Spooky GM |
Couldn't talk my real-life group into playing this versus trying a different system entirely, and I have a huge itch to run this nonetheless. So, let's make this happen.
-20 point buy
-Two traits, one being a trait from the Wrath of the Righteous Player's Guide. Your non-campaign trait can be reflavoured if you want, as long as it doesn't appear to be blatant cheesing.
-Average starting gold
-Standard HP procedure of max at first level, roll every other.
-Any class except for Anti-Paladin is acceptable, and any archetype except Synthesist Summoner, including ACG playtest material.
-All races. Even the weird ones, given the desperation of the setting.
-All material in any Paizo book is acceptable, though if you're intending to go far off the reservation, might be worth asking first. Third-party stuff is likely not, but worst I can do is say 'no', so if you'd like to try, go for it. Stuff like Spell-less Ranger might be cool.
-Good-aligned characters only, to play up all the overblown, glorious good vs. evil elements of the story.
Recruitment runs through probably until Monday, but we'll only likely begin Thursday, since I imagine most people are going to have places to go the 24th and 25th. If needed, I might extend recruitment through to the end of next week, but we'll see how it goes.
I'm looking for people who can post at least once per day. Final party will be 4-6 people, depending on party balance and such, and if we can end up with a party exploring every Mythic path, that'd be awesome.
Andanan Sumna |
1 person marked this as a favorite. |
AK's Oread Monk submission. Got inspired by the Stolen Fury campaign trait, which is a very large part of this character's history and motivations.
Andanan Sumna-
Background Story/Appearance-
Bala Sumna was a devout, happy Vudran. A strong, tall young man with ebony black hair, and an especially extravagant beard. Bala took a great deal of pride in his hair; which only made the complete loss of it more painful.
Born into the middle of society, Bala had just exited his teenage years. A little slower than average in his studies, Bala was more devout than scholarly. His relatively simple mind took great pleasure in learning the mantra's of the many hundreds of Vudrani deities, and his family was pleased to see that he would likely be born into a higher caste in his next rebirth. He had, of course, heard of the Inner Sea Region, but he never expected to visit it. He was more than content to live out his life in one of the smaller Impossible Kingdoms- he used his prodigious strength to work as a labourer and split his time between that job and serving in the temple. While he dabbled in martial arts as many Vudran did, he never truly committed to it despite a certain aptitude. At the age of nineteen, Bala could truly say what many in the chaotic continents of Avistan and Garund could not; he was genuinely content with his lot.
Enter Stolen Fury, Andanan's campaign trait.
Alas, it was not to be. His strength and general heartiness of body, combined with a low caste and a simple mind, made him a near-perfect candidate for the demonic-worshipping cultists, whose influence had spread as far as the Impossible Kingdoms. Deceived and kidnapped, Bala had been chosen for a nefarious ritual.
Bala did not truly understand what happened that day in the ritual chamber. His memories of it are somewhat foggy, but he distinctly recalls being tortured with acid upon a stone table. He remembers the howls of frustration, near-drowned out by his own screams of pain- as something clearly went awry. Somehow, the acid and the magic Bala was subjected to did not have the desired effect. Whatever the cultists were hoping for did not come to pass. Bala's swarthy Vudrani skin hardened as his frame grew, enhancing his already potent muscles. His soft, almost curved features gained a hard, chiselled edge to them. Bala literally crystallised, granite rocks spontaneously forming upon his twisted body. His eyes became glazed over with a thin layer of gemstone and he lost his hair in the transformation; his new "skin" now an earthy-grey colour.
His new form at least gave him the strength to break his bonds, and Bala escaped, his rock-like fists shattering many bones in the panicked fight that followed. His hands and forearms left small shards of rock and crystal lodged in his foes bodies, causing tearing and bleeding beyond the mere bludgeoning of his fists.
Re-fluffing Belier's Bite essentially, so that Andanan's own rocky texture is what causes the bleed damage.
Although Bala escaped, he was barely able to come to terms with his new form, one he considered, quite frankly, hideous. He instinctively knew he would have no place in the caste-dominated Vudrani society which he was so fond of; he would be treated like a beggar by his own family, cursed or worse. His travels began the very same day he escaped the ritual.
A few years have passed since that day. Bala, now styling himself with an Oread name, Andanan (given to him at a remote monastery in Jalmeray by a reclusive order of those rare earth-touched people); passed the gruelling physical and mental trials they set before him before training him. He has embraced his new life with a calmer, more enlightened outlook, although he kept his last name as an honorific to his Vudrani people. Deeply connected to the natural world, Andanan has become very intuitive and has learnt to channel the elements into his fists; although it takes great concentration on his part. He finds that he has a particular affinity with acid; something common to the Oread's; the human off-shoot race he now seems to have unwillingly joined.
Andanan has taken vows of Truth, Cleanliness, Fasting and Celibacy in order to live a pure life and be rewarded in his next. He is driven and serious in his intent; which has now become clear in his travels. He is not sure what the cultists tried to do to him, but he knows first-hand the evil demon's and their ilk can inflict on unwilling victims. Thus, Andanan has travelled to Mendev; seeking to join the Crusades and serve as best he is able. He gladly pledges himself to a life of service and justice, fighting demons and the chaos they leave behind them in their wake at every opportunity.
Andanan prefers to fight with what Fate gave him; two hardened, stony fists; but he often uses his new-found Oread heritage to enchant pebbles he keeps in a pouch on his person, to be used either with his trusty sling or simply hurled at foes. He carries two Kama upon his belt as well, used more often for helping with harvest's when volunteering as a farm hand to work his way to Mendev than on living foes. He also favours a quarterstaff, having grown accustomed to the traveller's favoured tool during his long journey. A firm believer in being ready for whatever life might throw at him, Andanan carries a surprisingly large array of tools and mundane items in his hefty backpack.
While people do not generally discriminate against Andanan based on his form (as frankly, it is not nearly as unseemly as say a Tiefling's), he nevertheless is still very much uncomfortable in his own skin and a little ashamed.
Refluffing-
As mentioned, both his trait choice (Stolen Fury) and feat choice (Belier's Bite) have been re-fluffed somewhat, but mechanically are untouched. I've tried to leave Stolen Fury reasonably vague in case it has repercussions later in the game.
Crunch/Mechanics-
Andanan's statblock is listed in the following spoiler, as well as fully visible on this profile.
Andanan Sumna
Oread Monk (Monk of the Four Winds, Monk of the Sacred Mountain) 1
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +8
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Defense
--------------------
AC 17, touch 16, flat-footed 15 (+1 Dex, +1 natural, +1 dodge, +4 untyped)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +6
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Offense
--------------------
Speed 20 ft.
Melee dagger +4 (1d4+4/19-20/×2) and
. . kama +4 (1d6+4/×2) and
. . kama +4 (1d6+4/×2) and
. . quarterstaff +4 (1d6+6/×2) and
. . unarmed strike +4 (1d6+4/×2+1d4 bleed)
Ranged sling +1 (1d4+4/×2)
Special Attacks flurry of blows
Spell-Like Abilities
. . 1/day—magic stone
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Statistics
--------------------
Str 18, Dex 12, Con 12, Int 10, Wis 18, Cha 5
Base Atk +0; CMB +4; CMD 20
Feats Belier's Bite, Dodge, Elemental Fist, Improved Unarmed Strike
Traits stolen fury, wisdom in the flesh
Skills Acrobatics +8 (+4 jump), Knowledge (religion) +4, Perception +8, Sense Motive +8
Languages Common, Terran
SQ ac bonus, crystalline form, monk vows (vow of celibacy [+1 ki], vow of cleanliness [+1 ki], vow of fasting [+1 ki], vow of truth [+1 ki]), unarmed strike
Other Gear Dagger, Kama, Kama, Quarterstaff, Sling, Sling bullets (30), Backpack (19 @ 43.5 lbs), Bedroll, Belt pouch (36 @ 31 lbs), Blanket, Bucket (empty), Cooking kit, Flask (6), Flint and steel, Folding chair, Grappling hook, Rope, Sack (empty), Sewing needle, Shovel, Trail rations (6), Waterskin, Whetstone, 11 GP, 8 SP
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Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Fist (1d6) (1/day) You can add 1d6 energy damage to an attack.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stolen Fury +2 trait bonus to CMB vs. Demons
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Vow of Celibacy (+1 Ki) The monk must abstain from all sexual and intimate physical activity. A monk with this vow takes it to an extreme, refusing to even share a room with another person, or sleeping on the opposite side of a camp from other people in a group. A celibate
Vow of Cleanliness (+1 Ki) A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair (and, for male monks, maint
Vow of Fasting (+1 Ki) The monk eats nothing but rice (or a similar bland, staple food) and drinks nothing but water. On certain days (usually once per month or on a religious holiday), he may eat a small portion of other simple, bland food to maintain proper nutrition. Th
Vow of Truth (+1 Ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where
Wisdom in the Flesh (Acrobatics) Acrobatics becomes a Wisdom-based, class skill.
Player Details-
I've been active on Paizo forums for about 3/4 years now, running three of my own games. I'm not going anywhere anytime soon :). Timezone is GMT+0 but I keep strange hours so that is not much of a guide.
Cydrius |
Definitely interested. Will bring in a character soon.
Edit: I got my concept and I'm working on it:
Jericho the Unbreakable, Sacred Shield Paladin.
As a young recruit from the clergy of Iomedae, Jericho once got in over his head beyond the frontier of the Worldwound, and was just barely rescued. his recovery was long and arduous, but he eventually bounced back, hardier and more courageous than ever.
Exposed to awfulness trait, and built to draw enemy attention and survive it to keep his allies out of the line of fire. I'm curious to try a character who makes himself useful through defense rather than offense.
nightdeath |
Have one. Being trying to get this one into a game for ages but always failed.
Lokien Forge Dwarven Paladin (Stonelord) Child of the Crusades.
Archpaladin Zousha |
I'm interested. I've got the preliminaries of a character made for a different Wrath of the Righteous RP on another forum. Only major adjustment I'd have to make is increase his 15-point-buy stats to 20-point buy stats.
Arzhus Belostar-Wintersun, Demonblooded Tiefling paladin of Iomedae, angling for Guardian.
Cuàn |
How far on the side of crazy are we allowed to go? Are Bestiary 4 races allowed? I'm having visions of a Trox Brawler wrestling a balor or a Kasatha Gunslinger dual-wielding muskets.
Or go even cheesier and embrace the non-human aasimar sidebar from Blood of Angels and make an Aasimar born from Trox parents, aka a large Aasimar.
Spooky GM |
@Andanan: Everything looks to be in place, but all your vows cut off mid-sentence.
@nightdeath: Your Background spoiler is empty.
@Kagehiro, JonGarrett, Alexander Kilcoyne: Yes, each character is allowed one drawback for an additional trait.
@Archpaladin Zousha: Background?
@Cuan: "Weird races" more meant stuff from the uncommon/featured section. Trox in particular are just so race-points heavy that I'd be apprehensive to put one into a party with normal characters.
Andanan Sumna |
@Andanan: Everything looks to be in place, but all your vows cut off mid-sentence.
Ah yes HeroLab has that annoying bug. Now fixed in Andanan's profile :). Mechanically, the vow's won't go into effect until Andanan gets a ki pool anyway, but fluff-wise i'd rather establish them early.
Archpaladin Zousha |
@Archpaladin Zousha: Background?
Working on it. The basic backstory is that he had to deal with the prejudice in Kenabres against native Sarkorians, from whom he's descended, and was unaware even that he was a tiefling until he was a teenager. Later on, he encountered a demon that nearly killed him. He threw himself at it to protect someone else, and the testimony of that person was what helped convince an order of paladins to give him a chance. He readily converted to Iomedae too, both because he lived in Kenabres all his life and had no real intro to Sarkorian religion like his great grand-parents, and because he felt she was the only god who gave a damn about Sarkoris, at least trying to fight the demons when Sarkoris' own multitudinous pantheon and the druids of the Green Faith headquartered there could do nothing. He's an unlikely paladin, but he's proud, and if anyone slanders him because he's Sarkorian or they learn that he IS a tiefling, he'll flip them the bird. If Iomedae thinks he's worthy of being a paladin, then that's the only opinion that matters to him, and any doubters can just stand back while he protects them from the slavering hordes of monsters anyway.
nightdeath |
@nightdeath: Your Background spoiler is empty.
Lokien has being updated. Background added.
Updated Lokien ForgeMark Sweetman |
Human Warpriest of Reymenda 1
Feats:
Weapon Focus (Falchion): +1 bonus to attack with Falchion.
TBC:
Iron Will: +2 bonus on Will saves
Traits:
Exposed to Awfulness: Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Cynic (Regional):: As a Mendevian native, you have seen all manner of people claiming holy motives, and you have learned to judge them by their deeds, rather than their words. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Racial Traits:
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common,
Skills:
Heal (Wis): 6 (1 +3 Class +2 Wis)
Perception (Wis): 3 (1 +2 Wis)
Sense Motive (Wis): 7 (1 +3 Class +2 Wis +1 Trait)
Class Abilities:
Weapon and Armor Proficiencies: all simple and martial weapons and all armor and shields (except tower shields).
Spells: Wisdom based prepared spellcasting
Aura (Ex): has a particularly powerful aura (as a cleric).
Focus Weapon: receive Weapon Focus as a bonus feat
Sacred Weapon (Su): Falchion. Whenever wielding a sacred weapon, use warpriest level as base attack bonus
Blessings (Su): 3 + 1/2 his warpriest level per day.
Good Blessing: Holy Strike (minor): as a standard action touch one melee weapon. For 1 minute, this weapon glows green, white, or yellow-gold and deals an extra 1d6 points of damage against evil creatures. This bonus damage does not stack with the holy weapon special ability.
Healing Blessing: Selfish Healer (minor): as a swift action cast a prepared cure spell on yourself. This counts as a quickened spell for your turn, and doesn’t provoke attacks of opportunity.
Gear: Average gold 175 gp
Falchion – 75 gp
Scale Mail – 50 gp
Cleric’s Kit – 16 gp
Still partially a work in progress, but getting there.
Fluff wise he'll be a middle-aged guardsman who lost his wife during the Storm King's first assault on Kenabres in 4692 AR.
A broken man, devoid of hope and a death seeker - though still too much a coward to take his own life. His only meagre solace through worship of a little known Empyreal Lord - Reymenda, the patron of the childless, and who also holds endings and responsibility within her portfolio. Full background will expand on that a bit.
Crunch wise - will develop along the guardian path, to become a vital striking damage dealer, with mythic abilities focuses on making him harder and harder to harm or kill.
nilesr |
Male Elf Ranger 1
CG medium humanoid
Init +4 Senses Low-Light Vision Listen +6 Spot +6
DEFENSE
AC 18, touch 14, flat-footed 14
hp 12
Fort 3 ,Ref 6 ,Will 0
OFFENSE
Speed 30 ft
Melee Curve blade, elven +3 (1d10+3/18-20/x2)
Ranged Longbow +5 (1d8/x3)
Space 5 Reach 5
STATISTICS
STR 14 DEX 18 CON 12 INT 14 WIS 10 CHA 8
Base Atk 1 Grp30
Feats Point-Blank Shot
Skills Climb +4, Handle Animal +3, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Perception +6, Stealth +6, Survival +4, Swim +4, Climb +4, Handle Animal +3, Knowledge (dungeoneering) +6, Knowledge (nature) +6
Languages Common, Elven, Sylvan, Celestial
Gear Longbow, Curve blade - elven, Arrows (40), Kit - Ranger's , Whetstone, Backpack , Rope - hemp (50 ft)
Elf Traits (Core 22)
• Alternate Racial Traits: Silent Hunter
• Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
• Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.*
• Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows),and treat any weapon with the word “elven” in its name as a martial weapon.
• Silent Hunter (APG 13): You can reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty.
Traits
• Treerazer’s Bane
Having fought in many battles against the demon Treerazer, you have learned the best ways to kill the various creatures under his control.
Benefit: You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
• 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.
Class Features
• Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (except Tower Shields).*
• Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
• Favored Enemy (Core 64): You gain a bonus on Bluff, Knowledge, Perception, Sense Motive, Survival checks and attack and damage rolls against the following types of creatures:
• Outsider (evil): (+2)
• Track (Core 64): You add +1 to Survival skill checks made to follow tracks.
• Wild Empathy (Core 64): You can improve the initial attitude of an animal (like a Diplomacy check to improve the attitude of a person). Your Wild Empathy Check is 1d20 +1
Feats
• Point-Blank Shot (Core 131): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
• Armor Proficiency, Medium (Core 118): You are proficient wearing medium armor.
• Shield Proficiency (Core 133): When you use a shield, the shield's armor check penalty only applies to Strength- and Dexterity-based skills
Nalunorel, or Nal to his companions was born in Kyonin in the shadow of the Tanglebriar. His young life has been filled with conflict with the demons and dark fey of the Briar. He has made his way north to the Worldwound as part of a contingent of Elves who have come to learn more about combating Demons. This was at the request of Queen Galfrey and Queen Telandia Edasseril who had worked out an ambassadorial swap of fighters. The elvish queen sent fairly young elves and half elves, thinking that these would assimilate into the crusader army somewhat easier than would veteran elves. Nal is attending the ceremony of Armasse with a bit of wide eyed wonder.
Personally, Nal is a bit taciturn for an elf and displays none of the usual cheerfulness and playfulness of elves. He is fiercely single minded when it comes to destroying Demonkind. His devotion to Desna comes from an earlier chance encounter with a Desnan who saved him from some of Treerazer's minions.
Nalunorel stands 6'2 and is slender with dark eyes and hair.
Central U.S. time, I can usually post from 3-10 times per day. My job has me at a PC frequently throughout the day and I keep my iPad handy at home. Nalunorel would advance down the Trickster path.
Spooky GM |
@DarkPhoenixx: They are; this is a official Paizo Mythic campaign. They don't come into play right away, though.
@nilesr: Does Nalunorel have a last name, or is it kind of like Cher?
All the other characters posted look right, so good job everyone. Now, just a litle round-up of applicants so far, so that anyone wondering what hasn't been tried yet has some reference.
Arcane
-???
Divine
-Arzhus Belostar-Wintersur, Pitborn Paladin, Guardian Path
-Gethric Orted, Human Warpriest, Guardian
-Haizi of the Deepwoods Pack, Human Druid (Feral Child), Guardian Path
-Lokien Forge, Dwarf Paladin (Stonelord), Marshal Path
Martial
-Andana Sumna, Oread Monk, Champion Path
-Nalunorel, Elf Ranger, Trickster Path
-Yuelthial Salindranis, Elf Fighter (Lore Warden), Trickster Path
Skill
-Aladir Cyruthion, Elf Rogue (Scout), Trickster Path
Archmage - 0
Champion - 1
Guardian - 3
Hierophant - 0
Marshal - 1
Trickster - 3
Cuàn |
I'll just add though that with a little tweaking Yuel could go Champion with associated trait (at the moment he encounters the scene during his escape from the worldwound, but only sees it from distance) as he will likely pick up Champion though the Dual Path feat anyway.
He can also easily be redone as an Arcane Duelist Bard, if that would be more beneficial to the group.
Spooky GM |
@Cuan: Well, recruitment's only been open for less than a day, so I don't know if things will even out, but a Bard probably wouldn't be a bad choice, given the usefulness of Charisma skills in this AP.
@DarkPhoenixx: Read the player's guide. It's a free download, and explains the traits and how they relate to your Mythic path.
Gethric Orted |
This is Mark Sweetman's melancholic Warpriest profile. I've udpated crunch in the profile, and will repost in thread once I've got my appearance / personality / background sorted.
Note 1: Reymenda's domains are 'Chaos, Destruction, Good, Healing' so I've assumed the Good and Healing blessing are valid choices.
Note 2: I am currently DM'ing a PbP of Wrath of the Righteous as well, though I'm able to separate player vs character knowledge.
likrin |
http://www.myth-weavers.com/sheetview.php?sheetid=737186
Tym has been surrounded by magic his whole life; being sent to the Collegiate College after his parents disappeared, the discovery of his Air Elemental blood, discovering the true meaning of the mark on his wrist (Sign of the Seeker’s Spiral).
To be finished...
Hrodlan Gurnwold |
Think I got everything squared away, here. All information is tucked away in the profile; Backstory and the like located at the bottom.
On the Fellowship: As you'll notice, one of the more prominent tenets of Fellowship of the Forsworn Blade is a disregard for manmade laws when it suits them. While this may seem counter-intuitive to Hrodlan's designation as Lawful Good, I intended it to manifest more in the sense of following a strict code. The Fellowship needed strong willed and tempered members to avoid going off the rails much like Hulrun's inquisitors had done in Kenabres' past. So while the organization's guidelines itself sometimes forces its members to tread dangerously close to the realm of Chaotic Good, the strict adherence to predetermined guidelines and binding oaths carries a very Lawful Good weight. That, coupled with Hrodlan's own personal misgivings about the things he's being asked to do regularly.
Charisma Dump: I know many balk at stat dumping, but I intend it to show through strongly in the character's presentation. While Hrodlan serves a higher cause, he is not a nice person. He is relentless and unforgiving, especially where demons and their servants are concerned. Having been shaped into cultist-chasing weapon of righteousness, the subtleties of diplomacy and intrigue can be lost on his oft times infuriatingly singular purpose: rooting out demonic perversion within Kenabres.
One final caveat: I envision Hrodlan beginning as very set in his ways with an unshakeable core of beliefs—his order is right and necessary for the Crusade to thrive. As things progress, I would like to explore the breaking down of such narrow-minded persecutions. I am aware that redemption plays a strong role in the narrative of this AP, and would like Hrodlan to eventually work towards embracing that philosophy over his beginning mantra of "root them out; salt the earth" zealotry.
likrin |
I suddenly realised you allow the ACG playtest classes. I'll rebuild Yuel as a Swashbuckler instead, would work better with his ambition to become a Lantern Bearer at later level.
I'll probably have him redone tomorrow.
Omg I didn't see that either! Arcanist it is!
I'll keep my Sylph wizard though, just make a arcanist Collegiate version, that way if A lot of playtest characters get picked DM can choose