|Ron Lundeen Contributor|
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I know, I know. I *said* I wouldn't make a variant adventure path for Wrath of the Righteous, but I'm now doing so. My bad.
I thought long and hard about what I didn't like about WotR, and it came down to (i) overly difficult early scenarios, and (ii) mythic stuff trivializing everything in the later scenarios. So in my variant WotR AP, I'm removing mythic altogether and being careful to smooth the difficulty a bit.
That doesn't change the fact that WotR is *hard*, and the characters need boosts to help them overcome challenges. I'm doing this in two ways. First, I'm being more generous with feats. Second, I'm providing powerful once-per-adventure benefits that hinge a bit on the story I'm telling.
The AP will be called "Godcallers of Sarkoris," and it takes place in Sarkoris before the Worldwound opened (or, alternatively, in a Sarkoris where the Worldwound never opened at all). There's plenty of demon cults and such running around, so there's no end of adventure there using WotR cards.
The characters all get a special cohort throughout most of the AP that is their own fragment of divinity. (Sarkorians call summoners "godcallers," and consider their eidolons to be "mini-gods" at their sides--I'm running with this awesome idea.) Everybody gets one, not just Balazar.
Here are my rules for this, as currently drafted. Comments, suggestions, etc. welcome:
After completing Adventure 0, the characters receive powerful fragments of a benevolent deity to help them in times of need. At the beginning of each game, each character gains a cohort to represent the godcalled eidolon bound to that character. Use the Unfettered Eidolon henchman card for this cohort (although they have no powers on that card, are cohorts instead of monsters, and have none of the powers Padraig or other eidolon cohorts do). As with all cohorts, each character receives only one of these, and they are returned to the box after each scenario and added to the character’s starting hand at the beginning of each scenario.
Unlike normal cohorts, godcalled eidolons don’t have any predetermined powers; they instead use the powers that the character has chosen for them. Print out a Godcalled Eidolon Powers Sheet for each character. When the character gains his godcalled eidolon at the end of Adventure 0, he immediately checks off two boxes to reflect his godcalled eidolon’s basic powers. These initial powers must be on two different lines; they can’t be a power and an upgrade to that power. At the end of each adventure, the characters gain a “Godcaller Feat.” This allows the character to check off another box on the Godcalled Eidolon Powers Sheet, which can be a basic power or the upgraded version of an existing power, just as with a normal power feat selection.
A godcalled eidolon provides only those powers selected by the character when it is played. For example, even if Seelah gives her Unfettered Eidolon card to Alain, when Alain uses it, it functions based on Alain’s choices, not Seelah’s.
Godcalled Eidolon Powers Sheet
[ ] Bury this card to reduce all damage dealt to you before you act or after you act to zero ([ ] or all damage dealt to you) to zero.
[ ] Bury this card to succeed at your check to defeat a non-villain, non-henchman barrier ([ ] or to banish a non-villain, non-henchmen barrier displayed next to any character or any location).
[ ] Bury this card to succeed at your check to defeat a non-villain, non-henchman monster ([ ] or a non-villain monster).
[ ] Bury this card to evade a monster ([ ] or, if you fail a check to defeat a monster, bury this card to reduce damage dealt by that monster to 0 and evade that monster).
[ ] Bury this card to choose a character at your location and shuffle 1d4+1 cards from that character’s discard pile into his deck ([ ] and shuffle 2 cards from your discard pile into your deck).