒ (5, 4, 2, 6) = 17
4d6 ⇒ (3, 4, 5, 5) = 17

13 points...try again

4d6 ⇒ (4, 1, 1, 4) = 10
4d6 ⇒ (4, 1, 4, 2) = 11
4d6 ⇒ (5, 6, 1, 4) = 16
4d6 ⇒ (2, 2, 6, 2) = 12
4d6 ⇒ (6, 4, 4, 5) = 19
4d6 ⇒ (5, 1, 4, 2) = 12

welp 14 points...lol I forsee a 15 pointer next >.<

4d6 ⇒ (2, 5, 1, 4) = 12
4d6 ⇒ (5, 4, 1, 5) = 15
4d6 ⇒ (1, 1, 2, 6) = 10
4d6 ⇒ (3, 1, 6, 2) = 12
4d6 ⇒ (4, 6, 5, 3) = 18
4d6 ⇒ (6, 2, 1, 3) = 12

Another 14 O.o

4d6 ⇒ (4, 5, 6, 5) = 20
4d6 ⇒ (3, 4, 2, 3) = 12
4d6 ⇒ (4, 1, 1, 6) = 12
4d6 ⇒ (6, 5, 2, 4) = 17
4d6 ⇒ (6, 3, 1, 3) = 13
4d6 ⇒ (6, 6, 1, 2) = 15

Grand Finale, a 25 point build. I think I can manage something with that. Off I go into coming up with something. I think I've got an idea of a nagaji brawler (Wild Child), taken by slavers at an early age for gladiatorial combat. He would be in the long run going up the champion aspect. I shall do my best to make something worthy of choosing.

GM as far as the wild child aspect goes, would you prefer I start without an animal companion or with. Background wise, I'm thinking they had to take down the animal to take the boy and planned to use them both in the arenas idea but if you prefer I start without then I can work with it.

Liberty's Edge

1 person marked this as a favorite.

Ah! Kiora! This sounds great. I have to take a shot at this. If me being in your Andoran game lowers my odds of being selected, I don't mind. But I've been itching to work out a Chosen One Paladin for ages because I just cant resist that Jeanne d'Arc angle. She'd be following the Marshal Path for sure.

Yikes, there's already a few Paladins in the mix. Welp, competition breeds innovation. (I could also submit a second character, if that's fine, or a different character. To break up the homogeneity.)

Let's take a look at those rolls:

Stats!: 4d6 ⇒ (3, 4, 2, 5) = 14 = 12
Stats!: 4d6 ⇒ (5, 4, 6, 6) = 21 = 17
Stats!: 4d6 ⇒ (1, 5, 1, 1) = 8 = 7
Stats!: 4d6 ⇒ (4, 2, 5, 1) = 12 = 11
Stats!: 4d6 ⇒ (5, 4, 6, 1) = 16 = 15
Stats!: 4d6 ⇒ (5, 1, 3, 5) = 14 = 13

Yowza! All over the place, stat-wise, but it's a 22 point buy and I can definitely work with it!


1 person marked this as a favorite.
Orannis wrote:

Ah! Kiora! This sounds great. I have to take a shot at this. If me being in your Andoran game lowers my odds of being selected, I don't mind. But I've been itching to work out a Chosen One Paladin for ages because I just cant resist that Jeanne d'Arc angle. She'd be following the Marshal Path for sure.

Yikes, there's already a few Paladins in the mix. Welp, competition breeds innovation. (I could also submit a second character, if that's fine, or a different character. To break up the homogeneity.)

Hey there friend!

As long as you can keep up with posting ;) Otherwise I'd have to boot you from both games and that'd be a sad day. :(

Sounds great! There are a bunch of paladin Marshals up in here though, this is true. Something about WotR inspires the paladins to come out of the woodworks I guess ;)

Second characters are fine. You have to use the same stat array though.

Liberty's Edge

GM Kiora wrote:

Hey there friend!

As long as you can keep up with posting ;) Otherwise I'd have to boot you from both games and that'd be a sad day. :(

Sounds great! There are a bunch of paladin Marshals up in here though, this is true. Something about WotR inspires the paladins to come out of the woodworks I guess ;)

Second characters are fine. You have to use the same stat array though.

No problem!

Liberty's Edge

1 person marked this as a favorite.

For my second submission, I've decided on a Rogue/Wiz/Arcane Trickster. Trickster Path

Because what's life without challenges? (But really, wanna crack at that Unchained Rogue.)

I'll focus my creative prowess on this guy first, and if I have the energy/time left over I'll submit the Paladin.


4d6 ⇒ (2, 5, 4, 5) = 16=14
4d6 ⇒ (5, 6, 1, 6) = 18=17
4d6 ⇒ (2, 4, 5, 6) = 17=15
4d6 ⇒ (2, 3, 2, 1) = 8=7
4d6 ⇒ (3, 2, 5, 2) = 12=10
4d6 ⇒ (2, 3, 6, 4) = 15=13

I'll see what I can do with this.


Dotting for interest. I've been looking to get into a WotR game for a while.

Before I roll, I do have a couple questions. I haven't been able to look at Unchained yet, so am unfamiliar with the Unchained crafting and wound threshold system. That won't be an issue, will it?

The second is do you want submissions in a full profile, or can we save that for if we get selected?

Roll: 4d6 - 1 ⇒ (4, 3, 2, 1) - 1 = 9
Roll: 4d6 - 2 ⇒ (3, 2, 4, 5) - 2 = 12
Roll: 4d6 - 3 ⇒ (5, 4, 3, 5) - 3 = 14
Roll: 4d6 - 1 ⇒ (1, 3, 3, 6) - 1 = 12
Roll: 4d6 - 2 ⇒ (3, 2, 3, 6) - 2 = 12
Roll: 4d6 - 2 ⇒ (5, 5, 3, 2) - 2 = 13

Total: 12

Rolling again

Roll: 4d6 - 1 ⇒ (1, 1, 6, 4) - 1 = 11
Roll: 4d6 - 1 ⇒ (1, 5, 6, 1) - 1 = 12
Roll: 4d6 - 1 ⇒ (1, 2, 2, 2) - 1 = 6
Roll: 4d6 - 2 ⇒ (2, 6, 4, 5) - 2 = 15
Roll: 4d6 - 2 ⇒ (3, 4, 2, 4) - 2 = 11
Roll: 4d6 - 1 ⇒ (5, 4, 3, 1) - 1 = 12

Total: 7 (assuming a 6 is worth -6)

Well, this isn't looking pretty.

Roll: 4d6 - 2 ⇒ (3, 2, 6, 3) - 2 = 12
Roll: 4d6 - 4 ⇒ (5, 5, 5, 4) - 4 = 15
Roll: 4d6 - 2 ⇒ (5, 3, 2, 3) - 2 = 11
Roll: 4d6 - 1 ⇒ (5, 1, 4, 3) - 1 = 12
Roll: 4d6 - 1 ⇒ (2, 1, 6, 6) - 1 = 14
Roll: 4d6 - 1 ⇒ (5, 5, 1, 2) - 1 = 12

Total: 19

It's lower than a lot of the other people's rolls, but pretty well grouped. Should easily be able to make a fun character.


Phntm888 wrote:

Dotting for interest. I've been looking to get into a WotR game for a while.

Before I roll, I do have a couple questions. I haven't been able to look at Unchained yet, so am unfamiliar with the Unchained crafting and wound threshold system. That won't be an issue, will it?

The second is do you want submissions in a full profile, or can we save that for if we get selected?

Unfamiliarity with unchained is not an issue unless you intend to be a summoner, barbarian, or rogue. Then you must use the Unchained rules. We can tackle crafting rules if/when we get there. (Basically unchained makes crafting into a team affair, making the whole process more cinematic.)

Wound thresholds make it so you get a negative penalty to d20 rolls and AC as you incur HP damage. This applies to both enemies and PCs. I expect to be the one reminding people of this as it happens. HeroLab basically automates this process for me. (I also like wound thresholds because it lets me alert players to roughly what % HP the enemy has left without being all meta-gamey about it.)

You don't have to make an alias just for the submission, if that's what you're asking.


That is what I was asking, yes. Thank you for your help. I should have a character in a day or two.


Vincent Fleming wrote:


GM as far as the wild child aspect goes, would you prefer I start without an animal companion or with. Background wise, I'm thinking they had to take down the animal to take the boy and planned to use them both in the arenas idea but if you prefer I start without then I can work with it.

Starting with your companion is fine. Make sure the companion makes sense (geographically) depending on where you met it.

Basically don't tell me you're from Tian Xia and you got a rhinocerous.


I've always liked Wrath of the Rigtheous. I'll throw my hat in the ring so to speak.

4d6 ⇒ (5, 2, 6, 3) = 16 14
4d6 ⇒ (6, 2, 4, 6) = 18 16
4d6 ⇒ (1, 2, 6, 6) = 15 14
4d6 ⇒ (6, 1, 4, 6) = 17 16
4d6 ⇒ (1, 1, 5, 2) = 9 8
4d6 ⇒ (1, 4, 6, 5) = 16 15

Oh, that's definitely good enough. 35 point buy, geez. Thinking I'll heavily rework and old character for this one...

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