DM-Camris' WRATH of the RIGHTEOUS Part 2: SWORD OF VALOR

Game Master Camris

SECTION 4: INTO THE CITADEL
After arriving in Drezen, the heroes lead their army against the demons and cultists arrayed in the city, ultimately laying siege to Citadel Drezen.
->Kyra's Killer Loot Tracker<-
STRATEGIC MAP
OVERVIEW OF DREZEN]RUINS OF DREZEN--ENEMY POSITIONS PHASE 5[/URL]
COMBAT MAP


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A couple of replacement slots have opened up in this PF1 Wrath of the Righteous campaign; we're looking to recruit!

Our game.

Our current team is made up of:

Alorah
Female Aasimar (Angelkin) Sorceress (Celestial Bloodline) 7/Mythic Tier 1 Archmage

Arthas Sword of Ragathiel
Male Human (Taldan) Paladin 7/Mythic Tier 1 Guardian

Kelden Sunblade
Male Human (Keleshite) Cleric 7/Mythic Tier 1 Heirophant

So we will be looking for 2-3 more (including a roguish type).

The story point is halfway through part 2, Sword of Valor.
The characters are currently leading an army of Paladins to recapture the old dwarven city of Drezen deep in the Worldwound.
They are about to assault the source of the undead troopers power/eternal shade/free regeneration at its heart deep in the city boneyard.

Build is the twenty point buy, two traits, one of them campaign.
Character Level Seven/Mythic Tier One
Roll for hitpoints past first level, but reroll if you get less than halfhitdie+1.
16000 gp to outfit yourself (no more than 4000 on any one item).
No evil alignments. Neutral alignments will not be helpful to you, but not banned.
Unchained classes are available, Regular Summoner is banned.
Expect a whole lot of demons and undead as enemies.

Just a paragraph as to your personality, appearance and how you would fit into the combat team. Detailed backgrounds can wait until you're selected.

I'm looking for a fast turnaround, so decision by Monday (hopefully).

Silver Crusade

Dotting for interest!

First thoughts on my part would be a bard, archer inquisitor or dex slayer (with access to thief skills). Is either the paladin or cleric already bringing inspire courage due to archetypes? I'd rather not build up a character only to find his niche already filled by someone else.

Do they need a knowledge skill character or an archer next to someone with thief skills?


Likewise interested.

You've got Arcane, Divine and Guardian. Are you looking for people to take the other three campaign traits ideally or is some overlap (As long as its not too overlap) allowed?

Is stuff from Occult Adventures and Chronicles of Legends allowed? I'm a fan of the psychic classes and the Chronicles included some mythic stuff that worked well for them.

Thanks :)


Hi Camris,

I'd love to apply as well. Here's my pitch:

The character is a Dwarf cave druid. Different than most druids, he's not as much of being within jungles or forests, rather being a recluse, underground type. His family was shamed decades ago and he moved to hide, almost becoming a sort of hermit; the events on the Worldwound got him out of his old shelter, and recapturing Drezen serves as extra motivation - as he sees in it a chance to regain the glory of old and clean his family name. I'm thinking neutral good, probably worshiping Pharasma, with a particular grudge against undead, but not a lot of knowledge on outsiders.

I'm thinking going for Champion, eventually Dual Path with Hierophant. I might throw a level or two of ranger in the mix as well, but the focus of the character is shapeshifting. In terms of role, out of combat, he serves as a nature and underground guide of sorts. Not great in skills, but probably working the survival route. In combat he's more of a melee damage dealer with some defense, and escalating damage as he progresses. He favors fighting undead and aberrations, but might be fairly capable against the other AP enemies as well. My colleagues here at the forums can probably optimize a lot more, but I'm going more for something flavorful yet efficient enough to be useful.

In terms of behavior, he's the quintessential grumpy Dwarf with an attitude and a like for a good beer. In his core he's good hearted and underneath his whole facade he's a loyal and warm companion, and a disgraced hero trying to restore his family honor. He dresses as you'd expect from a hermit living in caves and underground for decades, and only recently back out under the sun of Golarion.

If you believe the idea might work for the group, I'll gladly offer a full build and background.

HP:

HP: 6d8 + 2d10 ⇒ (1, 1, 1, 8, 5, 1) + (3, 1) = 21 Rolling for HP - I don't know if I'd go full druid or have a couple levels of ranger, so putting some extra dice just in case

HP (Rerolling): 4d8 + 2d10 ⇒ (2, 6, 8, 8) + (10, 3) = 37

Should I keep rerolling?

HP (Rerolling): 1d8 + 1d10 ⇒ (2) + (4) = 6

HP (Rerolling): 1d8 + 1d10 ⇒ (2) + (4) = 6

HP (Rerolling): 1d8 + 1d10 ⇒ (2) + (9) = 11

HP (Rerolling): 1d8 ⇒ 7


dotting with HUGE interest. I always wanted to get into WotR.

I assume Variant Multiclassing is allowed?
Regarding level requirements, at what level should we presume Ascension has happened?

HP rolls:

monk hp: 6d8 ⇒ (2, 3, 1, 4, 1, 1) = 12 | wtf
reroll all: 6d8 ⇒ (8, 2, 6, 6, 3, 4) = 29 | 8, 6, 6
reroll three: 3d8 ⇒ (1, 5, 3) = 9 | 5
reroll two: 2d8 ⇒ (5, 3) = 8 | 5
reroll one: 1d8 ⇒ 6 | 6

Liberty's Edge

Dotting in I’m super intrested. Not sure what I’ll build yet though!


Throwing my hat in the ring with Trace here.

7th Unchained Rogue/1st trickster

I can whip him fairly easily.

Hes a long time favorite of mine to play. Ive put his background in...let me know. If you need crunch to join, let me know

Silver Crusade

All right, this is my concept submission - Vin, a female (part-)human Argent Voice Bard/Marshall.

If selected, I'll of course update it all into an alias and work out the build concept to detailed statistics. I think the broad build summary should contain enough game-mechanical information to base judgment on, but I'll happily answer any questions, of course! (And thanks for not requiring everything to be written out super-detailed up front. It's the worst feeling putting so much effort into statting or writing an elaborate backstory beforehand only to get shot down after).

Short background, can/will be expanded upon if selected:

Vin had always helped her mother run the family Inn at Nerosyan. As a crippled survivor of the fourth crusade, her mom had been forced into an early retirement while her father continued to be an active knight of the Flaming Lance. She grew up among the wartime stories of the earlier, more successful crusades alongside the more lighthearted ones of the performing storytellers, and drank them all in. And sometimes, if she was lucky, she would be allowed to sing alongside the musicians. But that alone wouldn’t sate her curiosity – she had to see the dangers of the worldwound herself, and know firsthand what creatures her parents and patrons were, or had been, constantly fighting against.

After weeks upon weeks of asking, she finally got her father to take her along on a routine patrol near the city – only because it would be good training, since everyone near the worldwound needed to be able to defend themselves. Of course, that was the exact routine patrol where everything went to hell, right into an ambush by Babau demons. It was then, screaming in fear of imminent death (which she would never admit to anyone!), that she discovered her voice had some sway over turning the demons away. Perhaps that was even the main reason some of the knights survived the encounter. Ever since, she was trained and consequently inducted into the order of the flaming lance, against her mother’s wishes. But Vin was adamant, feeling it was her duty despite knowing and seeing the risks.

During her training, she specialized in studying different fields of tactics, both on a grander scale and on a shorter, teamwork-focused level. She now hopes that by commanding troops from the front as an officer, she can put both the power of her voice and her knowledge of tactics and demons to the best possible use. When the call came out for the formation of a fifth crusade, she was one of the first to volunteer.

Appearance:

Often found reading from a collection of tomes and books she carries around in her backpack or tent, she would have been a stereotypical pretty librarian girl if not for that she also tended to dress in a battle-ready fashion. She’s rarely out of her chain shirt and tabard, and her buckler and rapier are never far away. Black hair and facial structure imply a Chelaxian human heritage, marred with a few scars here and there – one large one over her (intact) left eye. She tends to radiate good cheer and energy when engaged in active conversation or drills.

Personality:

Vin is a cheerful young woman who does her best to keep the morale of the soldiers up, whether this is by direct encouragement, a song here and there or cooking one of her mother’s favorite dishes at the camp stove. She believes in that the key to victory lies in a strong sense of comradery, teamwork and clever fighting rather than brute strength or individualistic actions. Her drive is to perfect and improve upon successful tactics from the past (hence why she worships Irori as a god of self-realization and perfection), and hopes to be immortalized by becoming a strategist later students of war could learn from.

Build:

She is a good-aligned Argent Voice bard with the Marshall mythic path (possibly duel path-ed into champion) and would have the Child of the Crusade campaign trait. (If you prefer a different campaign trait, i could rewrite or expand her background to accomodate this).

An argent voice is a bard archetype that trades away certain less-used performances (not inspire courage) for new bard performances specifically active against evil outsiders, which seems to fit the campaign theme well. Some of these include the possibility to dispel magic of evil outsiders, reveal them if invisible, and, at high levels, grant all natural and manifactured weapons of all allies the Evil Outsider-bane property. She retains all Bard class abilities relating to knowledges and can easily function as the main knowledge character in the group. If needed, she could use a trait to get the disable device skill and pair that with Aram Zey’s focus to get trapfinding and act as the party rogue for thievery related issues.

In combat, her main focus is buffing her allies (including the summons from cleric) with inspire courage and good hope/haste. Mythic abilities I will probably take are lightning performance and inspired defense on the marshall side, along with some of the conditional ones that grant allies benefits if I hit an enemy. I’m thinking of making her dex-based and fighting with a buckler and one finesse weapon with mythic finesse to be a decent frontline combatant. I would like to find some improved way to emphasize teamwork and granting attacks to (melee) allies other than the Marshall’s order, either by somehow getting greater trip or dipping 1 level into Urban Id bloodrager for access to the opening strike ability.

I didn’t decide on her race yet – leaning towards half-elf, scion of humanity aasimar or human. I'm aware the group is already mostly human, but their favored class bonus for bard is just very hard to pass up ;)

Liberty's Edge

I've got an idea for a Ghoran Petal Ninja but Ghoran being 19 RP I wanted to check in if that was okay or if we could rework them slightly. If not I can make something different.


I've always wanted to play a Shoanti Barbarian burn rider.

Background:
Kalak Sun Rider is a Shoanti warrior who traveled to the Worldwound on the advice of his tribal shaman because the fated warriors would face the greatest threat to life on Golarion there. So Kalak mounted his steed, Sunrunner, and journeyed north. He was chosen by the Shoanti because as he was a child, there were a series of demonic cultists practicing in the steppes outside of Urglin where he was captured as a young scout. He escaped by the intervention of (What they assumed) was the intervention of the tribal totem spirit the Emberstorm, which killed the ritualists and freed Kalak. He's a large man, covered in Shoanti tattoos and bald in the Shoanti style.

Combat role:
Headlong mounted charge and melee combatant

HP rolls:

2nd: 1d12 ⇒ 5
3rd: 1d12 ⇒ 4
4th: 1d12 ⇒ 11
5th: 1d12 ⇒ 5
6th: 1d12 ⇒ 5
7th: 1d12 ⇒ 12

Reroll: 2,3,5,6
2: 1d12 ⇒ 1
3: 1d12 ⇒ 11
5: 1d12 ⇒ 1
6: 1d12 ⇒ 4
Since that didn't go well, I assume just 1/2+1 for those which didn't meet that level?

Build:
Its straight Barbarian with his mount. :D Into Champion for Mythic path


second level hit points: 1d8 ⇒ 3
third level hit points: 1d8 ⇒ 8
fourth level hit points: 1d8 ⇒ 8
fifth level hit points: 1d8 ⇒ 6
sixth level hit points: 1d8 ⇒ 1
sevent level hit points: 1d8 ⇒ 7


When I build a Higher Level Character I Prefer to create him level by level including outfitting. so here is 2nd Level Trace....


Just a paragraph as to your personality, appearance and how you would fit into the combat team. Detailed backgrounds can wait until you're selected.

description:
average height and thin, Trace is otherwise unremarkable. he has shoulder length long hair and intelligent green eyes. A ready smile for whoever sees him. He would be lost in a crowd though. Hes the kind of person , who 5 minutes after meeting him you say "who was that".

personality:
Trace is a simple man and never considered himself a lawbreaker. To him, it's all about surviving and protecting his family. He is rough and tumble, a young man growing up ina bad area with little help. His families well being forced on him!. A quick wit, and a ready blade should things go awry. hes always hung out with the 'wrong' crowd, and likes to remain in the shadows. Three things make him diferent to the common thief or thug. He wont take from the needy, he has an unswerving loyalty to family and friends, and his deep seated need to protect those who cant protect themselves. Since The Demionic Invasion, survival has been paramount. Now finding his family and striking back is taking the forefront

how hed fit in the party.:
Recon. a Two Weapon Dagger fighter with an ability to hold his own. Trapfinding. these will all be areas of expertise


Keldon is an arcane trickster (only 1 non-caster level...)

Personality:

Things that should be said up front : He's a Calistrian, CN.

Happy go lucky, not fond of manual labour. Intellectual puzzles are something he quite likes. He’s happy to have his nose in a book. He doesn’t see something like research as labor. He puts up a brave front, but he’s a coward, running from his problems. He became a devout Calistrian as a teenager, with the associated moral code of opportunism. He’s happy to steal, but draws a line at murder (of “people”…). When he runs away, as a Calistrian he comes back later for vengeance.

Appearance:

4’1”, 82 lbs of mud-brown furred rodentoid. He has a notch in his left ear, and several lighter patches in his fur (old scars), including one on his left cheek, which he got at the same time as the notch in his ear. Weather permitting, he usually wears a hood, a full body cloak, and gloves; a habit from his youth where ratfolk features were persecuted. One eye is green, the other (the left) is hazel.

Combat Team Fit:

He's a sneak and a scout. He prefers to open combat with a sneak attack spell effect, and then goes to battlefield control, typically with smoke effects. He can allow his allies to see through his smoke effects using the Smokesight power of a smoke subschool air elementalist

Other Stuff:

He'll probably be looking at either archmage or trickste mythic paths.
HP rolls: 6d6 ⇒ (5, 5, 2, 4, 2, 1) = 19

HP re rolls for 2,2,1: 3d6 ⇒ (5, 4, 5) = 14

HP results : 5, 5, 5, 4, 4 ,5 = 28

Sovereign Court

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I'm interested! Do you use background skills?

Also I see some familiar players! Hello again!


Definitely interested. I'm thinking about a fighter 1/investigator (the rest) to fill your rogue-like needs.


Hello.

I am Jereru, and this is Thrall. He was in a defunct WotR game, which ended just aboutr the same place where you are now (maybe a bit before, I don't know exactly, but we were on the same mission). I'll easily adjust the mechanics and he'll be ready to go.


Just a paragraph as to your personality, appearance and how you would fit into the combat team. Detailed backgrounds can wait until you're selected.

Personality:

Kargoth fits the Ulfen stereotype so much it's scary, at least on the surface.

While it's true that he's brash and a braggart, it's also true that he has a keen mind that allows him to see things coming before they arrive.

Appearance:

Kargoth is a tall, incredibly fit, older Ulfen man whose hair has gone from black to black-peppered-with-gray.

Kargoth wears the armor his ancestor wore, a breastplate made of Mithral, and carries a greatsword and composite longbow.

How would I help?:

Kargoth is going to be a high damage front line combatant. He will certainly be able to offer some support magic and abilities, but he is there it smash demons in the face all day, every day.

Mechanically, Kargoth is going to be a Battlehost Occultist. He wears the mithral breastplate of Kargoth the Conquerer, one of the first Linnorm Kings and his distant ancestor. This breastplate is his bonded item.

HP: 6d8 ⇒ (2, 5, 2, 1, 7, 3) = 20
HP Rerolls: 4d8 ⇒ (4, 1, 8, 8) = 21 5, 7, 4, 1, 8, 8: 33


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

.

Sovereign Court

I'm currently mulling over trying out Sapphiria Paix, a human oracle (psychic searcher).

Sapphiria's oracle curse is muteness (as described in Jade Regent). She has latent psychic talents to go along with this, but primarily communicates by body language and sign language.

Structurally the character's designed as a defense caster. She would focus on things like energy resistance and countering enemy spells. This would free up the cleric to do more battle or utility magic and fighting.


And here's my character build:

Kargoth:

LG Human Occultist 7

str 16/20
dex 14/16
con 14
int 16/18
wis 10
cha 8

HP: 69
AC: 23; T: 15; FF: 19 (10 base +8 armor +3 dex +1 deflection +1 dodge)
BAB 5
Init: +2

Fort: +9
Ref: +7
Will: +7

Speed 30'

Weapons:
1) Greatsword: +11 to hit; 2d6+8 damage; 19-20/x2 crit.

2) Longbow: +9 to hit; 1d8+6 damage; 20/x3 crit.

Skills:
Disable Device r7 +13/15
Knowledge (Arcana) r7 +14
Knowledge (Engineering) r7 +14
Knowledge (History) r7 +14
Knowledge (Local) r7 +14
Knowledge (Planes) r7 +14
Knowledge (Religion) r7 +14
Linguistics r7 +14
Perception r7 +10
Spellcraft r7 +14

Knowledge (Dungeoneering) r7 +11

Languages: Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Nekril, Sylvan, Ulfen, Undercommon

Occultist Class Features:
*Archetype (Battlehost Occultist)
- Panoply Bond (Gain a MW item at no cost that acts as all implements. Item is immune to the broken condition while I am alive; modifies implements, mental focus, spellcasting, and implement mastery)
- Battle Skill (Magic Item Skill only works on weapons, armor, and shields; modifies Magic Item Skill)
- Battle Reading (Object reading, but only works on on weapons, armor, and shields; modifies Magic Item Skill)
- Spirit Warrior (can summon his ancestor per spiritual ally; 1/day; standard action; uses int mod instead of wis mod; replaces aura sight)
- Heroic Splendor (swift action; grant +4 to str, dex, or con for 1 min; 1/day; replaces outside contact)

*Mental Focus (11)

*Abjuration Implement
- Resonant Power: Warding Talisman (+1 resistance bonus to saves per 2 mental focus invested, max 1+1/4 levels)
- Base Focus Power: Mind Barrier (Swift; 1 mental focus; prevents 2 pts of dam. per Occultist level. Lasts til start of next; can activate as an immediate action but costs 2 mental focus)
- Focus Power: Aegis (1 pt; standard action touch; grant a bonus of 1 +1 per 6 Occultist levels to a touched weapon; can add a special ability to weapon instead at equivalant bonus. Lasts 1 minute)

*Transmutation Implement
- Resonant Power: Physical Enhancement (gain a +2 enh. bonus to a physical stat per 3 mental focus invested, with a max bonus of 2 +2 per 6 occultist levels)
- Base Focus Power: Legacy Weapon (1 pt; standard action touch; grant a bonus of 1 +1 per 6 Occultist levels to a touched weapon; can add a special ability to weapon instead at equivalant bonus. Lasts 1 minute)
- Sudden Speed (1 pt. swift action. increase lands speed by 30' for 1 min)
- Quickness (1 pt. standard action. Works like haste, but doubles ac and ref save bonus. lasts 1 rnd per Occultist level)
- Mind Over Gravity (1 pt. Standard action. gain a fly speed of 60' with perfect maneuverability. lasts 1 min per Occultist level)

Mythic Path (Guardian):
*Base Abilities: Hard to Kill, Mythic Power, Surge +1d6
*Guardian's Call: Sudden Block
*Path Ability: Armor Master

*Mythic Feat: Mythic Paragon

Traits:
*Exposed to Awefulness (can reroll a save vs. a demon 1/day; campaign)
*Blood of Dragons (gain low-light vision; race)

Feats:
Armor Focus (Breastplate)
Dodge
Extra Mental Focus
Improved Armor Focus (Breastplate)
Power Attack
Toughness

Spells:
Spells/Day: 5/4/2
Spell DC: 14 +Spell Level

*Knacks:
- Resistance
- Message

*First:
- Shield
- Lead Blades

*Second:
- Resist Energy
- Darkvision

*Third:
- Dispel Magic
- Magic Vestment

Equipment:
+2 Headband of Int (knowledge: 4000 gp
+2 Belt of Dex 4000 gp
+1 Greatsword 2350 gp
+1 Ring of Protection 2000 gp
+1 Composite Longbow (Mighty +4) 2550 gp
Wand of Shield 750 gp

100 arrows 5 gp

Masterwork Backpack 50 gp
Masterwork Thieve's Tools 100 gp

95 gp


@GM, I skimmed through your Gameplay and Discussion thread and it made me wonder. Your group managed only 12 pages of gameplay in three years. I've seen and been in games that do that in a few months.
Are you planning on speeding up the game (to the usual 1/day frequency that is common on these boards) once the team is fully complete again?


@GM I have a couple of ideas, but to decide I first want to ask how you feel about the Omdura class from Niobe? https://www.d20pfsrd.com/classes/base-classes/omdura/


A couple of things about Thrall:
Thrall is usually dry and direct, though he has a kind heart - only that he’s not comfortable when talking about feelings. He is concerned by how people see him due to his looks, and knows racial hatred is still too deep rooted in some. With his attitude, he tries to fight it and prove them wrong, though it's something that gets under his skin.

He usually wears a heavy armor and carries a big sword, ready to chop off whoever's head. His grayish skin carries the marks of the ropes he was tied with when he was about to be sacrificed - the divine light of Iomedae saved him, but made the ties burn and he will be forever reminded of this moment. The strange birthmark in his right arm, in the shape of a lion, is thought to be proof that he's Iomeade's chosen, if the event at the sacrificial ritual is not enough.

Thrall brings some kind of divine support to the group, but his main role is damage dealing. He lacks the special effects of a Paladin and all, but buffing in combat as swift action and the mobility brought by his Vital Strike chain and the Fleet Warrior mythic feature later on allow him to be at 100% efectiveness from the very first round of combat.

Now some questions:

First, as you might have noticed, Thrall is an Arsenal Chaplain. That archetype is originally intended to come from the Molthune military, but the GM of his game allowed him to use it, representing a similar figure just in another army. Is that okay for you, or would you rather I change it?

Second, there are some achievements in-game, like being dealt the dragon's scale or fulfilling the campaign trait. Are the new characters supposed to have fulfilled them too, or are they just new additions who don't have access to that?

And third, Thrall has some feat selection which was based on the needs of his original campaign (specifically Craft Magic Arms and Armor). It can be easily changed if that niche is covered already or the players think it's not needed.


Trevor86 wrote:
Is either the paladin or cleric already bringing inspire courage due to archetypes?

None of the current heroes have an Inspire Courage build.

Trevor86 wrote:
Do they need a knowledge skill character or an archer next to someone with thief skills?

None of the current heroes have intelligence/knowledge skill focus or archer builds.


Nikolaus De'Shade wrote:
Are you looking for people to take the other three campaign traits ideally or is some overlap (As long as its not too overlap) allowed?

Someone taking the other campaign traits would be ideal, but not required. Overlap is inevitable, so don't let that worry you. Take what you would like to play.

Nikolaus De'Shade wrote:
Is stuff from Occult Adventures and Chronicles of Legends allowed? I'm a fan of the psychic classes and the Chronicles included some mythic stuff that worked well for them.

I'm only somewhat familiar with the Occult classes (though I have the hardback). And I don't have the Chronicles of Legends at all. It's not forbidden in my game, but not well supported if you do take one.


Ellioti wrote:
I assume Variant Multiclassing is allowed?

We are not using Unchained Variant Multiclassing.

Ellioti wrote:
Regarding level requirements, at what level should we presume Ascension has happened?

Mythic Ascension to Tier 1 happened right when the heroes hit Level 5 and 6.

You can see the scene starting halfway down this page.
It is assumed that any new recruits were fighting the demon assault somewhere along the wardstone barrier when it was destroyed, and the same energies surged through you as well, and you saw and felt the same things when you did.

Ellioti wrote:
Are you planning on speeding up the game (to the usual 1/day frequency that is common on these boards) once the team is fully complete again?

Picking up the pace something I have to do to get the story running again.


Joker27 wrote:
I've got an idea for a Ghoran Petal Ninja but Ghoran being 19 RP I wanted to check in if that was okay or if we could rework them slightly. If not I can make something different.

What is 19RP? Do you mean Ability Score points? In this game you get 20.

Jesse Heinig wrote:
Do you use background skills?

Unchained Background skills are available for those who want them.


DM-Camris wrote:
Joker27 wrote:
I've got an idea for a Ghoran Petal Ninja but Ghoran being 19 RP I wanted to check in if that was okay or if we could rework them slightly. If not I can make something different.
What is 19RP? Do you mean Ability Score points? In this game you get 20.

It's Race Points


Digger Chandler wrote:
@GM I have a couple of ideas, but to decide I first want to ask how you feel about the Omdura class from Niobe? https://www.d20pfsrd.com/classes/base-classes/omdura/

Its outside of the hardbacks, so not allowed.


Joker27[/quote wrote:


I've got an idea for a Ghoran Petal Ninja but Ghoran being 19 RP I wanted to check in if that was okay or if we could rework them slightly. If not I can make something different.

What is 19RP? Do you mean Ability Score points? In this game you get 20.

It's Race Points
I would not allow inventing your own race. I would allow the core races plus the featured and uncommon races from the Advanced Race guide.


While waiting for a reply to my question related to archetype (the other got answered already), I'll be rolling HP here (since most of the crunch was already done and I only need to adjust):

Hit Points: 6d8 ⇒ (4, 2, 1, 3, 1, 1) = 12 wow :P

Hit Points rerolls: 6d8 ⇒ (7, 8, 6, 7, 5, 1) = 34

Hit Points reroll: 1d8 ⇒ 4

Hit Points reroll: 1d8 ⇒ 7

So 8 (first level) +7+8+6+7+5+7 = 48 + Con bonus x7

Liberty's Edge

Sure, just so you know ghoran is from inner sea Bestiary and here. All races have a race point total which they backtracked from their stat sheet entry as a guide to the power level of the race normal is about 9-14. But I’ll look at other options!

Silver Crusade

DM-Camris wrote:
Trevor86 wrote:
Is either the paladin or cleric already bringing inspire courage due to archetypes?

None of the current heroes have an Inspire Courage build.

Trevor86 wrote:
Do they need a knowledge skill character or an archer next to someone with thief skills?
None of the current heroes have intelligence/knowledge skill focus or archer builds.

Thanks for answering! Just in case, I realized I might have misunderstood something in the initial post. Is it a hard requirement to fully stat out the build prior to the selection process, or is the information under the build section of my application enough for now?

I'd ask if everyone has a campaign trait associated with their mythic path, but I'll check that out myself in the gameplay thread (I have this bad habit of asking things about the other characters in recruitment threads only to realize I could have just looked it up in the aliases and saved the Gm the trouble...)

Edit: If anyone else is interested, it seems all current active characters have the recommended trait for their mythic path from the players guide.


DN-Camris, do you want a full character build, or "Just a paragraph as to your personality, appearance and how you would fit into the combat team. Detailed backgrounds can wait until you're selected."?

Would a full build help your decision?

Grand Lodge

Hey, hey, hey! About three years ago our Wrath of the Righteous campaign suffered from the DM moving to Miami as well as a husband/wife player tandem moving to Portland. ...We had just FINISHED recapturing Drezen with our little army of Paladins -- and we convinced a new Player to takeover DMing. Alas, we were only able to make it another couple months before it was just too much.

So I would love to retool my old PC and finish!

We were Gestalt, not Mythic, and the Point Buy for Abilities was greater than 20. But it won't be hard to rebuild.
.

Ozil Winterburn will be a multi-Class character. Lawful Good! A Peri-born Aasimar (with Fey Foundling). He will dip into Ranger, Paladin, Inquisitor, and more. He will wield the reach weapon, Dwarven Longaxe (re-Flavored as a 'Viking' Longaxe).

Think of him as a medium-BAB combatant that prefers to be just behind the frontline due to poor CON.

*But mostly, Ozil Winterburn is a Jacked Bluff and Knowledge Skills PC. He intends on being able to make Knowledge and Diplomacy checks routinely, especially Planes. But my primary Gambit is to Bluff the Demons into believing that I'm an ally -- even if it's just for a couple rounds -- to get some more information before we kill them. Think of Ozil as a PC who will enter many encounters using guile, innuendo and other roleplaying gambits, Bluffing his way around Evil bad guys. Then, additional information in hand, nods to the other PCs and we kill them. (I do NOT Bluff good guys.)

If an uber-Knowledge Skills PC who LOVES to Bluff the bad guys, is a medium-BAB, reach weapon combatant, Multi-Class build, is something that sounds like the group would like -- I'll jump at the chance to rebuild Ozil Winterburn and join.

I wanna say we got in a good four (or so) sessions after we retook Drezen (with a new DM) before we stopped the campaign.

Ozil Winterburn (brief) Background:
Ozil was born in Nithveil deep in the Grungir Forest of The Linnorm Kings Lands. His father was a Viking-King of Trollheim and his mother was a Chelaxian Lady who had come with an Infernal force intent on finding some long-lost Hellish Artifact. The Trollheim Vikings won the day and the Chelaxian Lady stayed behind and converted to Apsu, her new husband's deity.

When HellKnights arrived a year later, the newlyweds fled to The Grungir Forest, where Ozil was conceived, and born actually in Nithveil. During the pregnancy a Peri blessed the unborn babe believing it was Destined for some Epic greatness. Born in Nithveil and raised in Trollheim, Ozil was taught how to be a Viking warrior by his father. But he was also taught extensive Planar Knowledge, as well as the ability to Bluff and be Diplomatic, by his Chelaxian mother. At 14 his father and mother were tragically found and killed by a HellKnight murder squad. Ozil fled The Lands of the Linnorm Kings and found himself in Varisia. After four years wandering among the gypsies, he traveled south to Cheliax for vengeance. In Westcrown, however, the now 19 year old Ozil Winterburn began having visions of The Worldwound. He felt it was a Call to Crusade, and even joined a cabal of Chelaxians bound for Absalom that would then travel to The Worldwound.

I have pretty good notes (I can dig up) on what we learned from the first half of the campaign and will PM the DM an extract of what we did upon request.


pad300 wrote:

DN-Camris, do you want a full character build, or "Just a paragraph as to your personality, appearance and how you would fit into the combat team. Detailed backgrounds can wait until you're selected."?

Would a full build help your decision?

Yes, that's my question too! I added the concept and details for my Dwarf above, but if the GM wants to see the full character sheet and background, I can work on it and add here. I just kept on the concept only right now because I assumed [chosen people+GM+current players] would do some tinkering anyway for a more perfect fit.


Trace is ready if you decide to choose him


A quick mechanical Question - Drawback for a 3ed trait?

Also, does this POST, apply to the new characters?

Finally, I assume that the new PC's don't have a Terendelev's scale. (Nor a unused wardstone shard either).


DM-Camris wrote:
Digger Chandler wrote:
@GM I have a couple of ideas, but to decide I first want to ask how you feel about the Omdura class from Niobe? https://www.d20pfsrd.com/classes/base-classes/omdura/
Its outside of the hardbacks, so not allowed.

No problem! Makes it easier to choose. I'm going to actually roll up a new Digger Chandler for this. He's a character I've really wanted to play but never got the chance. Conman turned do-gooder through becoming a father figure for a young orphan.

Will let you know when this avatar is rerolled.


(Above is a generalization. I'll write up an official entry asap. Just got back from the airport.)


Another Q: How does item creation affect starting gold?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Quick/dirty rundown on Grey, my Seventh level Halfling Rogue/Trickster.

TL;DR: A Mystery lady saved him from his own foolishness so now he tries to help others:
'Lotta things out there look at you like yer food when ya look like a kid. Big things mostly, BAD things def'natly. You wanna survive, you learn how to hide 'n' you learn how to take tha big'uns down...'
'course, sometimes...
sometimes even that don't work. Mostways that happens all you can do is
make sure yer right with judgment 'cause yer gonna be standin' in front of it soon.'
'Leastways that's what I thought That day I found myself the wrong side o' them fancy Marker stones you Mendev's put up.'
'Tha day I met her'

'Shrugs'
'Well, ever since I've been tryin' ta help others like she helped me. This's a bad place don't ever ferget it.'

At first glance, Grey looks like nothing so much as a ten-year-old boy. If he suspects you of ill will, you may not get a second.

Mechanically, Grey is oriented for sneak attacks & active skill trickery; not traps. He loses Trapfinding & Danger Sense for the ability to literally climb onto larger enemies without being grappled.

2nd level: 1d8 ⇒ 8
3rd level: 1d8 ⇒ 1, so third resets to 5
4th level: 1d8 ⇒ 4, so fourth resets to 5
5th level: 1d8 ⇒ 5
6th level: 1d8 ⇒ 1, so sixth resets to 5
7th level: 1d8 ⇒ 2, so seventh resets to 5
for a total of 32, plus 8 for first level plus 7 for a +1 Con bonus, Grand total 47, not terrible for a seventh level Rogue. Not great, but not terrible.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

3rd level: 1d8 ⇒ 7
4th level reroll: 1d8 ⇒ 1
6th level reroll: 1d8 ⇒ 5
7th level reroll: 1d8 ⇒ 4
4th level re-reroll: 1d8 ⇒ 4
7th level re-reroll: 1d8 ⇒ 1
4th level re-re-reroll: 1d8 ⇒ 3
7th level re-re-reroll: 1d8 ⇒ 6
4th level re-re-re-roll: 1d8 ⇒ 2
4th level re-re-re-re-roll: 1d8 ⇒ 5
Finally!


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
DM-Camris wrote:
Digger Chandler wrote:
@GM I have a couple of ideas, but to decide I first want to ask how you feel about the Omdura class from Niobe? https://www.d20pfsrd.com/classes/base-classes/omdura/
Its outside of the hardbacks, so not allowed.

So if an Archetype is from one of the Player's Companions, it's not available?


Thanks for getting back to me GM.

I'd like to second the question about pace: the game is very interesting but the speed seems to be extremely slow and I worry that I wouldn't be able to stay invested. Is that something that you and the players want to change or not?

Secondly, are variant abilities for aasimar and tieflings on the table? I looked at Alorah but couldn't tell for sure. If they are allowed: Variant Ability: 1d100 ⇒ 6. If not then please ignore :)


Hi DM-Camris and group.
Would this character be ok, build-wise? If so, I'll add personality and a small background story.


HP Rolls:
1d8 ⇒ 2 5
1d8 ⇒ 7 7
1d8 ⇒ 6 6
1d8 ⇒ 4 5
1d8 ⇒ 2 5
1d8 ⇒ 4 5
1d8 ⇒ 1 5

Total: 38 from hit dice.

Sovereign Court

Hit points: 6d8 ⇒ (8, 1, 4, 6, 5, 1) = 25

Half +1 for each die would be 30, so taking that.

Sovereign Court

Ok! Here is Sapphiria Paix, a human oracle (psychic searcher).

Sapphiria occupies a support role for the team: She has an array of defensive, utility, and divination spells. I know that you already have a cleric of Sarenrae (Kelden) - my goal is to provide extra spot healing and to take pressure off of his spell preparation so that he can prepare more battle magic or specialty spells that he might want to use. My assumption is that you're going to pick a skill-character but then also 1-2 people to help shore up the team, and Sapphiria is built to occupy a support role. While Sapphiria is also built for the Hierophant mythic path, I can easily change this to another such as Guardian or Marshal. I don't want to step on any toes, and I want her to complement Kelden and Arthas well, not compete with them.

Sapphiria also has psychic sensitivity, which allows her to use some psychic skill unlocks. This is pretty minor and mostly flavor text - mostly she can do some empathy-type stuff by reading impressions from people; faith healing, prognostication, that sort of thing. See occult skill unlocks here. Note that these are usually usable only once per day so it's not the sort of thing that will be coming up constantly. Note also that the psychic searcher oracle archetype gains inspiration like an investigator, and can use that on the relevant skills, so her odds of success on rolling some of these wacky talents are pretty good.

Sapphiria is also built to do some backup fighting, mostly handy if buffed and flanking. Her AC is moderate for the group's current level and will improve as gear improves, and she fights with an unusual weapon that is pretty effective against demons (especially on a crit). Thanks to her Shielded Mage feat, she can cast spells while she has weapon and shield in hand, and the Eschew Materials feat means that she doesn't need to fetch material components, either, plus she has the mythic ability to range-cast touch spells, so she can do things like ranged heals or even communal resist energy on the entire party.

Sapphiria's oracle curse is mute, which appears in the Jade Regent AP. While some folks have opined that it makes role-playing too hard, I think it just makes an interesting challenge of communicating nonverbally. Since a mute oracle can use limited telepathic communication, it isn't too frustrating if she has to convey a complex idea.

Storywise, Sapphiria is touched by Sarenrae, like Kelden, but in a different way. They may even know each other from previous study at the temple together. She deeply respects the devotion of the clergy and would consider Kelden a friend and mentor. She may also know Alorah or Arthas from previous interactions, as she has had some formal education and engaged in some martial training with the crusaders when her gifts manifested. (I am in several other games with Alorah's player, who incidentally has noted that they're having a power outage due to a storm in their area but they expect to be back this weekend.)

Let me know if there are any questions!

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