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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Will be building a ranger, looking at Champion path.

Dice:
HP: 6d10 ⇒ (10, 7, 7, 3, 2, 10) = 39

Liberty's Edge

Finally decided on a Varisian Investigator Lamplighter whos parents were crusaders and tried to give him a way out but he was brought back in by his unusual birth tattoos.

HP:

HP: 5d8 + 1d10 ⇒ (2, 5, 5, 6, 3) + (10) = 31
HP Rerolls 2 and 6: 2d8 ⇒ (3, 2) = 5
More Rerolls 2 and 6: 2d8 ⇒ (1, 4) = 5
More Rerolls 2 and 6: 2d8 ⇒ (2, 5) = 7
More Rerolls 2: 1d8 ⇒ 5


Thrall wrote:
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?

I prefer if people stick to the hardback archetypes. I just don't have access to all the Player's Companions and such.

Thrall wrote:
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?

Campaign trait fulfillment has not yet happened to the characters, so select them normally. Any new PCs will have, seemingly by complete coincidence, have a silver scale of Terendelev. It is how the destined heroes will be recognized by the Queen and each other.

As for medals, we'll see. Haven't decided yet.

Thrall wrote:
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.

There has not been any opportunity for crafting yet this campaign, but I can tell those interested that there will be a couple of points at least where there is enough down time to do that.


Trevor86 wrote:
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?

The information in the build section is enough to decide with.


Pad300 wrote:
A quick mechanical Question - Drawback for a 3ed trait?

Yes, PCs can take a Drawback to gain a third trait.

Pad300 wrote:
Also, does this POST, apply to the new characters?

Yes, all that is automatic with gaining your first Mythic Tier.

Pad300 wrote:
I assume that the new PC's don't have a Terendelev's scale. (Nor a unused wardstone shard either).

As I stated before, any new PCs will have, seemingly by complete coincidence, have a silver scale of Terendelev. It is how the destined heroes will be recognized by the Queen and each other.

There will also be a wardstone shard, from the one that exploded while you were nearby.


Pad300 wrote:
How does item creation affect starting gold?

Not sure what you mean; are you wanting to craft something out of the equipment gold allowance?


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

Yes, Archetypes are restricted to Paizo hardbacks only.


DM-Camris wrote:
I prefer if people stick to the hardback archetypes. I just don't have access to all the Player's Companions and such.

Oh, neither do I, but thanks to Archives of Nethys we have access to most of the rules and options. Honestly, if I had to buy everything that's out every month I would have to get like three jobs xD

In any case, if you could tell me what do you mean by hardback archetypes...

But that's something we can talk about afterwards. For now, the character's background is more important. I'm changing some details (being devoted to Gorum instead of Iomedae and some other minor things), but the base is the same: he got assisted and rescued during a dark ritual and thus joined the crusaders.

Edit: answer to hardback archetypes ninjaed. Since I'm not hundred percent sure, what I'll do is pick another one and go under your approvement.


Nikolaus De'Shade wrote:
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?

I am very interested in increasing the pace without taking agency away from the PCs; I am very hopeful the new recruits can help with this.

Nikolaus De'Shade wrote:
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 :)

Yes; as featured raced in the ARG, they are allowed.


Iryani Kalyeer wrote:


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

Yes, that is enough to make a selection decision by.


DM-Camris wrote:
Iryani Kalyeer wrote:
Would this character be ok, build-wise? If so, I'll add personality and a small background story.
Yes, that is enough to make a selection decision by.
DM-Camris wrote:
Irnk wrote:
So if an Archetype is from one of the Player's Companions, it's not available?
Yes, Archetypes are restricted to Paizo hardbacks only.

if the Cryptid Scholar is unavailable I'll just go with default investigator


DM-Camris wrote:
Pad300 wrote:
How does item creation affect starting gold?
Not sure what you mean; are you wanting to craft something out of the equipment gold allowance?

That's exactly what I mean - can you buy equipment at 1/2 price if you can craft it (and does that make the 4000 gp per item cap apply to the crafting price)?


6d10 ⇒ (10, 4, 3, 5, 6, 3) = 31 10, 6
rerolls:4d10 ⇒ (5, 2, 1, 9) = 17 9
rererolls:3d10 ⇒ (10, 3, 6) = 19 10, 6
rerereroll:1d10 ⇒ 1
rererereroll:1d10 ⇒ 6 6
Finally.

Do you allow VMC? Background skills?

Sovereign Court

Ouachitonian wrote:

6d10 10, 6

rerolls:4d10 9
rererolls:3d10 10, 6
rerereroll:1d10
rererereroll:1d10 6
Finally.

Do you allow VMC? Background skills?

According to the DM:

No to variant multiclassing.

Yes to background skills.


I should have asked this beforehand; does the hardbacks only restriction apply to feats, traits and so forth, or just to archetypes?


Jesse Heinig wrote:
Ouachitonian wrote:

6d10 10, 6

rerolls:4d10 9
rererolls:3d10 10, 6
rerereroll:1d10
rererereroll:1d10 6
Finally.

Do you allow VMC? Background skills?

According to the DM:

No to variant multiclassing.

Yes to background skills.

Thanks.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
DM-Camris wrote:
Irnk wrote:
So if an Archetype is from one of the Player's Companions, it's not available?
Yes, Archetypes are restricted to Paizo hardbacks only.

Well, then I guess it's a good thing I can do the most important thing the Archetype does with the first Mythic Trickster ability & Unchained Rogue.


A question on the hardback restriction on archetypes: Does that also extend to other things?

I'm asking because I'm looking at possibly making a Fighter but that kind of hinges on the possibility of using Advanced Armor Training and especially Advanced Weapon Training.
Simply put, I love the Fighter class with those (especially the latter) but without it's a bit bland.

The question also extend to Feats and (non Campaign) traits, do does have to come from hardbacks as well>

The links above go to Archives of Nethys.


A somewhat more fleshed out version of Keldon, including most of his mechanics, but I do need my questions about item creation answered before I do his equipment (and thus a bunch of mechanical changes) and use of things other than archetypes from non-hardback sources...

Keldon Bentwhisker,
Ratfolk Arcane Trickster

Background:

Keldon’s parents were traveling merchants who carted supplies to Kenabres. His farther Kheron died in a fiendish assault on Kenabres when Keldon was 4 and the family was stuck (his mother, Elianna, being unwilling to be on the road as single mother with a litter). It had not been a very profitable business, the crusade’s resources being stretched to the limit, so with no significant nest egg, it was very difficult for the family. As ratfolk, they were subject to significant racial prejudice, and were not able to access the Iomedan benefits for crusaders, despite Kheron’s supporting work for the crusades and dying at the hand of demons.
Keldon and his siblings (Kardon, younger brother, Esmari, older sister and his 2 younger sisters Estrll and Elianni ) and his mother all spent time working in the sweatshops to support the family. When the children weren’t working they didn’t get much of an education beyond the school of hard knocks, of which there were plenty… Keldon thought he was much to clever and quick for such a life of toil… Given the environment, he became a thief.
On the streets, he met the cult of Calistria – the Vengeful One being popular in the Kenabres, with so many looking for vengeance on the fiendish invaders… This suited Keldon right down to his toes, giving him a target for his anger (from his circumstances and the death of his father). The cult taught him a lot about putting the knife in the right spot (accomplished sneak attacker), as well as polishing his skills as a sneak.
It was just before Kenabres’s fall that he boosted the trunk of a fallen crusader. As fate would have it, the crusader had been a wizard, and his trunk contained a spellbook and several other books of magical lore, not to mention robes, a spell component pouch, etc. Bored, and with a love of intellectual puzzles, Keldon read books. The concepts came easily to him (magical knack trait), and soon he was casting cantrips…
It was during the fall of Kenabres that he had his Chance Encounter (Campaign trait), where trapped by demon cultists, he was led to safety by a mysterious Desnan lady… As with his fellow adventurers, he ascended to mythic status with the shattering of the remains of the Wardstone of Kenabres.
During the fall, his family suffered again, Kardon and Estril are missing; Esmari died. He has arranged for Elianna (his mother) and Elianni (his sister) to be escorted from Kenabres to New Stetven for their safety. Like any good Calistrian, he seeks vengeance, willing to risk his life (and more) to defeat the fiends.

Description:

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.

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.

Tactical 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

Mechanical:

Ratfolk Unchained Rogue 1 / Wizard 3 (Air Elementalist >Smoke subschool)/ Arcane Trickster 3
Mythic Rank 1, Trickster
Alignment: Chaotic Neutral
Diety: Calistria

Init +11 = +3 Dex+4 familiar +4 improve Initiative
Speed 30 ft (+5ft when frightened and fleeing)
Low light vision

Defense
AC : *** =10+*** Armor +3 Dex +1 Size
HP: 65 = 8 + (6d6 ⇒ (5, 5, 5, 4, 4 ,5 ) ⇒ 28 ) + 14 (con) +5 FCB +4 Trickster 1 +5 Ascension bonus
Fort + 5 = +0 Rogue +1 Wizard + 1 Arcane Trickster +2 con+ 1 Trait
Ref + 10 = +2 Rogue + 1 Wizard + 2 Arcane Trickster + 3 dex +2 Trait
Will + 5 = +0 Rogue + 3 Wizard+ 2 Arcane Trickster + 0 wis

CMD : 15 = 10 + 2 (bab)+3 (dex)

Offense
Melee: ***
Ranged: ***
BAB : +2
CMB : + = +2 (BAB)
Race: Ratfolk (favored class : Wizard)
St : 8 =10 (0 points) – 2 racial
Dex : 16 = 14 (5 points) +2 Racial
Con : 14 =14 (5 points)
Int : 21 =16 (10 points) +2 racial +1 lvl 4 +2 Ascension
Wis: 10 =10 (0 points)
Cha: 10 = 10 (0 points)
Spells (CL 7)
L0 (5=4+1, DC 14): Message (bonus), Dancing Lights, Mage Hand, Detect Magic, Ray of Frost
L1 (5=3+1 (Int) +1 (Spec), DC 15): Windy Escape (bonus), Shocking Grasp, ***, ***, ***
L2 (5=3+1 (Int) +1 (Spec), DC 16) ***, ***, ***, ***, ***,
L3 L1 (4=2+1 (Int) +1 (Spec), DC 17) : ***, ***, ***, ***

Skills : (1*8+3*2+3*4+7*5 int = 54) Not including ACP
K Arcane (7, + 15=7 ranks +3 trained +5 int),
K Planes (7, + 15=7 ranks +3 trained +5 int),
Spellcraft (7, + 15=7 ranks +3 trained +5 int)
Perception(7, +13 =7 ranks +3 trained +0 wis +2 racial+1 Trait)
Stealth(7, + 21=7 ranks +3 trained +4 size +3 dex+2 Ascenscion +2 Favored Prestige Class)
Disable Device(7, + 13=7 ranks +3 trained +3 dex)
Escape Artist(4, + 10= 4 ranks +3 trained +3 dex)
Bluff(7, + 10= 6 ranks +3 trained +0 Cha)
Acrobatics(4, + 10= 4 ranks +3 trained +3 dex)
Sense Motive(4, + 7= 4 ranks +3 trained +0 Wis)
Disguise(1, + 4= 1 ranks +3 trained +0 Cha)
Background Skills (2 *7=14) Not Including ACP
Linguistics(4, +11 = 3 ranks +3 trained +5 int)
Sleight of hand(7, + 13= 7 ranks +3 trained +3 dex)
K Nobility (1, + 9=1 ranks +3 trained +5 int),
K History (1, + 9=1 ranks +3 trained +5 int),
Craft – Sewing (1, +9 =1 ranks +3 trained +5 int)
Languages :
Common, Draconic (int), Undercommon(int), Dwarven(int), Aklo(int), Abyssal (linguistics), Celestial(linguistics), Sarkorian (linguistics), Azlanti (linguistics)
Traits: Chance Encounter (Campaign, Wrath of the Righteous ), Magical Knack - wizard (Magic), Life of Toil (social), Cowardly (Drawback)
Feats
Accomplished Sneak Attacker (1st)
Weapon Finesse (Finesse Training)
Scribe Scroll (Wizard 1)
Wasp Familiar (3ed)
Improved Initiative (5th)
Spell Penetration (Ascension Bonus Feat?)
Dual Path (Mythic Feat Rank 1) - Archmage
Favored Prestige Class – Arcane Trickster (7th)

Race Abilities:

Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Surface Sprinter : Some ratfolk spend as much time as they can aboveground and become very fast runners. This comes at the cost of their night vision, which becomes less acute after years of sunlight. These ratfolk gain low-light vision and have a base speed of 30 feet. This racial trait replaces darkvision and slow speed.
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Cornered Fury : Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

Class & Mythic Abilities:

Sneak Attack (3d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat.
Arcane Bond (Ex or Sp): Bonded Oject : Ring
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School: Air Elementalist (Subschool = Smoke) (Opposed Element = Earth)
A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A 7 (3+ Int) times per day, you can touch another creature as a standard action to grant it this vision for 1 hour.
Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.
Impromptu Sneak Attack (Ex): Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
Mythic Power (5/day), Hard to Kill, Surge (1d6)
Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
Wild Arcana (Su) (Dual Path): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Crafting Mastery (Mythic Rank 1) : You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you’re crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost or any other requirements.

Equipment (16000 gp):

This is obvioulsy an incomplete outline, as I need my Q about crafting answered...

Weapons: Rapier, ?Wand of Acid Arrow?
Armor: Haramaki, ?Mithril Buckler?, ?Wand of Mage Armor?

Gear: Glittering Silver Scale of Terendelev, Bonded Object (ring), Spellbook, ?Headband of Intelligence+2?, ?Cloak of Resistance +2?, ?Belt?, ?sneak enhancers?, Lesser Metamagic Rod of Reach?
Scrolls...

Spellbook
L0: All Common
L1 ???
L2 ???

Sovereign Court

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@pad300: Not to be a downer, but the existing party has a "Kelden" in it, which might cause a little confusion!


Cuàn wrote:

A question on the hardback restriction on archetypes: Does that also extend to other things?

I'm asking because I'm looking at possibly making a Fighter but that kind of hinges on the possibility of using Advanced Armor Training and especially Advanced Weapon Training.
Simply put, I love the Fighter class with those (especially the latter) but without it's a bit bland.

The question also extend to Feats and (non Campaign) traits, do does have to come from hardbacks as well>

The links above go to Archives of Nethys.

I’d like to second the question. Is everything hardback only, or just archetypes?

Grand Lodge

I have a character in mind and will be fleshing out the details today, but I am thinking of a investigator/alchemist/rogue type who used to be a smuggler before witnessing the devastation from the demon army attacks. Always been good hearted, but series of events seemed to always push him towards the wrong side of the law.

Mechanically, I am thinking a skill-based character who fights dirty. Maybe using holy bombs of some sort.

Liberty's Edge

I can't get a backstory I like for My character so I'll pull out of contention. Good Luck Everyone!


Working on this one - not sure what your deadline is, but here he is for now. I had a halfling bomber/knowitall/helper - but the aid aspects never really worked that well. Never played a tiefling before, but beween the redemption concepts and a little different focus, it felt like a good opportunity. I will finish this up today, but I think it gives a decent picture of where I am going with it. Skill focused scout and trap disable, with controlled bombs as the focus for combat.

Sovereign Court

Ziebodug Bandmocken wrote:
Working on this one - not sure what your deadline is, but here he is for now.

DM's original post says Monday, so you're in time. :)


Thrall is done, with feats, archetype and background fixed. It would be only a matter of adding th e extra feat, etc given to PCs when the Mythic status was acquired.


Pad300 wrote:

How does item creation affect starting gold?

Not sure what you mean; are you wanting to craft something out of the equipment gold allowance?
That's exactly what I mean - can you buy equipment at 1/2 price if you can craft it (and does that make the 4000 gp per item cap apply to the crafting price)?

Yes, you can get equipment you can craft for half price, and the cap is still in place for the crafting price.

Pad300 wrote:
I should have asked this beforehand; does the hardbacks only restriction apply to feats, traits and so forth, or just to archetypes?

The restriction applies to everything.

...although, if we select an occult practitioner I may have to wimp out and allow paizo non-hardbacks for them, as I don't think there are hardbacks that support Mythic level Occult powers/abilities.


Cuan wrote:

A question on the hardback restriction on archetypes: Does that also extend to other things?

I'm asking because I'm looking at possibly making a Fighter but that kind of hinges on the possibility of using Advanced Armor Training and especially Advanced Weapon Training.
Simply put, I love the Fighter class with those (especially the latter) but without it's a bit bland.
The question also extend to Feats and (non Campaign) traits, do does have to come from hardbacks as well>

I feel your pain about the Fighter, but yes, everything.

Ouachitonian wrote:
I’d like to second the question. Is everything hardback only, or just archetypes?

Yes, everything.


That being the case, change of plans and I need to roll hit dice again.

6d8 ⇒ (5, 6, 1, 2, 1, 6) = 21 5, 6, 6
rerolls:3d8 ⇒ (3, 3, 8) = 14 8
rererolls:2d8 ⇒ (3, 4) = 7-
rerererolls:2d8 ⇒ (5, 2) = 75
rererererolls:1d8 ⇒ 55


DM-Camris wrote:


Pad300 wrote:
I should have asked this beforehand; does the hardbacks only restriction apply to feats, traits and so forth, or just to archetypes?

The restriction applies to everything.

Big change in plans - Kheldon doesn't work mechanically any more... will have to rethink... I'd like to still be in the running, but I won't have anything for selection until at least tomorrow.


Eh... Well, I guess then Thrall is not a selectable character. I don't even know which feats or features are from hardbacks and which not.

Sovereign Court

Thrall the Lucky wrote:
Eh... Well, I guess then Thrall is not a selectable character. I don't even know which feats or features are from hardbacks and which not.

If you look up a trait or other feature on Archives of Nethys, which you have linked for yours, it will tell you what sourcebook it appears in. For instance, Fate's Favored, the trait that every half-orc ever takes in conjunction with Sacred Tattoo, is in Ultimate Campaign.


I'm out, too. There's necessary mechanics in this build that apparently aren't allowed.
Except, an adventure path book is a hardback, isn't it? It's a dubious source, but technically valid. OP could have been much clearer in his entry post...


Jesse Heinig wrote:
Thrall the Lucky wrote:
Eh... Well, I guess then Thrall is not a selectable character. I don't even know which feats or features are from hardbacks and which not.
If you look up a trait or other feature on Archives of Nethys, which you have linked for yours, it will tell you what sourcebook it appears in. For instance, Fate's Favored, the trait that every half-orc ever takes in conjunction with Sacred Tattoo, is in Ultimate Campaign.

Yeah, sure, but honestly, I don't want to spend more time looking up where does a feat come from than what it really does or represents. One of the reasons I chose to play PbP Pathfinder and not any other game is because you have access to everything thanks to AoN and d20pfsrd.

I like my character, and I really want to play this campaign. Being restricted is not too detrimental to the basics of the character (since all he needs is "UR, VITAL STRIKE, SMASH!"), but I feel like playing that way will drive me mad. I don't understand the GM's point of view, but I totally respect it, so here is Thrall, as he is; he will probably not be picked but I'm done changing him anymore.


DM-Camris wrote:


I feel your pain about the Fighter, but yes, everything.

In that case I'm out. No time to come up with different character that I'm comfortable with and fits the restrictions.


Thrall the Lucky wrote:
I like my character, and I really want to play this campaign. Being restricted is not too detrimental to the basics of the character (since all he needs is "UR, VITAL STRIKE, SMASH!"), but I feel like playing that way will drive me mad. I don't understand the GM's point of view, but I totally respect it, so here is Thrall, as he is; he will probably not be picked but I'm done changing him anymore.

To annoy you even more, you can't have mythic vital strike either :D

I asked early in this thread, at what level ascension happened, in order to know, what mythic feats we qualify for. Well, it's level 5, and that's too early for vital strike. I don't think this GM will allow virtual retraining.


Iryani Kalyeer wrote:

I'm out, too. There's necessary mechanics in this build that apparently aren't allowed.

Except, an adventure path book is a hardback, isn't it? It's a dubious source, but technically valid. OP could have been much clearer in his entry post...

could re-arrange the build to a Dual Path Champion/Trickster Pistolero/Investigator instead of the crossbow build


Ellioti wrote:
Thrall the Lucky wrote:
I like my character, and I really want to play this campaign. Being restricted is not too detrimental to the basics of the character (since all he needs is "UR, VITAL STRIKE, SMASH!"), but I feel like playing that way will drive me mad. I don't understand the GM's point of view, but I totally respect it, so here is Thrall, as he is; he will probably not be picked but I'm done changing him anymore.

To annoy you even more, you can't have mythic vital strike either :D

I asked early in this thread, at what level ascension happened, in order to know, what mythic feats we qualify for. Well, it's level 5, and that's too early for vital strike. I don't think this GM will allow virtual retraining.

Technically, according to this post, 6th level and Mythic Tier 1 are gained at the same time, more or less, so I ghuess it could be workable.

I don't think it matters, anyway.

Sovereign Court

Thrall the Lucky wrote:
Jesse Heinig wrote:
Thrall the Lucky wrote:
Eh... Well, I guess then Thrall is not a selectable character. I don't even know which feats or features are from hardbacks and which not.
If you look up a trait or other feature on Archives of Nethys, which you have linked for yours, it will tell you what sourcebook it appears in. For instance, Fate's Favored, the trait that every half-orc ever takes in conjunction with Sacred Tattoo, is in Ultimate Campaign.

Yeah, sure, but honestly, I don't want to spend more time looking up where does a feat come from than what it really does or represents. One of the reasons I chose to play PbP Pathfinder and not any other game is because you have access to everything thanks to AoN and d20pfsrd.

I like my character, and I really want to play this campaign. Being restricted is not too detrimental to the basics of the character (since all he needs is "UR, VITAL STRIKE, SMASH!"), but I feel like playing that way will drive me mad. I don't understand the GM's point of view, but I totally respect it, so here is Thrall, as he is; he will probably not be picked but I'm done changing him anymore.

Well for what it's worth I think the only feat you have that isn't from a main hardcover is Cornugon Smash, which comes from the Cheliax sourcebook, which I believe is a softcover book.


Well, I'm checking it and probably Divine Fighting Technique as well. Also, if there's no Cornugon Smash, there's probably little point in having Intimidating Prowess and Signature Skill. All those feats will be lost in time, like tears in rain. I'll have to pick others, and be specially careful as to what the source is, and this will happen also in the future every time I pick a feat.

I don't know. I'll have to sleep on it.


Have fun y'all. Having to check every feat and trait and spell and item and archetype and alternate racial trait and on and on to see what book it's from and whether or not that book has a hard cover is more work than I'm looking to do.


Just a reminder Trace should be ready and I am still interested.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So I realized, I was never quite clear, this is my entry. I have everything except Mythic & Gear picked out.


Still keeping an eye here. My concept is that of the dwarf cave Druid and I feel it’d be awesome. :)


I've been in two of these that ended at level 4 -- before the fun interesting stuff happens - so I'd love to get a chance to do this. Noted the hardback only thing, so I'll need to make sure that nothing I have in mind doesn't work for that (at least a few of my ideas certainly won't)

Edit: Just want to confirm that the Adventurer's Guide counts as a hardcover? Kind of feeling the idea of going Mammoth Rider - if only because a mythic giant mount is all kinds of awesome. ;)


here is my new and final submission:

It's Buggles the Brownie (familiar) and his protégé/ward Billy, a Bonded Investigator

Background story:

Buggles has been in the Harper house in rural Mendev for more than a century. He's a grumpy little "house elf" that stands only 35 cm tall and would look like a garden decoration if he stood still. Most Harper family members have never seen him in their life, but the more observant ones noticed his presence. Regularly he'd steal something to eat and in return do housework when nobody was looking. Be it at night when the family slept or during the day, when they were working the fields. He'd do the dishes, take care of the garden, or repair stuff. Especially shoes, he was really good with shoes. He had always liked the Harpers, and some of the matriarchs even left something for him intentionally.
All changed some 15 years ago. He was in-between darning socks and hasn't yet decided if he'd keep or return them, when he heard screams from the neighbors. Awful screams of panic and death. He looked outside and saw all kinds of people running around, running towards and past the Harper house. He didn't know what it was that panicked them, but he decided to wake the family. While he was busy running to the kitchen - he wanted to make noise with the dirty pans and dishes - they were already here. Demons, cultists and other kinds he couldn't make out. They went through the door and through the walls and rushed through the house.
Buggles wanted to help, but what could he do, the tiny fey creature? Instinctively he scaled the house wall and looked inside. He reached the bedroom and witnessed the father lose a fight to a skeleton with a sword. The mother screamed and protected her baby, turning her face away from the battle and out of the window - towards Buggles was standing on the window sill. They made eye contact and it gave him a feeling of familiarity. She seemed to recognize him or knew who he was at the least. With a mother's instinct she ran for the window and pressed the baby in Buggles' arms, who was barely taller than it. With the heavy half-elven baby in his arms he jumped into the grass and ran for their lives.

Today, Billy is 16 years old and doing well. He does not remember his family tragedy and is growing up properly and happily. Buggles found a new home for them. It was really the only place he knew: A nice little halfling community in the Kenabres suburbs, a place he had visited regularly and where he had always been welcomed openly. The halflings took the baby in and raised it like one of their own. Of course, Buggles never left. He felt it was his duty to protect the boy as long as necessary.
Times are getting difficult with the boy quickly outgrowing not only his friends, but also all the equipment in the settlement. In contrast, Buggles felt right at home. Everything was almost his size, not quite, but better than in the human town before. The halflings, being as helpful as one would imagine, found decently sized weapon and armor for him from the neighbouring district and trained him to be their big protector. And that's what he did, when the wardstone barrier fell and the demons transformed Kenabres into a post-apocalyptic devastation. Billy and Buggles fought of hundreds of enemies, never giving up their post, while the halflings evacuated.

Crunch will follow later this day. But focus will be on Knowledge skills and Disable Device with Trapfinding and taking Trickster path obviously.

Silver Crusade

Also still keeping an eye out! Is there any indication of a new deadline and selection date?


Apologies for the delay. I should have this done Wednesday.


DM-Camris wrote:
Apologies for the delay. I should have this done Wednesday.

Does that mean it's too late to sneak in an application?


I'll see which feats can I find that fit the requisites.

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