JosueV |
Greetings! I have been running a Wrath game for about 3 months now, and my party of adventurers are about halfway through the second adventure. I wanted to share what I did in order to change the power progression for my characters in order to maintain the feel of divinely empowered while not being overly powerful to make the path as written difficult to play.
I utilized the Homebrew and Advice forums to help crowd source some of these changes:
First, I threw out mythic all together and then made a mishmash of the gestalt rules to replace the mythic tiers. At the moment of ascension in book 1, the party got to choose a second class and a prestige class that they would like to have. After that point, they were gestalt in their two base classes (so equal in level to original class) and for every tier they earned, they got the abilities of a level in their chosen prestige class (1 tier= 1 prestige class level powers not including BaB, saves, skills, or HP for the prestige).
My players include the following:
Paladin/Oracle(Battle) of Iomedae with Sentinel abilities
Inquisitor(Cold Iron Warden/Witch with Exalted abilities
Cavalier(Order of the Star)/Bard(Arcane Duelist) with Battle Herald abilities
Druid/Bloodrager(Draconic) with Dragon Disciple abilities (yes sliver ^_^)
Pyrokineticist(yes pyro... sigh)/UnRogue with Arcane Trickster abilities (a little bit of modding for this one as no arcane, but worth it)
Then there was the 'kick in the door' strategy for the ghouls in the chapel on the bluff, where the party brought the entire dungeon down upon their heads... lol, who needs stealth?
As to any of my other modifications to make this work, feel free to ask away, or suggest any other things you think could work well.
Thanks for the support, as I couldn't have come up with everything without the assistance of these boards!
^_^