Wrath of the Righteous gestalted - We Will Not Surrender To The Evils Of Your Birth


Recruitment

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Hi there, I'm Waluigi, and I am here to recruit for a gestalt Wrath of the Righteous game. I've been a tabletop gamer for over a decade and spent the past seven years playing Pathfinder and the past six years DMing it with friends in real life. Online, I have gone through a few games, mostly as a player, and the only text RP DMing I've done was privately with friends. WoTR is a game I have wanted to run since it came out, but my friends never really felt as into the idea as I did and I wouldn't want to drag them through something only I cared about, let alone with the extra high power stuff involved, so now I'm hoping you, the good people of the Paizo boards, can help me instead.

First, let's talk about how I want to run this game: as a grand holy war spectacle. The idea of fighting to avert the demon apocalypse with all the world hanging in the balance as you play incredible heroes of myth and almost godly power rising up to stop them? That's my platonic ideal of a fantasy tabletop game to a degree that I'm almost embarrassed by. Wrath of the Righteous is the grand heavy metal album cover of adventure paths, and that's the feel I want here. Mythic is big, big power, and gestalt tacks on a whole lot more than that. The obvious drawback is that making the players super strong means the forces of evil have to hold a candle to that, and so the assorted monsters and villains of this adventure path will be receiving a huge bump in power as well, which usually means gestaltifying them or adding other ways to make them stronger. I want you to feel like incredible heroes who can do anything, but who have to go through the forces of evil to get to it, so you'll be strong, versatile, fearsome, but so will the enemies you overcome. Sound fair? Good. Because I love editing and replacing and revamping Adventure Path content; my Kingmaker game with friends is one that looks almost unrecognizable to the vanilla book because of how much things change. This game won't be as intense, but there's one huge change I want to make to the beginning of the game. Spoilers for the most known part of a five year-old adventure path within.

Spoiler:
The cave section is gone.

Huge, right? I once played a game with some internet randoms from elsewhere, and we never got past that beginning segment. Seems a lot of people haven't. So it's gone. I'm going to put something else in its place and let some different version of events follow where you handle the opening segment differently, but still get to introduce yourselves and struggle with the events that have just unfolded, but without going through the same segments and the same opening encounters I imagine some of you may have done several times before. So if you're interested in playing, you have that to look forward to!

Now let's go into everybody's favorite part of everything, the rules! Let's start with guidelines, because if I can keep you through the boring personal stuff I've got you on lock for the juicy character details.

-A post every weekday. I work from home as a freelance writer so I have a lot of time on my hands to check in and respond to the game, so I'll be creeping on the thread 24/7. I know most people don't have that kind of free time to invest, but my impatient ass would like a somewhat decent pace, so aim for one post per weekday when possible. Weekends are a bit looser, and if a day or two comes up where you have to stop for a little bit it's totally cool, I can DMPC you. Same way that if anything comes up and I'm gone for a short period I'll let you know. Life is more important than game, it's all cool.
-This game will deal with some mature themes, and I would like players who can deal with that. Not only is the general tone of things dark at times, but the AP contains a handful of queer characters and one who is transgender; please be respectful and sensible about handling that sort of thing. You don't need it to be a part of your character or experience by any means, but where it does come up in the story or dealing with NPCs, be decent.
-Good spelling and grammar are hot. Like, really, really hot. If you typo, oh well, I won't come for your head. But I will be considering typing quality and readability in character apps, and will expect some effort on your part to make good-looking posts in character. You don't need to write out way more words than you need to, and sometimes you don't need to post a huge response post with lots of prose and description to say yes to something, but do also try to get into the character and be evocative with it.
-Metagaming is kinda shitty
-The more you give in to the game and to me, the more I can give you back. This applies to your application, where plot hooks and interesting back story details help me write things into the game that will help your character grow and do things specific to their own quests, but it also applies to roleplay. Interact and get into the character, let it become something special and fun, and you'll have a better and more fulfilling time interacting with NPCs and such because of it.
-Don't be that guy

Still with me? God I hope you're still with me, because now it's time for the fun stuff.

Character creation:
-Gestalt rules (See here http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm if you don't know them)
-Level 1
-Max HP at every level because you'll need it
-Max starting gold for your class
-One trait from the WotR player's guide and one other trait from anywhere that isn't another AP. I will want to see these traits in your character's history; the campaign one is obviously a big one, but no matter how minor the other one is, I want a justification for it in there somewhere, no matter how derailey or out of place it is. That's what traits are for.
-All non-evil alignments are allowed. LE maybe on a really good app with someone who can play with good characters well and have a really, really good reason to hate demons, but no promises.
-25 point buy. Scores must be 8-18 after racial mods
Allowed content:
-All classes in main, official Pathfinder, and all archetypes from across the line. If you're using a class with an Unchained variant, you will take that Unchained class automatically. If there's an archetype you feel is compatible from the vanilla class you want, talk to me and we may be able to work out some adaptations.
-All races from core, and all featured and uncommon races at 20 RP or under. Plus Kitsune because I have a soft spot for them.
-For equipment, feats, and all assorted other kinds of junk, all official Paizo sources are allowed. Go wild.
-No 3PP content. Regular Pathfinder is full of so many books right now the weight of my whole Pathfinder collection could literally crush my skull in and I'm not exactly a collector. I know some people love Path of War more than they love their own mothers, but I'm too tired to want to learn a whole new subsystem.
-I guess if someone REALLY wants it, we can have guns.

For fluff, I want to see all of these things in your character's backgrounds:
-Their background (Duh)
-What their motivations and goals are
-Their personality
-At least some plot hooks of some kind from their past. You've got freedom with it, but gimme something to hook my mouth on like a big, talky bass who you can reel up out of the water and get sweet content out of
-As mentioned, your traits, but in background form

Extra:
Gestalt is a lot of stuff and first level isn't really where builds always shine through. So tell me what you're building toward and what you want to do. Not in depth, not a tactical rundown of your action flowchart, just a sense of how you'll play down the line.

House rules:
-Eff the grid, we play in the theater of the mind like real adults
-http://michaeliantorno.com/feat-taxes-in-pathfinder/ These feat house rules will be in effects
-Levels are given when the story is along far enough and there is no XP. Given the bigger, badder beasties you'll fight being supermen, it's worth it
-There will be some changes to Mythic rules to dial down the more exploitative and broken powers, so think it out a bit before you build a concept around a super broken combination that I'm going to nerf. These changes will be determined at a later date, but before the game ascends into mythic material, so you'll have ample time to know and be ready to accept your fates.
-Instead of always being LG, Paladins are their god's alignment. If your chosen god doesn't have a code already written for them I will provide you with one to follow. Following this code will be more important than following your alignment to a T.
-Not really a house rule I guess but. This is going to be a high power game. Mythic + Gestalt is obviously big, and I am going to use this to flex all my high power epic power metal fantasy muscles and make something grandiose. If you prefer a more rugged and grounded sort of Pathfinder this isn't really your AP and may not be your game. This is big heroes fighting big monsters.

Sure hope that's everything. It'd be super embarrassing if I posted ALL this stuff and forgot some really vital detail of it all. I wrote down which AP this was right? Shit that'd be a really bad thing to miss. But, if you have any questions, don't be afraid to ask. I'll happily answer any questions you have. As for when this closes up shop: depends on how long this all takes, I guess. If only two people and my mom want in the game then I guess it won't be much longer than however long it takes them to make their characters. I've never been on this side of recruitment before so who knows. I'll play it by ear, but if I give you a deadline, you'll have a day or two ahead of time to know about it. Until then, I leave you now with the song I stole a lyric from for the title, which may give you an idea of both what sort of stuff is driving the aesthetic, and how much of a hopeless frigging nerd I am.


Interest!


Dot, I love a game where I can actually play a Paladin with a none Lawful lifestyle....also Gestalt....also Ranger!

So my concept will be Paladin/Ranger (Bowman)

Question, I plan on taking Craft Bow for the first couple of levels. (I could technically be able to do Magic Arms and Armor later...but I'm not sure on it as I'm not taking spellcraft.) Would I be able to have crafted my own bow at 1/3 the cost or should I pay full cost and still have crafted my bow?


Hrmm. I'm thinking something LE, and this picture.


Basic Idea behind the Character's look and dress

Jynn T'Soryn Crunch:

Jynn T'soryn
Elf paladin (divine hunter) 1/ranger (falconer) 1/gestalt 1 (Pathfinder RPG Ultimate Combat 62, 67)
CG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d10)
Fort +2, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee kukri +4 (1d4+2/18-20)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (evil outsiders +2), smite evil 1/day (+2 attack and AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +3)
1/day—comprehend languages, detect magic, detect poison, read magic
Paladin Spell-Like Abilities (CL 1st; concentration +3)
At will—detect evil
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 10, Int 14, Wis 12, Cha 15
Base Atk +1; CMB +3; CMD 16
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse
Traits chance encounter, warrior of old
Skills Craft (bows) +8, Diplomacy +6, Handle Animal +6, Knowledge (nature) +6, Knowledge (religion) +6, Perception +7, Sense Motive +5, Stealth +5, Survival +5 (+7 to avoid becoming lost); Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Sylvan
SQ track +1
Other Gear lamellar (leather) armor[UC], arrows (40), kukri, longbow, bedroll, compass[APG], flask, masterwork backpack[APG], masterwork bowyer tools, sack, snuffbox, wood[ACG], thread (50 ft.), waterskin (2), weapon cord[APG], whetstone, winter blanket, wooden holy symbol of Ketephys, 30 gp, 11 sp, 4 cp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Track +1 Add the listed bonus to survival checks made to track.

--------------------

Artemis
Hawk
N Small animal
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 (2d8+2)
Fort +4, Ref +5, Will +2
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Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee bite +2 (1d4), 2 talons +3 (1d4)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Weapon Focus (talon)
Tricks Attack, Burglar, Come, Fetch, Guard, Maneuver (Steal), Seek, Seek, Sneak
Skills Acrobatics +2 (-6 to jump), Fly +4, Perception +6, Stealth +10
SQ attack, burglar, guard, seek, sneak
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Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Burglar [Trick] An animal trained as a burglar knows the come, fetch, maneuver (steal), seek, and sneak tricks. You can order it to steal a specific item you point out.
Fly (80 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Sneak [Trick] Creature stays hidden.

I almost let you lean me towards Kitsune but while I enjoy the tricksters I had a different Idea in mind. I shall have the fluff up within the week, I was simply inspired to build this character.


Looks awesome. I'll come up with something for this.


Oh, yeah! Dig it? Yeah!

Playing this and finishing RotR are prioritary on my list, so expect an application from me soon.

What I have in mind is one part of the gestalt being skill heavy (Ranger, Rogue, Investigator) and the other the one delivering the pain (Warpriest comes to mind just because he rocks). Man, I could even be Rob Halford!


Dot!


Dotting for a monk rogue, how long are you giving us on character creation? I may not be able to get it done this week due to Rosh Hashana and Yom Kipur.


Dotting. Thinking of a weird combination of Slayer/Witch. Someone who finds those nasty things lurking around civilization and deals with them, with extreme prejudice. Now drawn to the biggest cause of nastiness in Golarion.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Concocting a Samsaaran Magus (Kansai)/Warpriest(Sacred Fist).


Hmmm... very tempted to make some sort of Kitsune mega-caster, like sorcerer/oracle... I'll let the idea stew for a day or two and see if it takes root.


I would love playing in WotR!

However, your power level gives me some concern.

I was actually thinking of running the AP but without mystic because I keep hearing it's all a big broken mess. :(

However, it sounds like you know about this and will take the appropriate steps to avoid the 'rocket tag' game.

I'm more of a fluff player than a crunch player but I will think about coming up with a suitable gestalt mix. Thinking unchained rogue/sorcerer right now.


Submission: Vitus:
Vitus Image
Male Angel Blooded Aasimar
Scion of Humanity
Cross Blooded Steelblood Bloodrager 1 / Oath of Crusades Paladin of Gorum 1
Bloodlines: Destined and Celestial
CG
Traits: Exposed to Awfulness, Fates Favored
Drawback: Foul Brand
Init:+1, Senses: Darkvision, Perception +4

-----------------------------
Defense
-----------------------------
AC 17, Touch 12, Flat Footed 14
(+6Armor, +1Dex)
HP: 13
Fort +4, Reflex +1, Will +0
-----------------------------
Offense : Speed 30ft, 20ft in armor
-----------------------------
Melee: PA Included
Greatsword +4 (2d6+9 19-20x2)
Melee Rage: PA Included
Greatsword +6 (2d6+12 19-20x2)

Ranged:
Chakram +2 (1d8+4 x2) 30’ Range

------------------------------
Statistics
------------------------------
Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 18
Base Atk +1, CMB +5, CMD 16
Feats: Power Attack

Skills:
Craft Weapon +3, Perception +4, Diplomacy +8

Gear: Gold: 4gp

Cold Iron Greatsword, Cestus(RH), Pathfinder Kit, Chain Mail,
2 Chakram, Crowbar, Waterskin

------------------------------
Bloodline Powers
------------------------------
Angelid Attacks:
Weapons considered Good Aligned. +1d6 Damage to Evil Outsiders

------------------------------
Special Abilities
------------------------------
Celestial Resistance: 5 (acid,cold,electricity)
Alter Self 1/day
Bloodrage 6rnds/day
Indomitable Stance
Aura of Good
Detect Evil
Smite Evil 1/day

------------------------------
Spells
------------------------------

-Physical Appearance: 6'6" 275lbs at only Age 16, Grey hair and beard, blue eyes, scars on face and arm with the brand of Deskari on his cheek. Typically wearing his pieced together animal hides with the symbol of Gorrum branded into it. and carrying his massive blade, He towers over most with his ulfen heritage. His muscles are well defined from a life of farming and swinging a hammer in his dads shop.

-Personality: Vitus is full of youthful vigor. He is a bit cocky. He was bullied verbally and kept an outsider due to his brush with a demon and the mark upon his face. Because of this he is a bit standoffish and a loner, but only wants acceptance. He is proud and believes greatness lay before him. He feels the crusade can not be one without follower of the God of Battle and Strength.

-Biography:
Vitus was born in Kenebras. His father Thorgrim had come to help make weapons for the crusade. His mother Helga was a capable farmer and livestock keeper. His family lived modestly and did very well for a time of war. As a boy he helped his mother in the fields. The hard work of farming helped to build his strength. His mothers saw in him the blood of their people as well as the blood of the celestial like her grandfather was. She knew he would grow to be a strong man and have a destiny beyond working the fields. A few years passed, now a boy of age 10. Thorgrim demand grew and it was time for Vitus to learn his fathers trade. Thorgrim was surprised at how strong Vitus had become. He was a good bit of help in the shop making weapons, well after he learned not to break the steel from hitting it too hard.

It was a day like any other. Vitus was working with his father in the shop when cries were heard even over the bellowing flame of the forge and pounding of steel. His father took up a blade and looked to Vitus. "Mind the Shop, Stay here." His father took off at a run. Curiosity got the best of Vitus. He grabbed a small blade himself and followed after. There was much commotion and panic so his father did not notice. Less then fifty feet from the shop in a open area they came upon a gruesome scene. A lesser demon had teleported into the city and already killed two people. It was later identified as a Babau, but Vitus knew nothing of these things besides that they existed. The demon had blood and viscera dripping from it's claws. A mother and father lay dead and torn apart. A small girl no more than five was on the ground trying to back away screaming in both pain and terror seeing her family before here. The sound of armored knights could be heard coming down the street. A patrol was responding but still too far away the girl was going to die. He looked to his father but he seemed frozen in fear the blade shaking in his hand. Vitus knew not what happened next. Something overtook him. A rumble from in his belly a fire, a rage burned. He though of what happened to these people and what was going to happen to the girl. He screamed out and darted out toward the beast. His father blinked and realized it was his son. He dropped the blade and wretch out for Vitus trying to stop him. The tunic tore from him and Vitus continued forward. Taking the sword in both hands he plunged it deep into the demons hamstring. The blade drove deep enough to break out the other side of the leg. The demon let out a cry of pain. He looked to the boy with a look of shock. Many things must have passed through its mind. How could this little thing hurt me so? It turned. No longer focused on the girl. Vitus was breathing heavy. It seemed the blade was ripped from his grasp. Though he stood his ground. The demon tore at him. One of the claws gashed open Vitus's face, and he fell at the demons feet. The demon next took blood from his wound. It had mixed with the natural acid on its skin. He dripped it from its finger tip down to the open wound and onto the boy's cheek. The demon spoke. "I mark you for my master, so that he may know to take your soul and torture and infest it. Now die." The demon claw lifted high was about to strike, but Vitus had done it. The knights had arrived. A small group of scout paladin dedicated to Desna arrived. WIth bows in hand they lit the demon up with their godly ability to smite and loosed a volley into it. It staggered back and fell to its knees and then to the ground beside Vitus.

It had been weeks, but Vitus finally awoke. His mother sitting and praying beside him. She quickly sent someone to fetch his father and give him the news. It spread from there and that evening when they were enjoying a meal for the first time in weeks with there son, there was a knock at the door. Helga answered the door and before them stood a knight. The holy symbol of Iomedae emblazoned upon his breast plate. "Hello, I a Sir Lionel, paladin of Iomedae. We heard of what your boy did and that he had recovered. I would like to train him. I am in need of a squire. I know little of your people and heritage. I can't promise he will become a knight, but he has abilities and holy ones at that to do such damage to a creature. It would be my honor to show him how to fight. Please think it over. Thank you. Sir Lionel left. Vitus and his father could hear everything fine. Vitus grew with excitement as his father pondered what this meant. The next week went on as normal. Vitus seemed even healthier and stronger then before, though now with an infernal mark upon him. He was shunned and people seemed scared of him. The other kids would laugh and call him names, but quickly run as he was their physical superior. Vitus was sad and his father could see what was happening. He spoke to the boy. "Son. I fear your mother and I have lost you. You will have a tough time working among these people now. I feel it best for you to squire under Sir Lionel. He will train you to be strong. Use your gifts, I feel you are destined to be a great warrior. Follow the teachings of Gorrum. I have done what I can with your mothers help. Gorrum will protect you as you become his weapon. Iomedae is great and righteous, but this crusade needs weapons not saviors. Remember this and you will do well my son. The common people will fear you still not knowing what you sacrifice for them. I am proud of you." With that the two went home. His father told his mother of the decision and why. A message was sent to Sir Lionel. It has been six years now. Vitus has grown to be a massive and strong young man. Lionel taught him the ways of the sword and how to be good, but Vitus remains his own man. Like a weapon the words and comments of others helped to shape him. There fear gave him strength. He is now a finished blade. Armasse approaches. Vitus is of age this year. He will swear his oath. Sir Lionel has done his part, but now Vitus is to become a crusader. So he now finds himself in the plaza awaiting the ceremonies to begin.

Alignment: CG: Lionel taught Vitus of the virtues of knighthood and how to use a sword. He still holds on to the heritage of his people and it's spirit of freedom and battle. He knows he must do what is right and what is needed. He is a student of war and a bit unpredictable in battle, but he is a good weapon to have on your side, As his family is Ulfen he was raised to worship Gorum. This mixed with the teachings of Sir Lionel have molded Vitus toward a CG alignment. He believes in freedom and choice and in general good natured, but with his Oath of the Crusade he opposed demonic influence in any form.

Mythic Path: Guardian, as he chose to defend the girls life that day over his own.

Outline: Vitus will be a hammer/striker. Will probably dual path at some point possibly with Champion not sure. Big one hit damage going mythic Vital Strike. Keep it simple just damage and ability to heal and keep himself in the fight.

I took a drawback for flavor, but no extra trait.

Thanks again for GM'ing

On Me: I'm married, work for the state and have a home, no kids. Evening and weekend are wife time, but I do hop on to check if things are needed especially if we are in combat. I am on my computer from 7:30am to 4:30pm Monday - Friday. I work in IT, so I post between 10-30 times a day in all my games or I did, over the last year around 6 games haves stopped due to GM's or players leaving.. The longest running game I'm in is over 4 years now on here. I am in 2 of GM Rednals games with one being over 3 years old. So as a player you will have me for the long haul. Thanks for the consideration.


Dot. I'll tweak my Sarenrae Paladin to suit your rules.


Dotting on this one. Gonna come up with a slightly unhinged alchemisty wizard who throws around all her spells like her bombs (flavour only).


Dot, I'm interested.

Two questions

1) Are you using Background Skills?

2) Are you using Combat Stamina, and if so, what flavor (free for Fighters, Fighter-only bonus feat, regular feat)?


Dotting here =^^=


Ohh.. there are going to be so many applications for this game :).

Here's the alias I will be using for a WOTR game this character was in that petered out. I just have to think of something that goes well with Warpriest... Warpriest is practically a gestalt all in itself!

He's very definitely going to be a front liner beatstick though.

Would you consider using Automatic Bonus Progression?


dotting


Presenting Yamato, Slayer and Archer of Erastil

Yamato:

Yamato Yoshi
Male strix unchained monk 1/slayer (sniper) 1/gestalt 1 (Pathfinder Campaign Setting: Inner Sea World Guide 313, Pathfinder RPG Advanced Class Guide 53, 120, Pathfinder RPG Advanced Player's Guide 115, Pathfinder Unchained 14)
LN Medium humanoid (strix)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 Wis)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +4; +2 bonus vs. illusion spells or effects
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (average)
Ranged or
. . orc hornbow flurry of blows +2/+2 (2d6/×3) or
. . orc hornbow +4 (2d6/×3)
Special Attacks flurry of blows (unchained), hatred, perfect strike 1/day, studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 13, Int 10, Wis 18, Cha 8
Base Atk +1; CMB +4; CMD 18
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Perfect Strike[APG], Power Attack, Precise Shot, Ranged Disarm
Traits deadeye bowman, stolen fury
Skills Acrobatics +7, Fly +7, Knowledge (geography) +4, Knowledge (history) +4, Linguistics +1, Perception +10, Sense Motive +8, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Strix
SQ accuracy, suspicious
Combat Gear dye arrow (10); Other Gear arrows (40), blunt arrows[APG] (40), orc hornbow, whistling arrow[UC] (20), belt pouch, blanket[APG], canteen[UE], hip flask[UE], masterwork backpack[APG], soap, waterskin, 95 gp, 16 sp
--------------------
Special Abilities
--------------------
Accuracy (Ex) Halve range penalties with bows, crossbows, and firearms.
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Fly (60 feet, Average) You can fly!
Hatred +1 (Ex) Gain a bonus to attacks vs. humans.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranged Disarm As full-rd act, attempt to disarm with ranged wep as -2 penalty.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Suspicious +2 bonus to save vs. illusion.
--------------------
Short Background

Yamato was raised in the church of Erastil. His training and his life was about his deity's weapon and dicipline. Calm mind, focused mind, calmm breathing, steady hands. He would be on the range every day that he was permitted. Honing his skills as an archer. He would train to shoot object at diffirent ranges, strange angles, and even, much later, past other people. Taught that an enemy would use any means to hide from the arrows guided by Erastil.

It was on one of these training days that his little group was attacked. His teacher of the day was slaughtered, the other acolites routed. He alone was left, cornered, wounded, unable to even fly. He awaited his fate. Yet, to his greater horror, he was captured and taken to some sort of cave or cavern. There he waited for days, unsure what his fate would be. Eventually he was taken and tied to an alter. Sacrifice. Worse than death. During the chanting, he could feel black tendrils claw and grab at his soul. There was a blinding flash of light. He though he would be dead. Screams were heard, at first he thought it was his own. But when he opened them, he was shocked to see that all the cultests were holding their faces, blood streaming down from what he could only think were their eyes. His bonds, were gone. No further push was needed, he ran, his wings still not healed.

It was a few more days before he could finally find his way back home. His wounds were treated and he was out for even more days as his body finally gave in.

After that incident, he pledged himself fully to Erastil, and with the World Wound needing more defenders, he offered himself as a worshiper of Erastil to go fight the entities that wants to take the world


acoldandbrokenwaluigi wrote:
First, let's talk about how I want to run this game: as a grand holy war spectacle. The idea of fighting to avert the demon apocalypse with all the world hanging in the balance as you play incredible heroes of myth and almost godly power rising up to stop them? That's my platonic ideal of a fantasy tabletop game to a degree that I'm almost embarrassed by. Wrath of the Righteous is the grand heavy metal album cover of adventure paths, and that's the feel I want here.

Platonic ideal? That sounds way too orgasmic for a Platonic ideal. Does sound like fun to play in though.


Definitely interested, but even if I don't get chosen, or even get a PC submitted, I would like to offer some solid advice:

Check out the Challenges of Mythic Play in Legendary Games' Mythic Hero's Handbook. It addresses most of the issues people have with mythic, especially as found within Wrath.


I'm not sure if I can come up with a character whilst distracted by how aroused the concept of this game is making me.

...what? I like to share!

Definitely going to come up with something. I do possess a few queries for you, good sir or madam.

- 8-18 AFTER racial mods? Just looking to make sure before I start slapping something together.
- Will we be using Background skills?
- Do you accept bribes? Shhh, don't let the others know I asked.


D-d-d-d-dot.


@GM
which format of gestalt are you running
Fixed Pairs, or Freewheel?

Fixed Pairs:

Once two levels are taken together they can not be reused in another pairing of classes.

i.e
Valid: Barbarian+bard 3, Fighter+Brawler 1
Invalid: Barbarian4, Brawler 2, Fighter2

This format has the easiest time for book keeping and auditing

Freewheel:

No restrictions;
can mix class levels freely, at uneven rates and can grab class features they want without any real investment in the class (i.e. taking evasion, Trapfinding, Uncanny Dodge, Monk AC, access to more skills, .. etc)

Not easy for book keeping or auditing.


Dotting!

Gestalt games are awesome!


I shouldn't I know I shouldn't. But I'm going to.

Dot.

There's going to be so many alternate Paladin concepts going around. So you know what? Paladin/Slayer of Achaekek. Bring it on.


Phew, lots of interest to wake up to. Good sign. For the people with stuff already written up: on a first glance nobody seems to be doing anything that jumps out as wrong so good job on that.

Vitaliano da Riva: I'll allow it if you can make the craft check on a Take 10. You may have up to 25% of your starting funds in crafted items. If someone has Scribe Scroll at creation and wants to start in on making those, that can go up to 50%.

Ierox: I can dig it, just keep in mind I will be scrutinizing any LE applications much harder than other ones.

Fabian Benavente: The power level is very high, but there will be assorted fixes coming in to help reduce the mythic power bloat down on top of bringing the general caliber of opponents up. Sometimes that's just making bigger, stronger monsters, sometimes that's introducing factors into encounters that big numbers aren't necessarily a straightforward solution to. I have a lot of experience in reworking AP content (quicker and easier to edit than to write from scratch), and I want to make sure it's challenging while not completely ruinous.

Phntm888: No background skills, and I would allow "Free for Fighters" as the ruling on Combat Stamina.

Godwin Solace: Not a fan of Automatic Bonus Progression, personally.

Monkeygod: Ooh, great. I will definitely nab that one and check it out then, thanks for the heads up.

Dodekatheon: After racial mods. No background skills. I accept bribes only in the form of amiibos I don't currently own.

RHMG: Freewheel, but with classes staying on only one half of the gestalt, no mixing between sides.


I will drop the 2 knowledge skills in my entry. They were from background. =^^=

Liberty's Edge

Dotting. I have way too many ideas, I'll try to work something out tomorrow.


acoldandbrokenwaluigi wrote:
Fabian Benavente: The power level is very high, but there will be assorted fixes coming in to help reduce the mythic power bloat down on top of bringing the general caliber of opponents up. Sometimes that's just making bigger, stronger monsters, sometimes that's introducing factors into encounters that big numbers aren't necessarily a straightforward solution to. I have a lot of experience in reworking AP content (quicker and easier to edit than to write from scratch), and I want to make sure it's challenging while not completely ruinous.

Thanks for the prompt response.

OK, let's assume that you have a good handle of the power curve, how will you select players?

I know you talk a little bit about proper posting (grammar) and wanting a good fluff for the proposed PCs but will there be any other criteria? I'm trying to help you out here because you will be inundated with applications very shortly. :)

Your selection criteria will not only help individual players to tailor their applications but also get a glimpse at the type of player that will be playing this game.

We all look for different things in PBPs and I think it's best to get an idea about what type of game this will be. This last is more difficult because you are new to the boards so we have no idea what your games are like (although they sound really good). :)

Anyway, I hope you don't think this is too much to ask. I really want to know what I'm getting into as this will be a two to three commitment.

Thanks for hosting.

Game on!


I guess the main criteria will just be application strength. I can't really give some tangible guideline on how to make me like a character, but the main things will definitely come down to whether I feel a character is one I'd like to DM for and run through the story of (see aforementioned bits about hooks and the give-and-take of character investment), and that the application speaks to something about the strength of the player to get into their role and the character. It's sort of weird to say "show me depth" in a high power version of a very martial campaign, but roleplay is still important to me, and having characters with stories and depth and goals that I can look at and feel "this is good, I like this, I want to see how this goes" is something kind of vital to me, especially in text form. "Make me like your character" is I guess the main thing, for as impossible to qualify or quantify as something like that might be.

Party balance will obviously be a factor in all of that too; I don't mind taking on multiple Paladins if they have different things going on with them crunch-wise, but I wouldn't take a table of only Paladin/Other Martial Caster characters. A Paladin/Dragon Sorc, Paladin/Oracle, Paladin/Bard, and Paladin/Fighter would be an interesting party that covers a spread of bases well. A Paladin/Figher, Paladin/Ranger, Paladin/Cavalier, and Paladin/Barbarian would not be. Not so say I'm taking a four player table 100%; I haven't really decided yet, it'll be based on how many applications come in I take a liking to, but I would like to see a fully functional party rather than a band of Martials who just hit stuff.

I'm fully aware this answer is virulently wishy-washy and doesn't really nail anything down, but hopefully it'll convey that character focus is a primary intention and does give people an idea of how to structure their applications a bit. Give me something fleshed out and full of hooks I can snag onto. If you have a class combo/crunch idea and want to build up from there, that's fine (it's one of my favorite methods of creating a character, actually), but your character should be the focus, not a vehicle for the dice rolls you make.


I'd love this.

The question now is will I attempt to go off the deep end and create a CN follower of the Qlippoth lord Chavazvug or keep it cleaner and go for Calistria or Pulura.


I was so excited when I saw this recruitment that I began making the character right away!

This is Jacen "The Mutilated" Solis: a Fighter/Warpriest of The Godclaw who (from his perspective) was saved from Demonic corruption by the intercession of Hellknights. Ever since, he's dreamt of bringing the forces of Chaos to heel with his twin-whips, and there's no better place to do it than at the Worldwound!

For me as a player: I also have a lot of time on my hands to post! I'm a professional actor, which means I usually have a lot of downtime on set/in theaters/looking for work. As you can guess, I also put a lot of importance on roleplaying, and maintaining dramatic irony within roleplaying, so this campaign sounds like heaven to me.

Backstory:
Chaos. Entropy. Collapse. Anarchy. Pandemonium. The enemy of all.

“We live in a world where even Gods can die,” the armored form bellowed, “A world where mere goodness and kindness are not enough. A world where wicked and selfish thoughts are useless distractions. Naïve idealism has no place here!”

The man had, at this uttering, surmounted a platform erected before the crowd of young, stern, and eager faces. Each body rigidly at attention, eyes following the ironclad figure’s every movement.

“If men such as you hold any aspirations of grandeur, of fame, of heroism, or glory, you had best leave now. We are not self-serving. We are not in pursuit of prestige. We are not” his sneer was audible behind the jagged faceplate of his helmet Adventurers."

We are practical. We are effective. We are this world’s last line of defense against armageddon itself. No one of us is more important than the other. No one of us is inexpendable.

Our world will not end with an explosion. It will collapse and crumble from the complacency of the masses, fearing for their own petty lives. We are not slaves to fear like they are. We are HELLKNIGHTS! FEAR IS OUR WEAPON, AND ORDER IS OUR ARMOR!

To uproarious cheers and applause, the Paralictor raised his black gauntlet. One pair of eyes burned brighter from his audience than all others: with meaning, hatred, and purpose. These were the eyes of Jacen Solis “The Mutilated.” He had reason and conviction beyond all others. Every man and woman here had lost something, but fervor cannot effectively be driven by loss. Jacen had more than loss, he had conviction. He had felt the blades of lawlessness cut through his skin like a knife through his very soul.

Years back, Jacen had awoke from his usual routine as supervisor of a outer Chelish plantation: drive the slaves through their workday, go to the local tavern, get blind drunk, go home with one of the many women who doted on him (he was quite a strapping looker back in the day), wake up hungover, repeat. The difference today was that Jacen didn’t wake in an alley, a field, or a latrine as per usual. He awoke in a dark room naked, bound, and gagged, surrounded by men in cloaks who chanted strange words. Well, mostly men. In the center, hood down around her shoulders, was the young redhead he had bedded the night before.

“Aw, you dumb, pretty thing,” she mocked, “You’re the worst lay I’ve had in ages!”

With a cackle and a sharp kick, she drove a sharp heel into his nethers. He began to bleed.

This was only the beginning of the torture. The woman and her cabal began to use his blood to draw runes and circles on the wooden floor of the cellar, and every time a wound proved insufficient to sate their needs, they opened a new one. Only once completed did the chanting resume. Jacen’s body was covered with lacerations, bruises, bones broken through the skin… some of his organs had become completely visible. His face was in particularly bad shape: an eye nearly gouged out, an ear half-removed, pieces of cheek left barely connected to the rest of his flesh.

As the chanting came to a zenith, Jacen began to float off the floor. An unbelieveable amount of energy began flowing from the blood-arrays and runes the cultists had inscribed. Word of a language uknown invaded Jacen’s brain, every syllable feeling like the scraping of teeth on the chalkboard of his mind:

“આ મનુષ્ય શું મૂર્ખ છે”

The cultist all heard the same. The few that understood Abyssal recognized it as an eons-old Demonic saying: “What fools these mortals be.”

At this declaration, Jacen’s wounds began to somehow fester and heal simultaneously! From them a dark glow emanated, which grew more and more intense until a shockwave exploded from his body, knocking the cultists off their feet and hurling each into the walls of the basement. Some of them died instantly, others were merely wounded and stunned.

His bindings disintegrated by the blast, Jacen ran naked and barefoot from the basement, discovering that he had been in the cellar of the tavern all along. As he left the building, however, he felt his consciousness slipping away with each step, and everything went black.

When next he woke, he was in an infirmary bed, wracked with intense pain and a man in armor towering above him. Gradually, as he recovered, Jacen learned what had happened: the shockwave had alerted a nearby patrol of the Hellknights of the Order of The Godclaw, who found him, discovered the cellar ritual, and were able to dispatch some of the remaining cultists. It appeared, however, as if some had escaped. He also learned that the ritual was supposed to accomplish something , but exactly what was unclear… The Hellknights had burned the tavern to the ground for good measure, and were keeping Jacen for observation and recovery.

And rightly so.Jacen’s trials were far from over. Nightmares about the rituals persisted: the terrible voice in his mind, the feeling of overwhelming power, the torture endured at the hands of his captors; all of these haunted his dreams during his recovery. His night terrors aroused alarm from the Hellknights, fearing the man may succumb insanity… or worse. A Hellknight was stationed at his bedside at all times to watch Jacen, and to extol the necessity of Law and encourage him to fight the chaos that raged inside him tooth and nail.

The nightmares persisted, however, long after his physical recovery. Seeking to help him further (and keep an eye on a possible chaotic corruption), the Hellknights employed Jacen where his skills as a former slave-driver made him the most helpful: administering lashes. The Godclaw apprehended a great many lawbreakers whose infractions didn’t merit the death penalty, and so Jacen’s abilities were quite useful to the camp.

His long bedside lectures and fear of falling to the demonic influence of the ritual fully indoctrinated Jacen to the Hellknight way of thinking. Through hard work, study, and devotion, Jacen worked his way from being a simple civilian under surveillance to becoming an Armiger of The Godclaw.

Though not a fully-fledged Hellknight, Jacen had finally found a purpose in his life. Coincidentally (though not to his knowledge) his nightmares suddenly waned at the same time, and he became the poster-child for the rehabilitative properties of structure and law. Jacen began exhibiting supernatural abilities from his prayers to The Godclaw. In his eyes, the pantheon had marked him as a true believer, and he would not let them down.

This “approval” inspired him to began pioneering a fighting style that would utilize his skills with a whip in a lethal fashion, with the hope that he’d someday be of use on the field of battle against the forces of chaos. When leather whips proved ineffective against the armored practice dummies he’d concocted, Jacen asked the smiths at the camp to fashion him blades and spikes that he could attach to his weapons. Through months of practice he became proficient in these “Scorpion Whips” as he heard the blacksmith call them, and became apt enough at their use to wield two at once!

Now hearing the speech of his Paralictor, Jacen immediately volunteered to journey to Kenabres to fight against the demonic hordes of the Worldwound. He was ready. The Godclaw had spoken, ridding his mind of chaos and showing him the way to do their will. Whips in hand, the time had finally come for him to exact punishment on the forces that had ruined his body and addled his mind.

Chaos. Entropy. Collapse. Anarchy. Pandemonium. The cancer that is the Worldwound. He would see it all vanquished from the world, no matter the cost.

His Driving Force, Goals, and Personality:
Jacen is a zealot of the highest order. He has no tolerance for chaos, frivolity, mess, insubordination, or anything of the sort. Having come a long way from being an inebriate slave-driver, he’s now a model Armiger with aspirations of someday becoming a fully-fledged Hellknight.

Like most following Hellknight ideals, good and evil mean very little to Jacen, often describing them as “ineffective moralistic squabbling.” He gets things done by the book, by the letter of the law, and doesn’t care much about the spirit. After all, humans who don’t follow the law are no better than demons themselves. He’s seen that firsthand.
Unless speaking to his superiors (to whom he is always respectful), Jacen can be rather gruff and inflexible. Coupled with his significant facial scarring and imposing physique, Jacen doesn’t often make a good first impression and can rub people the wrong way.

Though he is a master of punishment with the whip, Jacen is no sadist. His lashing of others has been simply out of duty to punish offences and enforce structure, often saying, “If I broke the rules, I’d want the same done to me.” He staunchly believes that sometimes harming the right people in the right way can bring greater order to the world: Crime must be punished; Chaos must be quelled.

In that same vein, he journeys not to the Worldwound for glory, but for the greater good of the world: the sooner this chaos, this entropy, is banished from the material plane, all beings on it will be safe from armageddon. He seeks no praise for his work, and thanks or compliments make him extremely uncomfortable and occasionally embarrassed.

Appearance:
Once a handsome and strapping young man, Jacen’s scarred visage is like seeing a defaced piece of art: all the more tragic for once having been beautiful. Though Clerics of the Godclaw were able to heal the functional damage, the aesthetic damage to Jacen’s body proved to be irreparable, as though they were not scars at all. The ones run his cheek, forehead, and around his right eye are all that most get a glimpse of. Once his armor is removed, it becomes apparent that the scars line nearly all parts of his body. In some places, chunks of flesh are merely missing, creating strange divots in his limbs and torso. Part of one of his ears is also missing, giving his head a bit of a lopsided look.

Jacen stands at 6’2”, and has a particularly muscular frame from years in the fields and then years of training with the Hellknights. His strawberry-blonde hair has a tendency to stand on end, which often looks quite peculiar with his beginnings of a receding hairline. He is usually seen wearing a suit of Lamellar armor with two bladed whips and a crossbow tied to his belt, a fully-loaded pack on his back, and an amulet with the symbol of The Godclaw around his neck.

Crunch:
Jacen "The Mutilated" Solis
Human fighter 1/warpriest of The Godclaw 1 Gestalt(Pathfinder RPG Advanced Class Guide 60)
LN Medium humanoid (human)
Init +3; Senses Perception +2
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee scorpion whip +4 (1d6+5) and
. . scorpion whip +4 (1d6+3) or
. . dagger +3 (1d4+4/19-20) and
. . dagger +3 (1d4+4/19-20)
Ranged light crossbow +4 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with scorpion whip, 10 ft. with scorpion whip)
Special Attacks blessings 3/day (Law: axiomatic strike, War: war mind), sacred weapon (1d6, +0, 0)
Warpriest Spells Prepared (CL 1st; concentration +3)
. . 1st—bane (DC 13), protection from chaos
. . 0 (at will)—detect fiendish presence, detect magic, mending
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 12, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +5; CMD 18
Feats Exotic Weapon Proficiency (scorpion whip), Exotic Weapon Proficiency (whip), Two-weapon Fighting, Weapon Focus (whip)
Traits stolen fury, whip specialist
Skills Acrobatics -2 (-6 to jump), Knowledge (religion) +4, Sense Motive +6, Spellcraft +4
Languages Common
Other Gear lamellar (steel) armor[UC], crossbow bolts (20), dagger, dagger, light crossbow, scorpion whip[UC], scorpion whip[UC], bedroll, belt pouch, branding iron, custom shape, flint and steel, hemp rope (50 ft.), holy text (Tenets of the Order)[UE], manacles, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Godclaw, wrist sheath, spring loaded, wrist sheath, spring loaded
--------------------
Tracked Resources
--------------------
Blessings (3/day) (Su) - 0/3
Crossbow bolts - 0/20
Dagger - 0/1
Dagger - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.

Where I’m going with Jacen:
Jacen’s eventual image is a longtime dream of mine: A fully armored Hellknight dual-wielding bladed whips, doling out damage to the forces of chaos and keeping them off-balance with combat maneuvers. Jacen is meant to be a team-player, more inclined to disarm and trip his enemies than deal damage, making them easier for his allies to dispatch. It’s only when someone’s in immediate trouble or there’s no-one else to disadvantage that Jacen opts to go for the kill.

Eventually (hopefully Level 5, but I wouldn’t want the “Defeat a Devil of HD higher than yours” req. to just be shoehorned into the campaign for no reason) he’s going to forgo levels of Warpriest for levels of Hellknight. While he's learning new methods of combating Chaos, he'll continue to take feats through his fighter levels that will improve his trip, disarm, and eventually grappling capabilities with his whips.

While his first level build seems pretty powerful, it should be noted that until he takes Whip Master at second level, every attack he makes with his scorpion whips provokes AoO. Add the limited mobility of Medium armor and Jacen can get into trouble very quickly vs. melee enemies.


Walugi,

I have seen in a few other recruitments a houserule that allows the benefits of Expanded Arcana to apply at every new level, after taking it the first time.

Any chance you would consider this?


1 person marked this as a favorite.

Monkeygod: Yeah, that sounds sensible to me, I'll allow it.


Hello, Jereru here presenting Thrall. Yes, another divine/martial, I know... I started working on it since I noticed the thread, and it seems meanwhile it rained divine/martials and I wasn't aware... :P

Anyway. You have a look at it, if you want and have the spare time, and tell me if you feel there's something wrong or missing (I hope not). Alea iacta est!


Dot


Interested. I have a Demonslayer Ranger who goes into Crimson Templar that I've been interested in trying out, and gestalt just makes that build even more fun. I use a set of Mythic changes to keep it from getting to crazy, which was originally cribbed from the GM running WotR for a friend of mine. I can send it to you if you want, just for some inspiration on what you might want to end up changing.

I'd have to figure out my other class, though. Maybe Barbarian? I'm going for a follower of Ragathiel, so Rage would make sense...

RPG Superstar 2012 Top 32

Oh, gosh.... I really, really shouldn't pick up a game right now... but I've been jonesing for something like this since the mythic/gestalt Rise of the Runelords game I was running stalled, and I started but never got to finish WotR...

If I can find time I might submit something... off the top of my head I'm thinking maybe a pan-sexual aasimar paladin/bard of arshea, or maybe some kind of fighter/investigator who's sort of a consummate adventurer...

Silver Crusade

Dotting. I have a rogue/monk i want to try out. Give me a bit to work it out


JDPhipps: If you could shoot that over to me via PM that would actually be really awesome, thank you. I'm likely to consult a few edits and revisions to bring together, and the more I can get my eyes on, the easier that'll be.


Walugi,

I'm likely going to play an Aasimar.

1) Am I allowed to choose an alternate heritage(Angel, Azata, etc)?

2) How do you handle(if you even allow) the choosing of a variant ability to replace daylight? I have seen some GMs allow the player to choose, I have seen rolling three times and picking one(either GM or player rolls), or the standard roll d%.


Alternate heritages are allowed, and for variants, let's say choose from three rolls of your own doing. I think Tieflings need a feat to do this but not Aasimar (or the other way around?) which is trash so let's do away with that too. For the visual traits table, just pick and choose from there as many as you want if you want if that's your thing.


1d100 ⇒ 47

1d100 ⇒ 43

1d100 ⇒ 50

Cool, I'll take 50, a +2 to Wisdom(I'm choosing Peri-Blooded, which is +2 Int and Cha.)


Just for funises, I rolled on the random physical trait chart a bunch, and got the following rather awesome(thematically) results:

Heatless flames hair

Unusual shade and glittering skin

Catlike ears

Iridescent eyes.

This is going to be fun!!


You'll look like a walking disco :D


Made a minor change to Thrall since I realised I was using background skills. Fixed now.


Rolling for Variant Abilities:

1d100 ⇒ 72 -- Spell Resistance Aasimar / Telepathic Tiefling
1d100 ⇒ 9 -- Strength Aasimar / Charisma Tiefling
1d100 ⇒ 2 -- Stabilize Aasimar / Vision Tiefling (cannot be flanked)

Looks like some good options.

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