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Hello! I am currently running a Wrath of the Righteous PbP where 2 players have had to drop for undisclosed reasons. I am currently opening this recruitment to try and get some more vict... players for the game. The group is currently about halfway through the first book, and this is a campaign that will go from 1-20 and you will get mythic tiers on top of that. If this interests you then look below.

Current Characters
CG Barbarian (Invulnerable Rager) 3
CG Shaman 3
CG Magus (Kensai) 3

Character Generation:

Creation: 25 point buy
Level: 3rd
Race: Any Paizo, but if you want to be a 3rd party race just link it to me, and I will consider it.
Class: No gunslingers, or synthesist summoners
Alignment: No evil.
Equipment: equipment for a 2nd level character
Traits: Two, and one must be a campagin trait.
HP: first level max, after first roll HD, and take either PFS HD+1 or what you rolled whichever is higher.

The group currently has most areas covered so please feel free to apply with most anything. I will be looking for around 2-3 more players. The deciding factor for me will be backstory so I would like to see some character plot hooks and some NPC's please. Posting speed will be approximately 1-2 posts per day.


Dotting. Will have something soon.


Hit dice rolls: 2d10 ⇒ (5, 6) = 11


Submitting Nerevost Limuna.

Statistics:

Nerevost Limuna
Male Half-Elf Slayer 3
CN Medium humanoid (elf, human)
Init +2; Perception +8
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
HP 31 (3d10+9)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork scorpion whip (cold iron) +9 (1d4+4)
Melee cestus +7 (1d4+4/19-20)
Melee TWF masterwork scorpion whip (cold iron) +7 (1d4+4)
Melee TWF masterwork scorpion whip (cold iron) +7 (1d4+2)
Melee TWF cestus +5 (1d4+4/19-20)
Melee TWF cestus +5 (1d4+2/19-20)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 13
Base Atk +3; CMB +7(+9 Demons); CMD 19
Languages Common, Elven, Abyssal
--------------------
Feats
--------------------
Power Attack
Exotic Weapon Proficiency (Scorpion Whip)
Two-Weapon Fighting (Bonus)
Weapon Focus (Whip)
--------------------
Traits and Drawbacks
--------------------
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Stolen Fury You were forced to take part in a
demonic ritual as a youth after having been captured
by cultists. Whatever the ritual's purpose may have
been, it didn't work out the way your captors
envisioned-rather than corrupting your soul,
you absorbed the ritual's energy and made it your own
before you escaped to safety. Ever since, you've been
haunted by strange nightmares about the ritual, and
have long felt that the energies it bathed you in have
changed you. Recently, those energies have changedit's
as if you've finally managed to come to terms with
your past and have turned the ritual's aftereffects to
your advantage, following the old adage of what doesn't
kill you makes you stronger. You've been unable to learn
more about the ritual or what it was for, but the question
lingers in the back of your head to this day. This
nagging has instilled in you a fury against demonkind.
Today, when you face demons in combat, those energies
bolster your fury, granting you a +2 trait bonus on all
combat maneuver checks against demons. Associated
Mythic Path: Champion. Multiple Characters: You and any
other PC who takes this trait were all part of the same
ritual, and it was only by working together that you
managed to escape-further, the support of your fellow
ritual survivors has played a key role in your coming to
terms with it, and you retain a close bond of friendship
(or perhaps a friendly rivalry) to this day.
--------------------
Skills
--------------------
Acrobatics +0
Bluff +1
Climb +6
Escape Artist +0
Fly +1
Heal +0
Intimidate +7
Knowledge (Dungeoneering) +7
Knowledge (Local) +7
Perception +8
Perform (Untrained) +1
Ride +0
Sense Motive +0
Stealth +6
Survival +6
Survival (Find Food) +9
Survival (Follow or identify tracks) +7
Swim +6
--------------------
SQ
--------------------
Sneak Attack 1d6
--------------------
Gear
--------------------
masterwork scorpion whip (cold iron)(x2); masterwork breastplate; cestus (x2); Backpack, Common [ Bedroll; Blanket; Coin (Silver Piece) (x6); Crowbar; Grappling Hook, Common; Halfling Trail Rations (x5); Piton (x10); Rope (Hemp/50 ft.); Waterskin (Filled); Whistle, Signal; ];
--------------------
Special Abilities
--------------------
Ancestral Arms Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Favored Target (Ex) At 1st level, a slayer can study an
opponent he can see as a move action. The slayer then
gains a +1 bonus on Bluff, Knowledge, Perception, Sense
Motive, and Survival checks against that opponent, a +1
bonus on weapon attack and damage rolls against it, and
a +1 bonus to DCs of slayer class abilities against that
opponent. These bonuses remain in effect until either
the opponent is dead or the slayer studies a new target.
At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses
against a studied target increase by +1. In addition, at
each such interval, the slayer is able to maintain these
bonuses against an additional studied target at the same
time. The slayer may lose this connection to a studied
target as a free action (allowing him to study another
target in its place).
At 7th level, the slayer can study an opponent as a move
or swift action.

Weapon and Armor Proficiency A slayer is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Backstory:

Training, there was only ever the training. Nerevost couldn't remember a time where he wasn't clad in armor and practicing the blade. What time was there to do anything else, as he was constantly reminded; the forces of darkness never rested, and so it seemed, neither would he.

Nerevost had been born to Lilith and Ariamas Limuna, both crusaders for Mendev. He would love to say that he knew either of them, but alas, they both perished in the crusades shortly before his second birthday. Nerevost never learned all the details of his parents deaths, excepting they were killed by a powerful arcane spell caster.

And so the care for both he and his older brother Eire fell to his uncle, Fane. Grieved by his brother’s death and blaming the two boys for taking away time from Ariamas' training that undoubtedly lead to his death; Fane was never so much as a father to the two boys, as much as a drill instructor. They would work harder than anyone else Fane decided so they would not meet their fathers end, and thus continue his legacy.

They spent their youth following strict schedules and grueling work out and sparring sessions. Nerevost hated these times, but his brother Eire seemed to revel in it. Eire constantly scolded Nerevost for taking more breaks than he; when Fane would finally call them for dinner, Eire would train at least an hour longer, while Nerevost would quickly head inside.

When the boys were twelve, Fane decided they should take a trip from Kenabres up to Nerosyan to show them the capital of Mendev and all it stood for, and also to teach them more about wilderness survival on the way.

Unfortunately, about six days into the trip the three were attacked by a group of cultists. Fane moved to protect the boys and managed to kill two of their attackers. But then, over a nearby ridge a dark figure appeared, and in a single terrible word; Fane went rigid and fell to the ground, dead.

The boys rushed the mysterious entity remembering their fallen parents, and eager to avenge Fane. But the cultists intervened; the boys fought them valiantly and managed to wound several, much to the apparent amusement of the figure. But soon, apparently growing bored of the spectacle another word from the entity sent the boys reeling.

Nerevost’s head was ringing in pain; he wanted to continue fighting, to avenge Fane, to die even in battle like his parents. But he couldn’t move, wasn’t strong enough to overcome whatever force assailed him. The cultists laughed at him darkly as they bound his hands and feet in cord. Eventually, the ringing subsided and Nerevost found he could move his head again.

Looking to his right he saw much the same fate had befallen his brother as well, and they were dragged by their cords along the countryside for a long while. No one spoke during this time, and when Nerevost tried to call out to his brother, a swift punch across his face, taught him to avoid such things.

After some time had passed they came before a large cave. Pulling the boys inside, Nerevost could see an odd sort of shrine had been erected here, topped with the statue of an odd goat-like man. It was before this strange altar the boys were arranged.

Then the figure came back into sight, or so Nerevost thought at first. But upon further inspection he could tell this person was clearly female beneath her robes. Nerevost couldn’t make such discernment with the other, and this one’s voice was obviously female. While the other’s was a strange androgynous mixture of both male and female.

Nevertheless she soon had a book brought before her, and she spoke it aloud in a hard rasping voice that was not at all like hers moment before when speaking with her fellow cultists. On and on she read for what seemed like minutes, her voice changing the whole time, growing ever more excited but even raspier it seemed as it did. Soon she spoke her final words it seems as she flung her arms into the air in a flourish.

Then there was fire and pain. Flames burst alight across Nerevost’s body and he could see the same had happened to Eire. They writhed in agony as the temperatures ravaged their bodies. Then at once, the fires stopped; the pain was gone, and the cultists began to speak in rapid tongues. Eire and Nerevost sat up, their bonds burnt in the flames.

The woman cultist made to move towards them, and then, an enormous explosion of green and blue fire emanated from the two boys and swept throughout the cavern like a serpent. It charred the flesh of those it touched and left nothing but blackening bones in its wake. In an instant, the cavern was awash in fiery death, but the boys were unharmed.

Terrified they left the place at all speed. With no idea where they were anymore the boys spent the next two days searching in hunger and thirst for civilization. As luck would have it, a convoy heading back to Kenabres found them near the roads.

The boys spent much of their next few years at home, Fane had left them his estate and no small sum of money, with this Eire and Nerevost continued their training. After all, they had never learned much of anything else.

Around this time, Eire approached Nerevost with the idea of joining the Mendev church and submitting themselves to become paladins. The point of religion as the two boys had aged had become something that drove the two further apart. As Eire grew he felt the call of Iomedae and to the church; but to Nerevost, he would never forget nor forgive the cultists of their misdeeds against his parents and to Fane, and so he followed the path laid by Calistria; he would have his revenge.

When Nerevost declined, Eire viewed his brother’s beliefs as an affront to the teaching of Fane and their relationship became very rocky, Eire did not speak to Nerevost much at all after this.

Eire left to join the Church and Nerevost stayed behind. He hoped one day his brother would reconcile with him, but in the meantime there was more training to be done, one day he would meet his foes on the field of battle, and he was determined to be ready.

Then, the attack on Kenabres came. Nerevost hadn’t bothered to attend the event but he knew his brother had. When he saw the devastation wrought on the city by the hands of the enemy, he knew his time for training had come to an end. He would find out his brother’s fate, and see to the defeat of the demon invasion personally.


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Here is Gabriel Worldwalker.

I will update him to 3rd level and 25 point buy when I get home this evening. He has two main roles in the group, 1) as healer / buffer, and 2) as face, with secondary role as knowledge boy.

-- gabriel

Edit1&3: 2nd & 3rd level hit die roll: 2d8 ⇒ (2, 7) = 9 - I'll take the PFS+1 for the 2nd (6) and rolled for the 3rd (7). (Ok, got it I think)

Edit2: Updated!


Azim was in a WoTR game that died. Would love to get him in another. Will level him up if selected.


@Gabriel: When I said PFS HP +1 I meant that PFS would have a d8 average of 5+CON in this campaign you would instead get 6+CON, so d6 is 5+CON or roll, d8 is 6+CON or roll, d10 is 7+CON or roll, and d12 is 8+CON or roll whichever is better.


GM Void Dragon wrote:
@Gabriel: When I said PFS HP +1 I meant that PFS would have a d8 average of 5+CON in this campaign you would instead get 6+CON, so d6 is 5+CON or roll, d8 is 6+CON or roll, d10 is 7+CON or roll, and d12 is 8+CON or roll whichever is better.

Two more HP for Nerevost, huzzah!

Silver Crusade

Dotting for Interest.. Character up soon.

Silver Crusade

Now I must ask How you feel about Third Party, specifically a certain Archetype for Cavalier that trades out most of its mounted stuff *Which I really don't use for him, let alone any creature* for Inspire Courage like a Bard? That way he could provide much support in both ways, Martial, Teamwork Feats, Aid another and Inspire Courage. If not that is fine I'll just think up something else with the Cavalier.. Otherwise I could Play an archer alchemist I have been dying to play as well..


I will be retooling this alias into an angel-blooded oath of vengance paladin.


@Endoralis: If you link the 3rd party archetype I will consider it.


It's this one: http://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/rite-publi shing---cavalier-archetypes/inspiring-commander


Actually going Celestial bloodline sorcerer, human. hp: 2d6 ⇒ (6, 5) = 11


Hey folks, I'm the Shaman in the group!

Just an addiction to those who do not want to skip the beginning of WotR: It starts really slow and there's nothing really awesome so far, aside from the opening scene...


Alright crunch updated on this profile.

Silver Crusade

Ellix got it right down.. If The Cavalier I would be going Marshal.. If The Alchemist, Trickster. Tell me the status of the Acceptance and I shall work on the character post haste.


Hello folks, im the Magus.. A little input.

We are all fairly optimized as this campaign needs it.. To better your chances I would make sure whatever you build would be fairly optimized as well.. It doesn't have to be over the top min/maxed, but it does need to be practical and not overlapping with what we already have.. Which is:

Kensai Magus: Wields a scimitar and is going the dervish dance route..
Invul Barbarian: Tank and 2 handed damage dealer..
Battle Shaman: Full druid divine, uses a reach weapon.

So as you can see we have 3 melee already, so it will better your chances if you're a ranged physical over a melee one..

We also don't have a full arcane caster so that would be nice, as would a party buffer such as a bard or evangelist cleric..

Silver Crusade

Well Everyone can do melee it is not exclusive you simply need the ability to strike at range as well.. which is the duty of any martial.. you should not be completely gimped because you are not using your main fighting style.. at least as a martial character. Regardless both characters are well rounded when it comes to combat they just provide different abilities that overall benefit the party one way or the other. I will say now however I have no interest in a full divine or Full arcane so someone can grab that up.

Both characters are very good at what they do and well made I can assure you.


@Nerevost: A stated above you will have a better chance as a ranged Slayer build.. I've seen one ran up to 11th level and tbh they're fairly flimsy in melee anyways.. They also seem to suffer hard from poor will saves..

@Gabriel: Why not just go Evangelist Cleric? You get full Bard buffing and don have to miss out on a level of casting.. If you have reasons fair enough, i was just curious..

@Abdul: I see two obvious negatives so far.. 1 you wield a scimitar and 2 your archetype just buffs yourself.. If we take a bard it will because of his knowledges and buffs.. If you cant buff the group = sadface..

@Aaron: Are you gonna be summoning things with your Celestial Bloodline because if so Augment and Superior summons would be nice.. Also i would try not to focus on fire spells as demons are immune..

To all: These are just suggestions/questions, please don't take it as me railroading builds we just plan on taking this to the end and need a group thats gonna work.. Any questions feel free to ask..


A slayer is a D10 HD character like any other full BAB class and is no more flimsy than a ranger or fighter both of who also suffer in the will save department; I'm not sure where you're drawing your conclusion from.

A magus is far more vulnerable in Melee especially the one you've selected as once stunned you have an AC not even worth mentioning, and most demons past CR8 or so have constant true seeing.


Im pulling my info from a playtest run.. 11th level 2 weapon slayer got completely taken out of multiple combats due to poor will saves.. And rangers usually have a bit better since they actually need wisdom.. Submit what you want i was just giving some suggestions and told yall what the party needed..

I have a 9th level pfs magus with a 30+ ac with 2 rounds of casting.. It would take a slayer much longer to achieve that.. Not sure what your talking about with stunning or true seeing..

Silver Crusade

Cavalier: 2d10 ⇒ (6, 5) = 11
Alchemist: 2d8 ⇒ (8, 3) = 11


Because if stunned you lose all your armor since as a Kensai your unarmored excepting your Dexterity and intelligence and maybe a spell or two like barkskin and mage armor. At which point all you're left with is a defensive spell like blur or mirror images, which demons see straight through.

In essence, if you're ever stunned and full attacked, you're going to die.

Silver Crusade

Valkyrie Stormseeker wrote:

Im pulling my info from a playtest run.. 11th level 2 weapon slayer got completely taken out of multiple combats due to poor will saves.. And rangers usually have a bit better since they actually need wisdom.. Submit what you want i was just giving some suggestions and told yall what the party needed..

I have a 9th level pfs magus with a 30+ ac with 2 rounds of casting.. It would take a slayer much longer to achieve that.. Not sure what your talking about with stunning or true seeing..

Well, kensai dervish dance magus is one of the most played type of magus there is and is as such looked at the most. It weaknesses are apparent one of them being anything that effects dex hurting them far more like Grapple and Being Flat footed for example. Which can happen against creatures who have powerful SLA's rider effect grapple like demons. Demons are also immune to 90% of the Magi's bread and butter spells and some posses True Seeing to negate defenses like Mirror Image.

I also believe that like other characters some people are simply better at playing certain classes, if your Slayer was taken out of the fight alot due to a bad will save than he suffered from nothing different most martials do and he had the feats to fix that problem because Slayer gets as many feats as a fighter from 1-12.


Umm.. Im having a hard time figuring out where your going with this.. If im stunned? Just a little fyi, any class is screwed if there stunned, Magus, Slayer, anything.. Coup De Grace doesn't check AC and that's what you get when you're stunned.. Why all the defensiveness? I simply added some input on your builds with some suggestions on changes to better fit the group.. While i'm not saying we wouldn't take another melee dps, we really need a ranged one if your going physical.. Its difficult enough to get 3 people room to attack, especially in tight spaces, 4 would make it that much harder.. Im done arguing which class is better etc..

Edit: Hence the suggestion to buff will saves.. I take Iron will, a 12 wisdom, and indomitable faith on every melee guy thats not a paladin, invul rager barb, or dwarf ranger.. And yes higher level stuff is immune to a lot of energy attacks, hence my more physical damage build.. She's not gonna rely heavily of offensive spells later, but on buffs and alot of attacks and high crit rating..


Submitting a ranged-paladin for your game. He was made at 20 point buy so he needs to be updated still.

2d10 ⇒ (3, 2) = 5

Silver Crusade

Small nitpik.. Stunned makes YOU (read kensai, monks, inquisitors, other classes) defenseless but not the helpless condition, it simply makes you lose dodge bonuses and drop your weapon.. so if you have armor and whatnot it is more of an inconvenience. On the will saves I agree I was just pointing out in general.. advice should always be accurate and appropriate when given.


@Endoralis: I'm going to have to say no to the inspiring commander archetype.

Silver Crusade

Well then I guess that drops alot of use for that guy; Seemed odd that alot of other classes can get inspire courage and it seemed fine, even monks. It wasnt meant to be, I guess I'll go with the Alchemist then. If only because Cavalier without a tradeoff for the mount gets screwed one way or the other and bard/like buffing would have been a nice topper with the whole helping others from afar and teamwork feat usage. If you dont mind PM the reason while I get Derrik drafted up and submitted.


Valkyrie Stormseeker wrote:
@Gabriel: Why not just go Evangelist Cleric? You get full Bard buffing and don have to miss out on a level of casting.. If you have reasons fair enough, i was just curious..

My concept is more of a cleric with skills including story gathering and telling, rather than the buffing. Bard is the easiest way to pick up some minor arcane ability and he will be taking Mystic Theurge levels after Cleric 3 / Bard 1 so he advances the cleric & bard spell casting. I think that I may take a Bard archetype to loose performance and pick up additional skills, but I am still working thru the concept in my head.

I wanted to get something down on paper first.

-- gabriel


Valkyrie Stormseeker wrote:

Umm.. Im having a hard time figuring out where your going with this.. If im stunned? Just a little fyi, any class is screwed if there stunned, Magus, Slayer, anything.. Coup De Grace doesn't check AC and that's what you get when you're stunned.. Why all the defensiveness? I simply added some input on your builds with some suggestions on changes to better fit the group.. While i'm not saying we wouldn't take another melee dps, we really need a ranged one if your going physical.. Its difficult enough to get 3 people room to attack, especially in tight spaces, 4 would make it that much harder.. Im done arguing which class is better etc..

Edit: Hence the suggestion to buff will saves.. I take Iron will, a 12 wisdom, and indomitable faith on every melee guy thats not a paladin, invul rager barb, or dwarf ranger.. And yes higher level stuff is immune to a lot of energy attacks, hence my more physical damage build.. She's not gonna rely heavily of offensive spells later, but on buffs and alot of attacks and high crit rating..

Stunned isn't helpless. A full bab character loses around 4 to 5 armor from being stunned at lvl 15, a Kensai Magus loses upwards of 15+

I'm not defensive about my character choice, nor do I oppose criticism to his build. So long as said criticize is accurate and not sweeping generalizations that affect most all martial characters. A bad will save is very very easily fixed. And is a problem that affects fighters just as equally, and they have no more defensive ability than a slayer otherwise either. class features like the Kensai Magus has are problems they will deal with throughout their characters life.

In addition after level 4 my Slayer will be performing the majority of his attacks from 15' or further from the target.


Not Fully Done but has his general Idea and backstory, I have to adjust it at the end for this particular game and give him traits and whatnot but overall its the same, his basic Idea is to debilitate and weaken mass of enemies and provided knowledge, ranged support and tanking if needed. He is no slump in melee or ranged, mutigen to dex for +4 ac and +2 hit or Str for +2 hit and damage and +2 Ac. He will basically be a howitzer or artillery attaching alchemical items and bombs to his strikes. He has precise bombs to no chance of allies being hurt. Trickster is most likely his path, maybe Archmage as well.


Just ignore whatever Valkyrie said folks. Do whatever you feel like, and if it's not optimized all the better.

My shaman is certainly not optimized and I haven't think ahead on what she will become, so I think Valkyrie is being a little too harsh.

So don't worry too much about it folks, and bring us flavor!


I am interested. When's the deadline?

I will be applying with this character with another character. This character was built for Wrath Of Righteous at level 1 at 20 point buy. So I will have to change the stats for level 3. Also... 25 point buy. Probably need to add more backstory as well.

Theres a catch though.....

The concept is a Halfling paladin, Ferick, marries a Tiefling magus, Amaymon Filia. The Wrath Of Righteous campaign is their Honeymoon.

Amaymon Filia is played by another player.

Hope that interests you.

HD for 1st, 2nd, and 3rd Level: 10 + 2d10 ⇒ 10 + (2, 1) = 13 Alright, so I will take PFS+1

10+7+7=24

Ferick takes 1 level of Unbreakable fighter at first level and then goes straight paladin. His mythic tiers are going to be guardian.

Would you be fine if we took a 3rd trait because of the attached drawback?


This is Amaymon. She is a tiefling Urban barbarian 1/Bladebound Kensai Magus 2.
HP: 12 + 2d8 ⇒ 12 + (8, 4) = 24
So if I understand the guidelines right, thats 12 + 8 + 6 for a total of 26 hit points? This is not including CON mod or any F.C.

Amaymon is married to Ferick, we would both have the attached drawback to each other. I would be taking the stolen fury campaign trait,hoping to go down Champion path. She was made for WOTR but at first level and 20 point buy so I will have to adjust. Will have to update backstory. Amaymon takes one level of Urban Barbarian, then four levels Bladebound Kensai Magus, then one more Barbarian and the rest in Magus. Ferick and I would be on honeymoon. The idea is their honeymoon would consist of kicking demon ass.

Possible stats:
STR: 15; DEX: 16; CON: 14; INT: 17; WIS: 11; CHA: 8;


@Ferick: Deadline will be around June 9th but I may extend that deadline or shorten based on number of applicants.


"Scowls at Walter.."

Soooo Mannnny Meleeee...

Did i mention we have 3 melee already and are really looking for something ranged and/or casty?


Thorst hire casty. Need more heals.


Such heals, many melee, wow.

On a serious note, I would really recommend that every martial pick up a ranged option period. Sure my one hits shall be devastating to say the least but overall a character should be able to change enough so that they are not useless outside their specialization.

Artillery wise a standard attack from Derrik would be at about +8/+4 from cover and strike for 1d8+3 base.. or 1d8+7 with Focused Shot. That is however augmented by his bombs/alchemical items. A Demon would catch a holy water on top of that for an additional 2d4+5; While any non-Demon could catch a combination of something like alchemical Ice and a bomb dealing 2d6+5 fire damage/1d6+5 ice damage and and Aoe of 7 fire to everything within 10 ft around it (excluding allies of course) and have them catch on fire. This is also good against swarms something currently that the party has no way of dealing with even WITH a caster unless someone packs some evocation.

Most of this I can also apply to my melee strikes however. Point is that everything needs to melee its just what else they bring with it. So far every character I have seen here brings something different along with their ability to melee. Whips are melee at range which opens up Combat maneuvers from safety as well as extended threat, let alone TWF so a multitude of attacks. The Paladin archer and Halfling paladin bring reliable save characters who focus in their field enough
so that you have some leeway in tactical choice. On top of that they are paladins so small amounts of healing as well. This is what I mean.
/shrug.


While im not disagreeing with you, what i mean by a ranged physical is someone with invested achery feats, pbs, precise shot, rapid shot, manyshot, clustered shot, imp precise shot, etc.. Sure they can pull a sword if they dont have point blank master, but the point is to be a ranged damage dealer.. Your alchemist and the ranged paladin are the only ones so far that went this route.. Also please remeber that alot of demons are immune to fire and almost all have resitances to it, so you bombs will add very little in that aspect, unless you pick up the force bombs etc.. And no a cleric is not 100% needed.. Im pretty sure we can get by with an additional off healer, such as paladins, alchemists, bards etc..

So to reinterate, looking for:

Physical Damage dealers- Ranged as primary focus, secondary healers a plus, buffers a plus.. A "God Archer Bard" really speaks out to me here.. Alchemist, Warpriest, Paladin also would fill the role nicely..

Castys- Full arcane and/or divine, ive seen a few full divine builds that were also greater archers as well.. A mix of the 2 wouldnt be horrible, such as a wiz/cleric/mt.. Or you could go archon aasimar clr 2/sorc 1(empereal) and pick up heavenly radiance feat and qualify for MT at 3rd level, starting it at 4th..


Well thats obvious.. I have played Pathfinder for a long time sure they are resistant but few are immune and for the ones that are that is why I stack intelligence so High.. so that it does not matter; My Bombs wont be ignored. Things like Holy and Force bombs are a given. I guarantee you will need new pants when you see him fully act in or out of combat. The damage will be there and arrows will rain as needed.


Thorst like Holy Hand Grenades.


Lol Worms... I love that game; and Monty Python of course.


Alright... now looking at the gameplay thread.. I would not be really interested. It's due to the minimalism really. Its full of minimalism even on a minimalist's standpoint. I mean... my character's backstory has more content then all three current characters combined in this iteration. At least one of you has no backstory to speak of. There is literally no backstory, not even a single sentence. Which surely shows what the focus is. You guys might be excellent players mechanically.... But..... roleplaying is huge part of what makes a game... Sure! Less is more can work. But, It's like putting salt into a dish. All, I will taste is too much salt here. Maybe entirely just salt.

With that reasoning I will be out.

I wish everyone good luck!

Have fun everyone!

Cheers!

;)


There was no original recruitment for this campaign, it was started among friends and two of them had to bow due to personal reasons, therefore emphasis on backstory wasn't high as we were not battling 20 other people for a spot.. In my eyes a proper build, adhereing closely to what we've asked for will trump any backstories involved.. My vote will go to the 2 characters built to make the group solid, not one with a great backstory, but insists on being melee..


Thorst like backstory. Tell Thorst a story.


It seems that you guys need a full arcanist, so I built an elf conjurer wizard for submission. Ophelia here currently specializes in battlefield control, but as she levels up, she will start summoning extra assistance. She could do that now, but with a such a melee heavy party, it seemed redudant. I need to finalize her gear and backstory tonight, but Ophelia should otherwise be more or less good.


The reason that none of the original players had a backstory is because the was no original recruitment for this game. All of the players involved started out in a WotW campaign, and we decided that to offset the evil that we would run a WotR, so yes the backstories on the original characters is very small or even nonexistent, but that is because I know these people from several other games and I have an idea of how they roleplay. The reason I want a more detailed backstory from the applicants is because I don't know any of you, or have examples of your ropleplay.

Also, I will point out that while WerePox makes suggestion I will be making the final call and I judge based mainly on backstory rather than crunch. This is a personal preference just as WerePox has his own. That being said I wish you the best of luck with finding a game for your duo as they do seem interesting.


Just to clarify where Gabriel is headed. He is currently Cleric 2 / Bard 1. Next level will be Cleric (Cleric 3 / Bard 1), then Mystic Theurge for 10 levels (Cleric 3 / Bard 1 / MT 10), then finish out the remaining levels as Cleric so he ends up as Cleric 9 / Bard 1 / MT 10. That way he casts as a 19th level Cleric, and an 11th level Bard.

My concept, and the reason I chose Sinashakti as the deity, is that he is a wanderer, healer / buffer, story gatherer and story teller. He will also try to be the party face (high diplomacy) and somewhat a knowledge person.

-- gabriel

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