GM Turin's Wraith of the Righteous

Game Master Turin Starfall

In the year 4606 the Worldwound opened spilling poison and demons over the land of Sarkoris. Now, in 4712 the fourth crusade is slowly dying out and there is little to hope for. Are you willing to join the war against the demonic horde.

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In the year 4606 the Worldwound opened spilling poison and demons over the land of Sarkoris. Now, in 4712 the fourth crusade is slowly dying out and there is little to hope for. Are you willing to join the war against the demonic horde.

A little about me:
I'm an old DM and GM. I've been playing since the DnD beginners box. Even some Chainmail if you know what that was. I've been played Pathfinder for two years. I don't know every rule by heart, so take it easy on me. I'm still new to play by post so it will be a learning experience for everyone.

I like playing wizards and since Pathfinder, clerics. Hate bards as players (Thematically I can't wrap my head around them) but it won't hurt your chances if you make one. Just be ready for me to harass you. I am fond of Iomedae and to a lesser extent Desna as deities.

If selected be warned I won't be taking it easy on you. I will be rebuilding the encounters to match your power level.

Looking for a party of five. Applicants will need to post at least once a day. I realize that sometimes life gets to hairy. So a missed post every now and again is no big deal. I also realize the holiday season is coming up. If you plan on being away for a awhile please tell me and I will bot you. If you catch me making a mistake my first ruling stands and you can point out my mistake in the discussion thread. I do that just cause it makes for a smoother game. I do have players that will be getting preference if they choose to apply. Recruitment will last at least two weeks. Maybe longer depending on interest.

Build Rules:
3rd Party: No third party material. You can try to convince me to use one but you would have to be pretty dam convincing.

Point buy: 30 Point buy. Your hero's dam it. GM rubs his hands together in an evil fashion

Races: Any race under 20 RP. I like aasimars so don't be shy. Those who take certain feats (Fiendish Heritage for tieflings, Celestial Heritage {my own feat creation} for aasimars) will be able to select one variant or roll three time and take one. If you choose an alternate racial trait please make it clear on your character sheet.

Gestalt: Yes gestalt. Shenanigan's aplenty.

Classes: Any but some such as samurai and the ninja will need a good story as to why their here. I would like a Paladin but what I'm looking for is a rounded group. Front liner, divine caster, arcane caster, skill monkey, and a wild card.

2 traits: One campaign and one of your choice. You may take a drawback to earn another trait. Please try to weave your campaign trait into your backstory. Be warned, I will use your drawback against you if you select one.

Feats: I will be using the Elephant in the Room rules. I'm not a big fan of these but I can see how they make more diverse characters.

Skills: Background skills are in effect.

I will be using Automatic Bonus Progression, wealth decrease included. Wizards and those who do not wear armor will be given more spellbooks to make up the difference, or something appropriate for your character.

Every character will have one item that will remain in their possession. It can be taken or lost temporarily but it will find it's way back to you somehow. You can change it later, but you only get one item at a time.

Backgrounds::
The better your background the better your chances. Any thing you leave out I have the right to make up. So if you want something specific put it in your background.

Things I want to know (but you don't have to answer)
1. What is your character’s name?
2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious? what deity?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?
Beyond just this, you need to make sure you explain why your character is in Kenabres (Mendev) on Armasse (on 16th Arodus, 4712)

Grand Lodge

Seems like WoTR is popular again! I'm assuming because of the game that got rereleased. I'll try and pop something in that might strike a fancy.


Michael_Hopkins wrote:

Seems like WoTR is popular again! I'm assuming because of the game that got rereleased. I'll try and pop something in that might strike a fancy.

It's always been popular with me. Can't wait to see how much interest I get.


Interest!


Oh. I did forget one thing. Alignment. I prefer any good. I'm willing to take any neutral, though chaotic neutral would be a stretch. I'm even willing to except a lawful evil if you have a good story and are willing to be redeemed.

Also, no antipaladins. Thanks, but no thanks.


I have a character made for a WoTR game that failed to start. Will adjust for your build rules and submit later today.

Also, the righteous wraiths and all. Typos happen, but this one is pretty good.

The character is a Void Kineticist originally, but I would add an Unchained Rogue gestalt. For a skill monkey and the sneaky gameplay.

I might contemplate throwing a paladin in the mix instead. if anyone else plans on that, let me know. There is an archetype that allows a kineticist to use charisma for blasts, after all. That would mean losing the skill monkey aspect but trades it off for auras and what not.


Hej. Thanks for the invite.
Could you elaborate on this one: "will be able to select one variant or roll three time and take one."
You mean if we pick up the Feat we can select which variant ability we have? Any limitations there? Just making sure(eyes Tiefling 16 and Aasimar 90 with sparkling eyes) :D

That said, AFAIK I will be one of those given preference.

I tend towards Aasimar Unchained Monk(Scaled Fist)/Sorcerer (Draconic Bloodline, Tattoed Sorcerer).

I'll get the build, background, and questionnary done within the next couple days, but figured I'll throw that out there if people want to avoid overlap.


MordredofFairy wrote:

Hej. Thanks for the invite.

Could you elaborate on this one: "will be able to select one variant or roll three time and take one."
You mean if we pick up the Feat we can select which variant ability we have? Any limitations there? Just making sure(eyes Tiefling 16 and Aasimar 90 with sparkling eyes) :D

That said, AFAIK I will be one of those given preference.

I tend towards Aasimar Unchained Monk(Scaled Fist)/Sorcerer (Draconic Bloodline, Tattoed Sorcerer).

I'll get the build, background, and questionnary done within the next couple days, but figured I'll throw that out there if people want to avoid overlap.

Yes you are more than welcome my friend. You are one of the few that get preference.

Like I said I like Aasimars. And yes If you pick up the feat you get to pick. Just not #100. I figure a feat is worth a +2 to an attribute.


I have an incredibly cunning plan yesyes!


Okay, as I said various times, this is the game, together with RotR, that I'm still here for.

I've applied to dozens of WotR games, and I've never ever applied with a Paladin. I know (or I think I know, since I've played only up to Book 2) why a Paladin is wanted/needed/recommended, so yeah, I'm gonna do that. Since this is Gestalt, this will be the metafrontliner (the frontliner of the frontliners). I got the story, more or less (though it's a half-orc, no aasimar, sorry), I just need the build.

Let's get into it!

PD a half-orc Paladin... can he be family/related to Irabeth?


Jereru wrote:

PD a half-orc Paladin... can he be family/related to Irabeth?

Yes, just not a child of Irabeth, for reasons you might be aware of.


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Ok, this is what happens when you make a recruitment thread at three in the morning. I forgot to mention that if you decide to play an aasimar or tiefling but want to be from halfing or gnome stock (or some other small race), you have a choice. If you pick up the heritage feat you can pick the small size racial trait as a variant trait.

Also, if you want to choose a variant ability it replaces your spell like ability.

Also also, If you choose to play an oracle you may choose the Child curse.


Mightypions submission here!

He is currently CN, but regards himself as a consumate professional mercenary. His word, if given freely, is incredibly solid, and he will go through extreme lengths to fullfill a contract and protect those he considers his comrades, he also considers hospitality to be semi sacred.

His chaoticness is more due to an consierable degree of pragmatism. He will have little reservations abouts working with some demons against other demons, bluffing his way into strongholds (or out of them) etc.

He also holds little respect for contracts or laws he did not sign.


Loves me some Gestalt Wrath!

By the normal Gestalt assumptions it is sub-par, but I'm thinking a Fighter (Base)/Unchained Rogue (Probably also base) whose combat role is primarily archer (but has core Fighter versatility) with all the Rogue goodness. And that might suggest which campaign trait I'm looking at, too . . ..

I'm also a greybeard, though I didn't really get started until the Summer of '79. Never played chainmail, but I have held a copy of those rules!

Edit: Though I do have a Pyromaniac gnome Fire Sorcerer/Oracle of Flame that was already build but isn't in use . . .. The theme there's a might obvious.


Are you actually running Mythic rules, or is the 30 pt buy, gestalt, etc a substitute for Mythic abilities?


pad300 wrote:
Are you actually running Mythic rules, or is the 30 pt buy, gestalt, etc a substitute for Mythic abilities?

I'm running mythic rules. You will need to be powerful for the changes I intend on making.


2 things:

Starting funds? Rolled, average, max, set value?

Automatic Bonus Progression: The AC bonuses provided can be applied to normal clothing, so spellcasters HOPE to not have them be as useful, but they get the benefit.

Edit:

And I just realized the second ABP rules I was looking at are for PF2.

:facepalm:


hustonj wrote:

2 things:

Starting funds? Rolled, average, max, set value?

Automatic Bonus Progression: The AC bonuses provided can be applied to normal clothing, so spellcasters HOPE to not have them be as useful, but they get the benefit.

Edit:

And I just realized the second ABP rules I was looking at are for PF2.

:facepalm:

Starting funds are going to be max per class

Hit points are going to be max at first. and your choice you can roll for it or take average plus one at each level.

Automatic Bonus Progression: Haven't used it before and I didn't see that one there. So ignore what I said about wizards and spellbooks. Wizards get the normal bonus to armor for clothing


GM Turin wrote:
3rd Party: No third party material. You can try to convince me to use one but you would have to be pretty dam convincing.

TheWaskally kneels down before GM Turin and grovels as if his life depends on it.

"Ooooh! Great and Powerful GM Turin! This wretched soul before you wishes to petition your mercy in allowing him to submit a godling (clever)/Unchained Rogue Skillmonkey! A son of Cayden Cailean tasked by his father to bring his own brand of Elysium Bravado and Justice to The Worldwound! This task is a task for Heroes, with a Captial "H". I have not decided on the race; either human, or an assimar half-elf."
GREAT, POWERFUL, AND MERCIFUL GM Turin! I humbly beseech you! Place allow me to submit such a hero!" TheWaskally bows down so low before the GM his head touches the floor.


TheWaskally wrote:
GM Turin wrote:
3rd Party: No third party material. You can try to convince me to use one but you would have to be pretty dam convincing.

TheWaskally kneels down before GM Turin and grovels as if his life depends on it.

"Ooooh! Great and Powerful GM Turin! This wretched soul before you wishes to petition your mercy in allowing him to submit a godling (clever)/Unchained Rogue Skillmonkey! A son of Cayden Cailean tasked by his father to bring his own brand of Elysium Bravado and Justice to The Worldwound! This task is a task for Heroes, with a Captial "H". I have not decided on the race; either human, or an assimar half-elf."
GREAT, POWERFUL, AND MERCIFUL GM Turin! I humbly beseech you! Place allow me to submit such a hero!" TheWaskally bows down so low before the GM his head touches the floor.

Let me think about it for a day.


Still groveling, TheWaskally smiles pathetically. "OH! THANK YOU, GM TURIN! Thank you!"


GM Turin wrote:

Ok, this is what happens when you make a recruitment thread at three in the morning. I forgot to mention that if you decide to play an aasimar or tiefling but want to be from halfing or gnome stock (or some other small race), you have a choice. If you pick up the heritage feat you can pick the small size racial trait as a variant trait.

Also, if you want to choose a variant ability it replaces your spell like ability.

Also also, If you choose to play an oracle you may choose the Child curse.

Oh!

Oh!
That changes everything!
I love the child curse.
Do you allow Variant Multiclassing on top of everything else? :D


MordredofFairy wrote:


Do you allow Variant Multiclassing on top of everything else? :D

I'm going to say no to this one as we already have gestalt shenanigan's going on.


Bacsktory of Baruuk - my proposed Kineticist/Rogue combination. Let me know if you can work with that. There are a few hooks for you to work with, if you wish to move away from the campaign as written, or just throw stuff into the fray based on backstory.

Making a stat block will be fairly fast, since it's a level 1. It will be a suboptimal 0 BAB combination with a weak will save. The campaign trait is linked to the backstory - Chance Encounter

Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster

Backstory:

Baruuk is a half orc man in his late twenties or early thirties. It’s hard to tell with his salt and pepper beard and unkempt, slowly graying hair. His skin has a reddish tint to it, almost as if he had spent too much time in the sun. The first thing you see when you look at Baruuk is - the lacking, at least when it comes to orcs, muscle tissue. He is not very tall, standing a little under 6 feet, but he makes that up with his fluid motions. His brow is prominent and pupils are wide. His nose was broken at least once, based on the shape, and when one looks away from him, there is something else about him - just in the corner of one’s eye. An aura of sorts, but it’s hard to describe. He has multiple tattoos on his neck and arms, some of them resembling what seem to be flames, but white, and some of them resembling constellations in the night sky. However, the most prominent tattoo he has is on the back of his neck. This is not an ink tattoo, it seems like scar tissue that was either branded, or flayed into the skin a long time ago - and yet, surprisingly clear. It seems like a four-winged creature with a long tail splitting into two ends, and no head, enclosed in a circle. His clothes usually consist of various gray and beige tones, and he occasionally appears in something bright red or crimson, if he feels -really- ceremonial. There is one exception to this rule, however. A single silken scarf. One he always has nearby, either as a bandana, or around a wrist, or neck. The scarf seems almost too colourful for this man.

At first glance Baruuk seems like the outgoing type, cracking a joke once in a while, and he doesn’t mind doing small talk with strangers. But after taking a better look, his eyes reveal a certain sadness of sorts, and one can’t shake the feeling that this happy-go-lucky person in front of them is just a facade for a jaded creature, trying to defend itself from further pain.

**************************************************

Baruuk was born in a traveling circus named The Midnight Caravan. His mother, Fajr Uzun, worked in the Caravan as an animal handler, and his father - Radu - was the entertaining body decoration artist. The Midnight Caravan would travel through northern Avistan, and set up shop, several months at a time, near major hubs along the trade routes. With the only other child similar to his age in the caravan, an almost two years older human girl named Chanai, Baruuk would move through the crowds waiting to enter the circus grounds and ask for charity donations.

Once they grew a bit older, they would start occasionally pickpocketing - with the ringleader’s permission - the people to fill the caravan’s coffers a bit further. Since animal handling was deemed too dangerous for him, Baruuk would help his father with tattoos and piercings when he was considered too old to play the part of ‘the hungry orphan’ with Chanai. Once he reached his teens, Baruuk’s mother had decided to visit her old tribe and introduce Baruuk to the orc way of life. She had left the boy with the tribe’s witch doctor, a freakish old man without eyes, and the tribe’s Wise-man immediately saw something about the boy.

Baruuk’s mother left back for the Caravan, and Baruuk would either find his way to his parents, or his mother would come pick him up when he would turn seventeen years old. Not a week later, the witch doctor invited Baruuk to his hut, and made him inhale a burning herb to enhance the boy’s senses. The young half-blood saw an odd fog-like substance. The shaman explained this to be aether, the material from the space between worlds, and that he had noticed strands of aether sticking to the young half-blood when he entered the witch doctor’s hut. The shaman took it to himself to help Baruuk discover the reason for this, and possibly use it to his and the tribe’s advantage. In the meantime - mostly due to his small stature between orcs - Baruuk would be assigned menial tasks in the tribe. Caring for children, gathering fruits from the forests nearby, and keeping the fires burning at night. He had learned the language properly, and picked up on traditions and rituals of the tribe, all while the shaman attempted to figure out why aether was clinging to his body like tar.

Months later, when collecting berries in the forest with the young orcs, Baruuk and his group were attacked by a lone wolf. When the wolf attacked, the half-blood lashed out, and the wolf was tossed into a nearby tree out of thin air. Baruuk lost consciousness, and woke up in the shaman’s hut o the next day. He explained what had happened in the forest, and with the old man’s help, Baruuk had slowly begun tapping into his power to move objects at a distance. The chieftain recognised this as an advantage to his local slave raids, and insisted that Baruuk joins the next one. Compared to your standard orc, Baruuk was of small stature, and could scout ahead easily. But he was still not accepted into the war party as one of their own. In their eyes, he was a half-blood freak of nature, and instead of being invited to the daily rationing, the teenage half-orc had to feed himself with whatever he had found on the war trail. Either way, since it was a promise to his mother, he endured the treatment, and returned to the tribe’s hold. One year after he arrived at the Uzun hold, Baruuk decided to return to the Midnight Caravan. He had left the same night, only thanking the shaman and leaving a few paintings of mammoths for his favourite children. Nobody else needed to know, and nobody else would miss him.

Baruuk traveled south, towards the trade routes he knew so well from his previous life, asking about the Midnight Caravan. He traveled with groups of various reputations - merchants, marching soldiers, mercenaries - and picked up rumors. Before his fifteenth birthday, Baruuk had finally caught up with the Midnight Caravan. After an emotional greeting with his mother and father, he found Chanai - his friend for as long as he could remember. When he found her, she was working as the fortune teller’s apprentice and assistant. And while Baruuk did not change much physically, Chanai did. She had curves, and Baruuk - almost a young man now - had been very confused by his feelings for her. But he tried to not act on them. But Chanai has learned the art of cold reading in her apprenticeship, and picked up on this with ease. When questioned on the matter, Baruuk confessed that she meant a lot to him. As a friend, and a lot more. Chanai was initially flattered, but she had also developed feelings for Baruuk over time. This resulted in them seeing each other more intimately. Both families were lifelong friends at this point, and fortunately approved.

Two years later, Baruuk decided to ask for Chanai’s hand in marriage. But he wanted a special gift for the proposal. When he was trailing the Caravan, he had heard of a very rare type of jewel from the throat of the world. He spoke to a few merchants on the trade routes, and as it turns out, very rare jewels tend to be very expensive. Absolutely eclipsing his budget, he had decided to use his unique talents to get one. When the caravan was packing up to leave the next morning, Baruuk snuck out, and quickly visited The Highside Stacks - an upper-class neighborhood within the Varisian city of Kaer Maga. He used his talents to ‘displace’ a ring he would consider fitting, and quickly ran back to the Caravan.

On the next evening, Baruuk proposed to Chanai - his best friend, his partner in crime, and the love of his life. She agreed instantly. The Caravan organised a small feast to celebrate. Five months later, at the end of spring, Chanai and Baruuk had their wedding ceremony. As a joke, Chanai gave Baruuk a colourful silken scarf. Baruuk swore to never leave his home without it, and had kept his word so far. Months passed by, and life was a bliss for the couple. But nothing lasts forever. While Chanai’s engagement gift was breathtakingly beautiful, it was also breathtakingly unique, and when the Caravan passed Varisia for the next season, the original owner’s acquaintance noticed the jewel. Shortly after, Baruuk was on the run from the law. Not exactly a new experience, for members of the Midnight Caravan, but as it turns out, the jewel’s original owner was not some lowly wandering merchant with one wagon, but a high-ranking official. And they pulled a lot of favours to retrieve their stolen property. Chanai had to make a decision - she would support Baruuk in whatever situation and she left the Caravan with her husband. Despite the fact that Chanai had never given Baruuk a hard time for this, it was a great burden on his conscience. He never forced people to do things. At least not that he would know of. He decided to return the jewel, and buy a new ring with legitimate funds.

Chanai insisted on coming with him, to explain the situation if he got caught. In their young naivete, they thought there was a chance to melt a cold heart with their story. Unfortunately this was not the case. As it turns out, the reason why so many favors were pulled to find this jewel, was because it was no ordinary jewel, and the owner was a potent arcanist. Immediately after returning the ring, she had thrown them into the Abyss out of spite. Quite literally. Struggling to find a way back home, they managed to survive for days before being found by a strange woman. She promised to help them reach the surface, and led them through the dangers of the environment, and around demonic hordes.

Unfortunately, just as the trio was approaching the surface world, they got separated, and Baruuk was found by a crusader patrol. He cried and begged, telling them there are two more people lost in the Worldwound, but the crusaders were a working machine, not deviating from their plan. If Chanai and the other woman are any deeper in the Worldwound, they are already dead, as they had put it. Baruuk was taken to the surface, where he decided to stay in Kenabres and join incursions into the Abyss to find his Chanai.


GM Turin wrote:
MordredofFairy wrote:


Do you allow Variant Multiclassing on top of everything else? :D
I'm going to say no to this one as we already have gestalt shenanigan's going on.

Totally reasonable. But in that case I'll have to withdraw my earlier statement regarding Sorcerer/Monk.

At least I'll have to ponder some more.
Thanks for the swift reply.


Hi GM Turin. Thank you for running this.
I'd like to submit Shedinn here. He didn't get picked in a very similar game, and I only had to up his ability scores.


Reusing a fallow alias to apply. hustonj, here.

Elven archery Fighter/Rogue with the Chance Encounter trait, as suggested earlier.

I have a question that absolutely will not alter my submission, though it will alter his advancement if selected:

Do you support the unofficial Fighter Weapon Groups of racial weapons?

Those weapon groups, when I have seen them used before, consist of the weapons listed in a race's weapon familiarity entry and any weapons with the race name as part of the weapon name.

So, for elves (as the case at hand), that would be longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and any weapon with the word “elven” in its name (such as Elven Leafblade, Elven Thornblade, Elven Curve Blade, and Elven Branch Spear).

Racial weapon groups tend to be much smaller than most Fighter weapon groups but are also far more diverse. The above includes ranged weapons, light blades (that aren't listed in the Light Blades group, BTW), a heavy blade, and a spear. That diversity has a lot to do with them not being adopted in many places, and I am FINE with such a group not being available. But if you don't ask, you'll never be told "yes," right?

As an example of how this might NOT lead straight to the cheese you're probably thinking of, several of the EitR Archery Feats I plan to take specifically require Weapon Focus (bows), so tripling up (Weapon Focus, Weapon Training, Finesse Training) can't happen as early as you might expect (and can only happen for melee weapons, anyway), though doubling up obviously will as it is intended to for Fighters.


@Turin: You'll get plenty of applicants. Probably going to roll with a paladin/warpriest.

Edit: So, this Celestial Heritage feat that you've created allows us to either choose whatever variant we want or we roll three times and choose one out of those three. Is that correct? I just want to make sure I understand it clearly.

What if we don't like any of the three and want none of them? What happens then?


@Sileven I'm going to have to say my gut reaction was no on the racial weapon group idea. It is unbalancing because we are already using EitR rules and the fact that any wizard could become a weapon master in a range of different weapon is unfair to those who depend on weapon superiority (like fighters).

But I did say I wanted more diverse characters. This new rule would have more people using elven blades without to overwhelming the game balance. So yes. I thought about it and I agree.

@Javell DeLeon Yes that's how it works. As for what to do if you don't like any of the options. Well, you don't need to take the feat. But what are you looking for? let's talk about it.


This is a gestalt character I made for another WotR that fell through and she deserves another chance. I'll fix up the build as needed to conform to your reqs and make sure her background is updated/fleshed out (my notes are are buried in a Google Drive file somewhere!)

Tarot is a samsaran oracle/fighter driven by three dominate past lives: The General, The Wanderer, and The Seer.


I'm dotting in with an alchemist/arcanist idea that's slowly coming together. I'll let you know how it goes.


Javell DeLeon wrote:

Edit: So, this Celestial Heritage feat that you've created allows us to either choose whatever variant we want or we roll three times and choose one out of those three. Is that correct? I just want to make sure I understand it clearly.

What if we don't like any of the three and want none of them? What happens then?

I don't understand it either. Why would anyone ever choose the option to pi2a variant ability from three randomly rolled options, if he could just any one from those 100 (99)?

(I am an Aasimar, and my current lvl 1 feat is Iron Will, which is not set in stone yet)


I'm going with an aasimar gunslinger monk. Some parts of the build won't come online for a while, but it starts with enough to make it fun.

Sovereign Court

Got the message and am here to apply as well.

Windsworn was my last WoTR character and maybe he could go for this one as well.


GM Turin wrote:
@Javell DeLeon Yes that's how it works. As for what to do if you don't like any of the options. Well, you don't need to take the feat. But what are you looking for? let's talk about it.

No no, it's all good! I was just curious exactly how it would play out if we happened to not like any of them. I am considering just simply choosing. 90 is good, obviously, but there are some others that are pretty interesting as well. Kind of leaves me torn. Decisions, decisions. :)

I will say, it is a bit tempting to roll the 3 times and just deal with whatever comes my way. Which, in essence, would help narrow down the decisions. :)


Fractured mind or Oracle, Fractured mind or Oracle, Fractured mind or Oracle...
Oracle of battle would definitly up the Gorum Factor, and be mechanically simpler.
Decisions!


Okay, here's my thoughts:

There are some preferred players. That's fine.

One of them expressed interest in playing a monk/sorcerer which seems directed towards dragon disciple, and certainly looks quite a frontline.

A possible second preferred player made reference to a character which seems to be a fighter.

With all this info, it seems applying for a front liner might be a waste of time.

So I guess I'll wait and see what other potential preferred players want to play, and apply to whatever's left. Bear with me, background and crunch of a potentially mythic gestalt is somewhat time consuming; it would be useful to know beforehand which options have zero chances.


Hey GM Turin, it is impossible to pass on a Wrath of the Righteous game, so I will also throw my hat in the ring :D

Would you allow one side of the gestalt to multiclass? I ask because I was planning on building Swashbuckler1/InvestigatorX on one side of the Gestalt, and Magus X on the other (For now I am leaning toward a Dex based build, even though there are a lot of things I like about Str builds :P).

Since I am seeing already some Paladins, I may just go in a completely different direction, and play an half-orc mercenary arcane swordsman type, looking for a chance to make fortune in the war. Kind of a Conan, the Barbarian mentality (alignment would be Chaotic Good). The idea is to build a mobile, quick and agile striker, with a lot of magical options to make him versatile.

He is not really interested in any crusade, but who knows? He may even become dedicated to some cause along the way? :)

I will crunch him (the Dex version), and think about background and fluff some more.

Is there a deadline for the Recruitment?


I am changing Viktor into a Steelblood/Oracle, to go further with the proud Barbarian aspect.

There are some interesting curses that are sadly third party (I dont want to go lame curse for easy rage cycling), notable there is:

Unchained:

Unchained [3PP]

Source Oracle’s Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

Some force has severed you from the normal realms of morality and ethics. Freedom can be a burden, and angels and devils alike mistrust you.

Effect

You have no aura for spells that detect alignment, such as detect evil. You suffer a -2 circumstance penalty with Charisma-based skills against outsiders with an alignment subtype. Casting a spell on you that gives you an illusory alignment aura requires a Concentration check with a DC of 10 +double the spells level or the spell fails.

At 5th level, you have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don’t return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you’re the target of a spell or effect that is based on alignment, you’re treated as the most favorable alignment when determining the spell’s effect on you. Any effects that alter alignment have no effect on you.

At 10th level, add break enchantment to your spells known.

At 15th level, you learn one of blasphemy, dictum, holy word, or word of chaos (your choice).

And also

Sanguine:
:
Sanguine [3PP]

Source Oracle’s Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You are slow to recognize adversity or danger, although your optimism can be contagious.

Effect

You take a -5 penalty to Perception checks to notice opponents or traps and to Sense Motive checks. You cannot be demoralized, and during surprise rounds and against traps, you gain a +1 luck bonus to AC and saving throws. Your luck bonus increases by+ 1 every five curse levels.

At 5th level, you gain aura of courage, as a paladin.

At 10th level, when your wounds would normally make you unconscious, you become staggered and remain conscious for one round.

At 15 level, you gain immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while you are conscious, not if you are unconscious or dead.

I would really like Sanguine thematically, although it may be too strong mechanically, and promise to roleplay it to the fullest. It will probably shift Viktor to chaotic good.


I have a Fem Changeling Paladin/Oracle in mind.


So maybe a bard... If I worship Iomedae or Desna maybe I'll be able to avoid some of the GM's harassment, yeah?

I mean, I'll have to offer something no one else can offer, I guess.


My character would look something like this at level 1:

Hedrak:

Hedrak
Male half-orc magus (hexcrafter) 1/swashbuckler (inspired blade) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Ultimate Magic 9, 48)
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 13 (1d10+3)
Fort +6, Ref +8, Will +4
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron rapier +6 (1d6+4/18-20) or
. . dagger +6 (1d4+2/19-20) or
. . light mace +5 (1d6+2)
Ranged sling +5 (1d4+2)
Special Attacks arcane pool (+1, 4 points), deeds (derring-do, dodging panache, opportune parry and riposte), panache (4), spell combat
Magus (Hexcrafter) Spells Prepared (CL 1st; concentration +6)
. . 1st—monkey fish[ACG], vanish[APG] (DC 14)
. . 0 (at will)—detect magic, ray of frost, read magic
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Fencing Grace[UI], Power Attack, Weapon Focus
Traits fate's favored, riftwarden orphan, student of philosophy
Skills Acrobatics +6, Bluff +0 (+3 to lie (as a result of using Int instead of Cha)), Diplomacy +4 (+2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +7 to persuade others but not to gather information (as a result of using Int instead of Cha)), Intimidate +6, Knowledge (local) +7, Linguistics +4, Perception +4, Profession (soldier) +4, Sense Motive +4 (+2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Use Magic Device +4; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Gnoll, Infernal, Orc
SQ finesse weapon attack attribute, hex arcana, inspired panache, orc blood, pride
Other Gear chain shirt, cold iron rapier, dagger, light mace, sling, backpack, hemp rope (50 ft.), magus starting spellbook, trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
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.
Deeds
Fencing Grace Use Dexterity on rapier damage rolls
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Hex Arcana You can substitute Hexes for Magus Arcana.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sacred Tattoo +1 to all saves.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Weapon Focus (Light Blades) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

Still a couple of decisions to be made since the character is open ended and has a few options - for example, as an Investigator he can be the scout for the group (in the hopefully near future), or he can simply perform as a skirmisher, or he can invest strongly to become a 'knowledges' guy, or focus on a mix of offensive + support buffs, etc. My Mythic options are also varied - my go-to is probably Dual Champion/Archmage, but Trickster is definitely not off the charts. So yeah, lots of possibilities to build upon during the game, as it should be :)

Sovereign Court

Lots of Paladins, Oracles and divine caster it seems.

I'll have to think long and hard how to fit in Windsworn.

Gestalt is amazing.

Would Archetypes be allowed in Gestalt?

Scarab Sages

I'm putting together a Sarenite Fighter (Dawnflower Dervish) / Cleric (Cardinal) and I'm wondering how EitR works with scimitars. Can they be used with Dex for attacks? I don't see them specifically mentioned anywhere and I can't find the weapon groups mentioned.

Does Dervish Dance still exist? I don't see it listed or mentioned as removed. If Dervish Dance does exist, can it be taken at 1st level since Weapon Finesse is gone?


Hey GM Turin thanks for running the game!

I love the idea of running Wulfgar as an aasimar bloodrager/oracle. That was his original build in an alt earth game.

Let me see if I can put together a background that I'll be satisfied with. If not, you've got some amazing player/applicants already!

My wife is off for the first half of this week, so it will be hard to get anything done before Thursday or Friday. But I thought I'd drop a 'Dot' in the recruitment thread


hmmm... I don't think anybody has mentioned the change to the AP title. Typo or premonition?

Sovereign Court

All the PCS are wraiths brought back to life after the fall of Kenarbres.

We shall bring our Wraith selves to wreck Wrath!

Hands up for those who had a visit with Truck-kun/ or his various incarnations. (for those who got the reference)


Wraith of the righteous? Hmm, maybe I shall go with Fractured mind then :).


Philo Pharynx wrote:
hmmm... I don't think anybody has mentioned the change to the AP title. Typo or premonition?
NotEspi wrote:
Also, the righteous wraiths and all.

Someone did ;)


rdknight wrote:

I'm putting together a Sarenite Fighter (Dawnflower Dervish) / Cleric (Cardinal) and I'm wondering how EitR works with scimitars. Can they be used with Dex for attacks? I don't see them specifically mentioned anywhere and I can't find the weapon groups mentioned.

Does Dervish Dance still exist? I don't see it listed or mentioned as removed. If Dervish Dance does exist, can it be taken at 1st level since Weapon Finesse is gone?

Since a Scimitar is neither a light weapon nor explicitly called out as allowing Dex to be used instead of Str for the attack rolls, it does not gain that ability under EitR.

The weapon groups are the standard Fighter Weapon Groups, with any allowances the GM makes for other groups (such as the Racial groups discussed above).

EitR includes only a portion of the full rules set. The rest of the rules are available, but some adjustments have to be made (such as removing PBS, Combat Expertise, Mobility, Power Attack, Deady Aim, etc. as pre-requistes for other feats.

Note: Fighter Finesse, an advanced weapon training option, allows the Fighter to use Dex instead of Str for attacks with all members of that weapon group, whether they normally allow for Dex-based attacks or not.

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