Samnell's Gestalt, Mythic Wrath of the Righteous (Inactive)

Game Master Samnell

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1. Roger

2. No problem just asking, you're the GM.

3. Hmm, I am thinking;

Gunslinger-Musket Master/Alchemist
Paladin Divine Hunter/Monk Zen Archer
Gunslinger-Musket Master/Wizard-Spellslinger

Any race restrictions?


I love gestalt, and I love the style of your posts. The manicness appeals greatly. So let's ask a couple of questions...

I noticed you said no to Psionic stuff. Does that go for all third party content? Or do you allow things like third party feats and archetypes? With vetting, of course. Currently I don't have an active idea, but I'd like to see what the limits are.


dotting, I developed Ragnar when I was playing with cleric design, he was designed to be multi-classed but Gestalt, will work. I will put up an Icon for him, but these are some descriptors.

Background:

Ragnar was born on the night of the winter solstice, just as grandmother had prophesied. More importantly he had been born with the "Mark" just as grandmother had prophesied. Adonara, his paternal great great grandmother and the last priestess of the empyreal lady Pulura, The Shimmering Maiden, Mistress of the Stars and the Mysterious Light of the Aurora. Had prophesied that a child would be born in the land of the Kellids in the city of Gundrun the last city of Sarkoris. She prophesied that the child would be born on the winter solstice, that the child would bare Pulura's mark, her holy symbol; the north star and its constellation, on the child's body. The prophecy continued that the child would be born within Adonara's lifetime and would become Pulura's representative on earth, Adonara's replacement. So each year after the prophesy grandmother would return to Gundrun to await the child. What grandmother had not prophesied was that he would be born with all twelve constellations.

Ragnar's father, Agdor Cold Iron, like his entire family, was a nomad at heart. He had travelled south spending time with the Shriikirri-Quah eventually marrying a Shoanti shield maiden named Sinopah. In time he felt the tug of the wormwood, the battle for the ancient lands of his people and he returned to the north. Sinopah, her brother Istakkos and about twenty other Hawk clan warriors went with him. They arrived in Gundrun just before Sinopah was to bear their first child, Ragnar.

Ragnar's early life was simple, Grandma (that is what Adonara insist he call her) stayed with him in their little house as mommy and daddy raided into the wormwood. Until that fateful day when Istakkos returned alone, wounded and bloody with Agdors cold iron sword and a tale of horror and loss. After Istakkkos recovered the three of them left Gundrun for the nomadic life a cleric of Pulura should live. They traveled the far north, on clear bright nights grandma would tell stories and sing songs of Pulura. On dark cloud covered nights she would whisper tales of Kostchtchie. During the day Istakkos would teach him the ways of nature; the forest, the tundra, the prairie. The ways of the Shriikirri-Quah; the horse, the klar, the earthbreaker .The ways of the guide; the long trail, the camp, the fire. After a time they returned to Gundrun so grandma could await her death near the last image of Pulura at the Walk of Lost Gods. Istakkos returned to the Shoanti. Ragnar determined to wander the north as a guide until he received the mantle of Pulura and the responsibilities it would contain.


Appearance:

Normal is a relative term. Ragnar's height and build is normal for a northerner, 6'2" and stocky. His eyes and hair, grey and black, respectively are normal. His skin tone and the color of his tattoos are normal also. His heavy fur lined cold weather clothing is normal for the deep north. His gear: the breastplate, the cold iron sword, the klar and the earthbreaker may seem a little exotic but not what one would call abnormal, especially if the person is as well travelled as Ragnar. What is abnormal, curious at best and down right disturbing at worst is his birthmark, we should say birthmarks. Twelve of them, the smallest on face, the largest on his back, others on arms and legs, feet and hands, belly and chest. All of them in the shape of the northern constellations, each of them outlined, emphasized and charted by the Shoanti tattoo styling. The most obvious birthmark/tattoo being on his face, from the left cheekbone, around his left eye up onto and across his forehead: the constellation of Pulura. The most ominous and hidden birthmark/tattoo being across his back, thirteen stars in all: the constellation of Kostchtchie.


Personality:

Like the dualistic gods of cold that he serves, Ragnar's personality shifts from sanguine the vast majority of the time to melancholic the small minority. Normally talkative and gregarious rarely quite and contemplative. Usually he gladly embraces the call of Pulura but occasionally wishes for the simple life of a guide. He is a good companion normally encouraging and uplifting but can be critical. He embraces the life of a nomad living on the open road but he knows one day he will like his father answer the call of the wormwood.


Ragnar!

LO THERE DO I SEE MY FATHER;
LO THERE DO I SEE MY MOTHER, MY SISTERS AND MY BROTHERS;
LO THERE DO I SEE THE LINE OF MY PEOPLE, BACK TO THE BEGINNING.
LO, THEY DO CALL ME, THEY BID ME TAKE MY PLACE AMONG THEM, IN THE HALLS OF VALHALLA, WHERE THE BRAVE MAY LIVE FOREVER.


JonGarrett wrote:

I love gestalt, and I love the style of your posts. The manicness appeals greatly. So let's ask a couple of questions...

I noticed you said no to Psionic stuff. Does that go for all third party content? Or do you allow things like third party feats and archetypes? With vetting, of course. Currently I don't have an active idea, but I'd like to see what the limits are.

No third party or playtest stuff. It's not a comment on the quality of the products or anything, just a way to menage how much information and how many books/webpages I need to juggle.

Also: Manic? Moi?! :)


Anderlorn wrote:

1. Roger

2. No problem just asking, you're the GM.

3. Hmm, I am thinking;

Gunslinger-Musket Master/Alchemist
Paladin Divine Hunter/Monk Zen Archer
Gunslinger-Musket Master/Wizard-Spellslinger

Any race restrictions?

Let's go with the races here, but no drow.


Alright, the character in this alias was created for another gestalt wrath of the righteous recruitment. It seems everything required by you for recruitment is already in his alias but I may have missed something, I'm not home at the moment but will check when I get there. Thanks for a second chance to get this character in a game, let me know if anything is missing.


Honestly, I worry that five players will slow down a PbP game too much, but heck if I'm not gonna try. XD; This character is from another Mythic/Gestalt WotR game that never truly got off the ground. I may need to tweak a few things, but that'll be easy enough if she's accepted, so here's the backstory:

Backstory:
They say that when you stare into the Abyss, the Abyss will stare back at you... but what looks back if you stare into a madness beyond anything mortals can conceive of, which even Gods step away from lest it turn its notice their way?

A city that's on the edge of blighted, terrifying lands can experience many strange things... and such was the case of a particular young girl who found herself orphaned by the ongoing battle against the forces of darkness. However, nobody in the city had ever imagined the chain of events that was about to unfold. The earliest years of her life were the quietest and most peaceful for her, and she was under the care of two reasonably kind residents of the city who'd known her parents before they died. Even at a young age, however, Korina had begun to show signs of being... strange.

This being Kenabres, a place not always noted for its tolerance, strangeness was enough to get her pulled in for examination. They tested her body and soul to the utmost, noting the irregularities in a human - eyes a blood-like red, skin that was abnormally pale in the harshest sun, and hair so lacking in color it almost seemed to draw in the world around it. Some simply considered her an albino, and the testing indeed revealed a great deal of magic in her body... but however hard they searched for signs of evil, they couldn't find even the faintest response. They weren't entirely certain what had happened to her until they contacted the Riftwardens and learned more about the tattoo that had appeared on her back.

The inquisitors had not been especially gentle with Korina during their interrogations - her oddities, and their inability to find a reason for them, had immensely frustrated them. She'd been chained up so she could look outside, endured multiple beatings by those determined to get a confession, and generally exposed to the worst that the city had to offer... but finally, after all was said and done, even Hulrun Shappok was forced to acknowledge that there was no taint of evil in her... and with many apologies, they let the girl go.

All in all, the testing had taken several months, because they were quite certain there was something wrong with her... it was simply their misfortune that they never looked in the right direction, because Korina's body hid secrets that even she did not understand. As with the others who bore the Sign of the Seeker's Spiral, Korina's parents had been exposed to incredible planar energies that seeped through into the world... but they weren't the energies of the normal planes. Unbeknownst to her parents, they had been exposed to the power of the Dark Tapestry, a place of madness beyond mortal minds, and that same energy had infused their child from the very moment of conception. Even had they known that, however, it was unlikely they would have known another important truth - the Dark Tapestry was a place, but also an entity so alien to the universe that the words to adequately describe it did not exist. Yet across the land, secretive cults would whisper its name - Yog-Sothoth, the Key and the Gate, who was everywhere and nowhere at once. In a very real sense, Korina had three parents, and her eldritch heritage manifested in two blessings and a curse.

The first blessing was the status of being an Oracle of Yog-Sothoth, given divine powers no mortal could normally replicate to use throughout her life. Unlike most gods, however, the Key and the Gate did not take notice of the Material Plane, nor expect anything of its followers. The greatest battles of good and evil were utterly irrelevant, but it did seem to empower its own (if not actually care about them).

The second blessing was the power of summoning, calling upon the denizens of the Dark Tapestry and bringing them into the world as she willed. However, her calls brought forth more than mere Aberrations - the twisted creatures often existed in ways that should not have been possible. Yet there was only one reason they responded when Korina called out for them - to the entities of the Dark Tapestry, Korina feels familiar. It wouldn't be wrong to say that many of her summons are actually related to her, and those that aren't tend to venerate her eldritch parent and aid her for its sake. None of them care for good or evil except as it affects Korina's safety, and they're quite happy to dispatch any entity that comes to threaten her. She looks at things in ways others don't, though, and actually thinks her summons are very cute...

The curse was a part of the first blessing - strange things have been known to happen around Korina, as she seems to exist as a weak point between the Dark Tapestry (her third parent) and the Material Plane. Things move oddly, or resist her, and it was these events that first had her brought in for examination.

If the lords of Kenabres knew the extent of her heritage, they would doubtless be terrified. After all, mortals often fear what they cannot understand... and so she has been careful to avoid calling too much notice to what she can do. Since her release from the interrogations of the city's elite, Korina has worked to support the city. She's quite a bit smarter than people give her credit for, and a public showing of aid has helped put to rest many of the fears about her. Nevertheless, a few problems still remain...

No matter what she's done to protect the city, the leaders of Kenabres might not react well if they learned the truth. She's been shamed by them before, punished and humiliated because of their fears, and that's already driven her to succeed... but how much worse might it be if they knew the truth?

Korina also has a very distinct set of morals, tinged by the alien views of her ancestry. She sees shades of gray far more often than mere black-and-white, and she's occasionally been known to do something completely unrelated to good or evil because it seems better to her. Despite this, there are none who can truly call her evil...

Except for those who would enjoy tempting her, of course. Quite frankly, most of those who are related to the Dark Tapestry are both insane and incredibly evil, and her summoned protectors are frightening. She wields far more power than any normal cultist could dream of, and what evil could be accomplished in the world if some dark and twisted force could convince her to help? Surely at least a few of them would be willing to try...

In the end, even the gods may not know what will become of Korina. Put simply, she's too strange for the world to understand. All people do know is that she offers her friendship and loyalty to those who will repay her in kind, without caring about their views of the world. All she asks in return is acceptance... and for the sake of her true friends, she would gladly unleash nightmares beyond imagining upon the armies of the Abyss and show the demons what happens when evil stares into madness and the madness stares back.


Steave Rozier. This profile has a non-gestalt build from an inactive Wrath campaign. I plan to update him to an Angel-blooded Brawler (Shield Champion) / Paladin (Divine Hunter). Yes, he is a Captain America conversion.

cheers

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Here is the first draft of Zja Blighthunter Druid/Monk

Spoiler:

Zja Blighthunter
Aasimar (Plumekith) Sohei Qinggong Monk 1/Blight Druid 1
N Small Outsider (Native)
Init +4; Senses Perception + 8, Darkvision 60’
¬¬¬
DEFENSE

AC 20, touch 20, flat-footed 16
HP 10 (1d8+2)
Fort +5; Ref +6; Will +6

OFFENSE

Speed 30’
Melee Unarmed Strike +4, 1d4+1, Flurry Unarmed Strike +3/+3, 1d4+1
Ranged Crossbow +4, 1d6

STATISTICS

Str 12 Dex 18 Con 14 Int 12 Wis 18 Cha 7
Base Atk +0 CMB +1 CMD 20
Feats Weapon Finesse, Dodge (B), Improved Unarmed Strike (B), Blindfight (B)
Traits Touched by Divinity, Resilient
Skills Heal +8, Kn Nature +7, Perception +8, Sense Motive +8, Survival +8, Swim +5
Racial Modifiers
Languages Celestial, Taldan, Hallit, Druidic
SQ Monk AC Bonus, Orisons, Nature’s Bond Domain, Nature Sense, Wild Empathy
Other Gear 120 gp of adventuring gear plus Cold Iron Kama, Silver Siangham.

SPECIAL ABILITIES
Spontaneous Casting – Convert spells to Summon Nature’s Ally
Nature Bond – Domain
Vermin Empathy - Works as Wild empathy but on vermin. Can be used on animals or mindless undead at -4 penatly unless they have the disease special attack. 1d20 – 1
Flurry of Blows – May make 2 attacks as Two-weapon fighting with monk weapons.
Devoted Guardian – Always acts in the surprise round, flat-footed until he goes. Plus ½ monk level to initiative.
Domain – Darkness.

Gear 120 gp

Background

Spoiler:
Zja belongs to an order of druids that trains diligently and specifically to hunt and destroy forces that twist and defile nature. Like most of his order they are devoted guardians of nature and the natural world and in order to better fight/destroy those who twist nature's order they have had to descent to become part of the blight themselves. Embracing the blight within they bring death and destruction by spell, fist or claw as needed.

Zja specifically is a part gnomish aasimar of strange parentage. Unlike most gnomes he sports a head of feathers rather than hair, but in true gnomish fashion his are bright purple with subtle silver highlights. He stand just over 3' tall but his air of anger and subtle smell of rot makes people uncomfortable in his presence.


Updated the submissions doc. Only listing characters for whom I had at least a first draft of gestalt stats for the moment.


I realize I did not mention my path, I will probably go for champion or guardian.


Steave is mostly updated. Working on equipment and will start to tinker.

cheers


Steave Rojerz wrote:

Steave is mostly updated. Working on equipment and will start to tinker.

cheers

What mythic path is Steave looking at?


Samnell wrote:
Steave Rojerz wrote:

Steave is mostly updated. Working on equipment and will start to tinker.

cheers

What mythic path is Steave looking at?

umm.. the Avenging one, obviously! :)


Just an update, I'm looking at a Warpriest of Arqueros/Fighter for a dex-based melee fighter.


Samnell wrote:


You get Taldane for free and can choose Hallit as a bonus language, unless a Mendev native. Natives can have both for free.

Samnell, Ragnar is a native of Sarkoris so his native language would be Hallit would he get Taldane ‘free’ also, or will he need to add a bonus language?

Ragnar is a cleric of Pulura, her favored weapon is the sling, does that include the (Halfling) sling staff?


Aloha! this is dragonofashandflame's submission! Yridhrennor Arahaelon an elven diviner(foresight)/arcanist(school savant-teleportation) 1

background to follow shortly


and now Yridhrennor is done.


By the gods I don't believe in, a blessing from the heavens! (if the heavens were real)

Wrath of the Righteous, that adventure path I've always wanted to play, run by Samnell, my #1 blogger crush! Some things are so good I can't believe they are real!

I am thinking a core rulebook fighter/sorcerer that goes archmage path.

Even if I don't get in this awesome game I am totally gonna read along.


Dotting in for interest, perhaps going with a ranger/wizard.


I have a monk ninja that I am working on. Submitting soon.

Shadow Lodge

Dotting for interest. Got a few ideas cooking.


Here will be my submission ... Jon Barrett. Yes, he is named after the famous 50 cal. sniper rifle. I thought it would be fitting because Muskets were around 70 caliber. And oh, you have your small game hunters, your big game hunters, your witch hunters, Jon is a Demon Hunter.

I decided to go with Gunslinger-Musket Master/Wizard-Spellslinger. I was concerned about receiving a firearm that could hurt infernal/abyssal creatures and since for some reason they left Magical Weapon out of the Alchemist Formulas, I thought a Spellslinger would be a better choice. I read the Campaign Guide stating that Conjuration was important so this is not in my opposition schools. And I ended up taking (2) Campaign Traits - Riftwarden Orphan and Stolen Fury, and plan to Dual Mythic Path Champion/Archmage. In addition, I am taking Paranoid Drawback for a 3rd trait, Reactionary, because of what happened to Jon at an earlier age. Fluff and equipment are really all that needs to be done.


Alright, here is my first pass at a submission, anything I need to work on with it I am open to Samnell. (all details are in the profile)


Samnell wrote:
What mythic path is Steave looking at?

Champion. Maybe Marshal. Maybe Guardian.

As you can tell, it's important but I haven't weighed all the pros and cons yet. All of them have aspects of Cap.

Cheers


Clan Silverlight is ready for action. Barbarian/Oracle.

Yes, I am playing an entire barbarian tribe.

Background:
The local barbarian clans don't normally spend time with the crusaders, but they are fierce opponents of the demons and demon cults. Except for those that follow the demons of course. Which is one of the reasons why there's often tension between the clans and the crusaders.

Clan Silverlight follows the moon and fights the demonic horde. So the hordes fought back. Attacking when the moon was dark, demons and cultists swarmed them, battling with suicidal frenzy. Every man, woman and child was slain. Most of the bodies were desecrated, marked with the symbol of their master.

But the spirit of the clan as not slain. They hungered for righteous vengeance. The elder spirits gathered the clan and used their magic to revive the last one killed, a youth named Theran. Coming back to life among the bodies of his family was hard. Coming back with spirits within him, the magic of the moon in his blood was harder. He wandered, dazed and barely alive, through the ashes. Picking up weapons from the fallen was instinct.

Arriving at the crusader's camp, he surrendered to the sentries. They brought him to the healers and eventually he recovered. The inquisitors demanded his story, and they all told their stories, the entire clan. But the stories were true.

When his strength returned, he volunteered to join the crusade. "Clan Silverlight will fight this menace. We will follow your leaders. Our strength will join with yours."

Stats:
Clan Silverlight
Male human barbarian (invulnerable rager, spirit totem) 1/oracle (spirit guide) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide, 42, 79)

Intended Mythic Path: Champion

CG Medium humanoid (human)
Hero Points 1
Init +0; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 18 (1d12+6)
Fort +5, Ref +4, Will +2 (+3 vs. charm and compulsion)
--------------------
Offense
--------------------
Speed 40 ft.
Melee cold iron earth breaker +4 (2d6+4/×3) or
dagger +4 (1d4+3/19-20) or
shortspear +4 (1d6+3)
Special Attacks rage (7 rounds/day)
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +4)
1st (4/day)—cure light wounds, divine favor, shield of faith
0 (at will)—create water, detect magic, ghost sound (DC 13), light, mage hand, mending
Mystery Lunar
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 16, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 14
Feats Power Attack, Toughness
Traits deft dodger, exposed to awfulness, irrepressible
Skills Acrobatics -1 (+3 to jump), Climb +6, Disguise +2, Knowledge (history) +4, Knowledge (religion) +4, Perception +4, Survival +4, Swim +6
Languages Custom Language, Custom Language
SQ fast movement, hero points, oracle's curse (haunted), revelation (prophetic armor)
Combat Gear potion of cure light wounds; Other Gear studded leather, cold iron earth breaker, dagger, shortspear (3), backpack, belt pouch, blanket, flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 11 gp
--------------------
Special Abilities
--------------------
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Irrepressible You can use your Charisma modifier instead of Wisdom for Will saves vs. charm & compulsion.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.


Duynezaen Nightshadow

Background:

Duynezaen was born in the Elven settlement of Arabrecht in Kyonin, outside the Tanglebriar. Being so close the demon taint has greatly increased the incidence of Tieflings born to Elven families there, however they are not accepted into society. Tieflings born in Kyonin are tolerated long enough to be trained in a skill then "asked" to leave the country, or at the very least go to the non-Elven settlements on the coast.

Duynezaen was born to two Elven parents, both of which were transplants to the community of Arabrecht. Duynezaen's parents were Riftwardens at the Worldwound for over a hundred years, fighting demonic forces with arcane and martial arts. My birth was the most devastating event to happen to his parents, it could have been the dark energies at the Worldwound or the proximity to Tanglebriar, and regardless Duynezaen was born and killed his mother in the birthing process. Duynezaen's father was so distraught by the perceived loss of a son and the loss of his wife that he went back to the Worldwound and was never seen or heard from again. Before leaving his father turned him into the local training facility for Tieflings.

Growing up at the facility is rough, most children there are orphans. Having much shorter lived lives than Elves, Tieflings can be trained in roughly half the time, however once trained they have to leave most of Kyonin. Training at these facilities always includes some type of demon fighting, typically paladins, rangers, inquisitors, and clerics are trained here. A few that show promise in arcane arts are also trained in those arts as well, as Duynezaen did, being trained in martial arcane arts. The demons of Tanglebriar very rarely will attack the Tieflings training the swamp directly, knowing they will soon be gone and probably a bit of sick humor of the society having to deal with the unwanted offspring, instead the demons prefer to attack the accompanying elves.

The years pass, Duynezaen became adept at killing minor demonic foes, the training in arcane arts also went well, combining his martial and arcane arts was easy for him and soon as he was expecting he was asked to leave, being considered fully trained. Not wanting to give up the demon slaying profession Duynezaen went to the best place to do that and to learn what happened to his father, the Worldwound. Duynezaen has always been curious what happened to his progenitor, wanting to ask him why he was forsaken, if there was reason, such as a Riftwarden ritual gone awry of being born this way.

Duynezaen made his way to the Worldwound to the north, Tieflings travel relatively well, having everyone mistrust you makes things easier since one can expect prejudice at every turn. Mostly the trip north was spent avoiding cities and a lot of wilderness trekking, surviving in the wild on my own abilities taught to me alone. Duynezaen eventually made his way to Kenabres, the crusader city, and the last place anyone knew where his father would be.

Duynezaen learned quickly to hide his heritage in this city as he was attempting to make a living with his craft. Being evil detected by every paladin on the street was commonplace, he eventually found himself charged to a half-orc by the name of Irabeth. Tieflings have to be proven worthy in the Worldwound, the heritage they have is seen as a taint, so if they wish to pursue demon hunting tasks they must be approved, as such is the case for Duynezaen. Irabeth had a few Tieflings working with her, mostly charged with being errand boys and assistance to needy people of Kenabres. In between tasks for Irabeth the Tieflings are allowed supervised training sessions to learn combat in some cases or to sharpen skills already gained. After months of doing these tasks Duynezaen was finally ready to go out to do a scouting mission with Irabeth and a few others, it is scheduled to leave the day after Armasse.

Going Archmage and possibly dual path with Champion.


This is Shaserai.


Robert Henry wrote:


Samnell, Ragnar is a native of Sarkoris so his native language would be Hallit would he get Taldane ‘free’ also, or will he need to add a bonus language?

Ragnar is a cleric of Pulura, her favored weapon is the sling, does that include the (Halfling) sling staff?

Consider both languages freebies.

With regard to the sling staff, I'm pretty sure the favored weapon isn't meant to include it. However, it's hardly a game-breaker and considering its a deity rather directly concerned with the Worldwound and all, I rule it close enough. :)


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Yuugasa wrote:

By the gods I don't believe in, a blessing from the heavens! (if the heavens were real)

Wrath of the Righteous, that adventure path I've always wanted to play, run by Samnell, my #1 blogger crush! Some things are so good I can't believe they are real!

At least someone will understand if I inadvertently post a wall of text about literacy in the nineteenth century. :)

If anybody's curious and boring in similar ways to how I am (middle 19th century US politics & slavery, mostly), the blog is here. I am a terrible self-promoter, but sometimes I do recognize good excuses.


Anderlorn wrote:

Here will be my submission ... Jon Barrett. Yes, he is named after the famous 50 cal. sniper rifle. I thought it would be fitting because Muskets were around 70 caliber. And oh, you have your small game hunters, your big game hunters, your witch hunters, Jon is a Demon Hunter.

I decided to go with Gunslinger-Musket Master/Wizard-Spellslinger. I was concerned about receiving a firearm that could hurt infernal/abyssal creatures and since for some reason they left Magical Weapon out of the Alchemist Formulas, I thought a Spellslinger would be a better choice. I read the Campaign Guide stating that Conjuration was important so this is not in my opposition schools. And I ended up taking (2) Campaign Traits - Riftwarden Orphan and Stolen Fury, and plan to Dual Mythic Path Champion/Archmage. In addition, I am taking Paranoid Drawback for a 3rd trait, Reactionary, because of what happened to Jon at an earlier age. Fluff and equipment are really all that needs to be done.

It's cool by me if Jon's backstory has elements from both the campaign traits, but I'll only allow claiming the benefits for one. The rules say one trait per category, maximum, and "campaign" is one of the categories. I might look the other way in different circumstances, but the Wrath campaign traits are a bit beefier than usual.


Submissions should be up to date now.


Shaserai would go dual path hierophant/champion.


I just want to post this as I feel that a possible reason this character was not chosen in his last recruitment was the GM felt it was a bit too demonic for a WotR campaign. This character was born tainted by the demonic power flooding from the worldwound, represented by his race(Pitborn Tiefling) and his Abyssal Bloodline, but he plans to use this power against the demons in the name of the crusade. His animal companion Doraga has also been tainted, resulting in the deformities brought about by the evolutions gained through the Primal Companion Hunter archetype. I just realized however that the character does have one caveat that was allowed by the GM running the other recruitment. This character is in fact a Pitborn Tiefling, but his humanoid half is Orc. This is represented mechanically through a creation of a custom racial trait similar to that of the Aasimar's "Scion of Humanity, removing my abyssal language and and altering the native subtype, but in turn granting the character the ability to qualify for orc feats(Amplified Rage). Again, thank you for a second chance at playing this character as I just love the flavor and cohesion of this build and it's many parts.


After reviewing the mythic paths, Steave will probably go dual Champion and Marshal. The Guardian has some nice Cap stuff, too, but on balance there is less than the other two. I will focus the mythic abilities to reflect Cap's combat and leadership aspects.

cheers


Sam,

One more change ... LOL, I know I am terrible but the last change.

I am changing to Normal Human Wizard-Spellslinger, Alchemist, instead of Gunslinger/Wizard. I had to take a couple of hits until level 4. Everything else is compensated with extracts, spells, and mutagens. Gnomes will love me ... LOL

And I also removed the extra Campaign Trait and replaced it with a social trait.

I am combing through it now making sure all the fixes are in. I like my character now and will be getting back to fluff soon.

As for Mythic, I may still go dual path or just Archmage.


Right, applying with Abelard Lassmar, human Paladin (oath of vengeance)/Oracle of battle (clouded vision curse).

Let me know if anything is missing.

Backstory:

There'd been six of them: three girls, three boys; teenagers, on the cusp of adulthood.

It is six years to the day since the ritual; three years to the day since Ginny's death. The pounding of the heavy iron hammer and the hiss of the forge provide an appropriate counterpart to the turmoil of Abelard's memories.

Roused from their beds at midnight by the provost, they had been led to a hidden cellar in the depths of the orphanage.

He steadily brings the hammer down on the cold iron, rhythmically, as he has been taught; this his third attempt at this most notoriously difficult of forge-metals. He vows to get it right this time.

In the darkness, in that secret place, unspeakable horrors had been visited on all six of them: who could have guessed that the orphanage was a front for the blasphemous cult of Baphomet? He'd been forced to - no; he will NOT revisit those memories. The important thing is that he had resisted, even as they'd burned out his eyes. As blindness fell, his last sight was of the provost - the self-styled "Magister Eustache" - and his self-satisfied smirk.

Abelard can tell without looking (his odd, cloudy opaline eyes aren't much use anyway) that it is different this time: each rhythmic hammer stroke gives a clear ringing tone as the blade takes form on the anvil beneath it: wide, elegantly curved and long - a 2-hander, clear and unbroken. A smile threatens to break out, but he suppresses it: there is still much to do. He confines himself to a small nod. Now for the cross-guard.

Somehow, through all the horrors of the ritual, he had held true - and was rewarded: he saw the face of Reymenda, his Empyreal Lord; somehow she restored his sight, lent strength enough to disrupt the ritual and lead the others out amid the chaos.

Abelard has already tanned and cured the leather strips that will form the hilt; taking them up, he wraps each in turn around, ensuring that they are securely fastened. Holding the weapon, he runs through a basic sword drill, slowly at first, but with increasing confidence and speed, his footwork sharp, his movements crisp, coordinated.

Even at that age, he had excelled at sport, at swordplay; a match for most grown men. He had simply carved a path through the cultists.

The balance is sound, the weight is good; the blade holds together. But there is still, at the last, one final test. In one corner of the smithy, furthest from the forge, lurks the proving block: a lump of solid darkwood. It has (literally) shattered his previous attempts; will this go any better?

Not all had survived: Tomasz and Rose had died from their wounds; and Guinevere, sweet, pure, lovely Ginny, had hanged herself three years later. Abelard still makes a point of regularly spending time with Drew and Celesta, the other two survivors, seeing it as his responsibility to keep them from the same fate. Abelard is big on responsibility - as is Reymenda, his Empyreal patron.

This is no time for half-measures: stepping over to the block, Abelard swings his blade into it with all of his considerable strength. The impact jars the blade and numbs his fingers, but he holds firm to the hilt - and so, this time, does the sword. Now Abelard smiles, the scar tissue around his eyes disappearing in laughter lines.

He had known - had always known, even before Ginny so tragically proved it - that none of them could feel whole while Magister Eustache and his cult went undiscovered and unpunished, free to continue spreading their poison within Kenabres. That, then, became his mission; that was the spur that drove him towards paladinhood, to overcome his sightlessness, to take up arms in the cause of Good. Some had laughed at the blind swordsman - but only once.

Laying the weapon down, he dresses the blade, putting on as keen an edge as he knows how. This is time consuming. Sweat beads on his brow, his arms and shoulders ache; surely, the forging alone is enough work for today? Abelard ignores the pain. He has a responsibility. Finally, it is done: the falchion gleams wickedly, the cold iron edge glinting in the light of the forge. Abelard stands, weary, but tall; he reverently kisses the blade of Reymenda's sacred weapon, dedicating it to her service. For this work he has fasted, and thirsted, and wept. Now, it is finished.

Abelard smiles again, a true grin of mirth. By the Empyreals, this is thirsty work. Time for a drink. He knows the taverns within Kenabres, and knows which of them will have a table and strong brown ale available, even at this hour. A drink, a meal, then rest. Then he will be ready to find Eustache, and all the followers of Baphomet who infiltrated the city of Kenabres. His city. He was born here - or at least, he was orphaned here. Then it will be their turn to suffer.

Description & personality:

Abelard is resigned to the fact that his eyes are the first thing anyone notices about him: the hideous burn scars have faded, but the milky, mother-of-pearl appearance of his eyes has if anything become more pronounced over time. His hulking musculature is probably the next most obvious feature: long hours of swordplay and smithy work have left their evidence in the set of his shoulders and the physique of his arms. For all that, he moves gracefully, swiftly even when required. He is no slow brute, for all that he is over 6 feet tall and bulky with it.

As befits one who works in a smithy, Abelard's clothing is functional rather than decorative: drab shades and tough fabrics (linen, leather) predominate his wardrobe. His visage is likewise unkempt: his straggly hair is cut roughly and he is rarely clean-shaven, not liking to look at himself in the mirror. Other than his holy symbol, the only keepsake he has is a lock of Ginny's hair, kept safe on a chain round his neck. He plans to lay it to rest on her grave once he has reckoned with Magister Eustache.

Despite his past, and his devotion to Reymenda (the Empyreal Lady of perpetual responsibility), Abelard is not morose but is instead quick to laugh: for those who wonder at this, he would point out that one of the responsibilities of life is to enjoy it: that laughter, joy, mirth, fellowship are Good in and of themselves. When he smiles, the scarring around his eyes seems to disappear into laughter lines.

Aware that he is not the brightest (although not stupid), Abelard has adopted a slow, folksy drawl that gives him time to think of what to say next while he assesses matters. This, with his friendly nature, can make him seem like a yokel (which don't make no nevermind to him).

On those rare occasions when his past catches up with him, or he is reminded of Ginny, he can fall silent - but such moods never last.

Sample quotes:

"Life's a gift, y'know. Enjoyin' it is part of our duty."

"*whew*! A day spent smitin' evil gives a man a powerful thirst, don't it?"

"I ain't too picky 'bout my friends, but I'm mighty discriminatin' about my enemies: I like 'em stone cold dead. Nothin' else will do."

Advancement:

Favoured class: Paladin

Lvl 1: Paladin/Oracle +1 hit point

Goals/Mythic path:

Currently thinking either Champion or Hierophant

Primary Goal: Revenge on Magister Eustache and elimination of the cult of Baphomet. Find out what the ritual was and put and end to its horrors once and for all.

Secondary Goal: find out more about his origins - why was he left at the orphanage? Why Kenabres? What happened to his parents?

Crunch:

Male Human Oathbound Paladin (Oath of Vengeance)/Clouded-vision cursed Oracle of Battle 1 LG Medium Humanoid (human)
Age 20; Height 6 ft. 2 in. Weight 180 lbs.
Languages: Taldane, Hallit
Deity Reymenda
Init +2; Senses Perception +4, vision/darkvision out to 30 ft only

_________________
DEFENCE
_________________

AC 18, touch 12, flat-footed 16 (+6 Armour, +2 Dex)
hp 11
Fort +2, Ref +2, Will +2

_________________
OFFENCE
_________________

Speed 20 ft.
Melee Falchion +6 (2d4+9) [inc. Power Attack]
Ranged Dagger +3 (d4+4), out to 30 ft only

_________________
STATISTICS
_________________

Str 18, Dex 14, Con 10, Int 10, Wis 10, Cha 16
BAB +1; CMB +5; CMD 17

_________________
SPECIAL ABILITIES
_________________

Aura of Good

Detect Evil:At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil:Once per day, a paladin can call out to the powers of good to aid him in his struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds hisCha bonus (if any) to her attack rolls and adds his paladin level to all damage rolls made against the target of his smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains his uses of this ability.

Mystery (Battle): Each oracle draws upon a divine mystery to grant him spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle with the battle mystery adds Intimidate, Knowledge (engineering), Perception, and Ride to his list of class skills.

Oracle's curse (Clouded Vision): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. You cannot see anything beyond 30 feet, but you can see as if you had darkvision.

Revelations

Lvl 1: Weapon Mastery (Falchion): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

_________________
FEATS
_________________

Power Attack

Weapon Focus - Falchion (Bonus Feat)

Furious Focus

_________________
TRAITS
_________________

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 changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s after-effects 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.

Empyreal Focus -The empyreal lord you worship rewards your devotion by granting you an occasional boon. Once per day, before you attempt a skill check, you can use this boon to gain a +2 trait bonus on that skill check.

_________________
SKILLS - 5 pts/lvl
_________________
Craft (weapons) 1 (4)
Diplomacy 1 (7)
Knowledge planes 1 (4)
Perception 1 (4)
Sense Motive 1 (4)

_________________
GEAR
(3.2 gp remaining)
_________________

Falchion, cold iron (self-crafted) - 75 gp
Dagger, cold iron (self-crafted) - 2 gp
Dagger x 2 (self-crafted) - 2 gp
Handaxe (self-crafted) - 3 gp
2 flasks Alchemist's fire - 40 gp

Chainmail (+6 AC, Max Dex 2, ACP -5, 20 ft move) - 150 gp

Backpack - 2gp
Bedroll - 0.1 sp
Belt pouch - 1 gp
Blanket - 0.5 sp
50' Silk Rope - 10 gp
4 days of Trail rations - 2 gp
Explorer's outfit (free)
2 Waterskins - 2 gp
10 Torches - 0.1 gp
Iron holy symbol - 5 gp
Flint & steel - 1 gp
Grooming kit - 1 gp
Mess kit - 0.2 gp

_________________
SPELLCASTING
_________________

Oracle Cantrips Known

Create Water
Enhanced Diplomacy
Light
Purify Food & Drink

Oracle Level 1 Spells Known - 4/day

Cure Light Wounds
Divine Favour
Protection from Evil


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OK, I am going to wade in with John Valiant,

Born an orphan and raised by the Good Brothers at the Temple of Cayden Cailean, John grew up an ordinary acolyte, fairly unremarkable.

All that changed when he was snatched off the streets at the age of 13 and subjected to a strange ritual, destined for who knows what.

But whether it was the spark of divinity from his fervent prayers, or some quirk of his blood, what was awakened within him was a Bestial creature that he was transformed into. Being stronger and tougher, he managed to maul a few of the initiates before escaping into the night. Waking a few hours later in an alley, John knew that the Beast still slumbered within him, ready to break out whenever he was threatened. He decided that he must seek to control his bestial nature, and use it for good. He ran away to Kenabres and joined the Temple there, dedicating himself to Prayer, Martial prowess and Brawling.

Jphn Valian will be a Brawler (Mutagen Mauler)/Warpriest of Cayden Cailean with the Stolen Fury campaign trait.

Is it possible for his Mutagen to be internal rather than from a dose that gets brewed? I would be happy for him to be treated as a non-alchemist when imbibing anothers Mutagen, and/or any other penalties you deem appropriate.


Gavmania wrote:
Is it possible for his Mutagen to be internal rather than from a dose that gets brewed? I would be happy for him to be treated as a non-alchemist when imbibing anothers Mutagen, and/or any other penalties you deem appropriate.

A priest of Cayden Cailean shying away from drinking something? Say it ain't so!


Hmmm, this looks interesting. I have a fun wizard/alchemist(mindchemist/trap breaker) in mind. Need to make some minor changes to her background as she was written up for a Way of the Wicked campaign, which although very similar to Wrath of the Righteous, is different enough that I should probably change some things - like her alignment (and arson, and murder, and . . . ). Ok, so the background may need more than just minor changes.

I could have sworn I posted this early this morning, but must have missed it - probably hit preview rather than submit post.

Path would most likely be Archmage. Alchemists are supposed to benefit from Trickster, but I see very little that would aid them versus Archmage for the wizard side.


@Samnell- I took an elven class feature but I was born to elves with the adopted trait and backstory covers it, let me know if you want me to get rid of it, liked the demon hunting theme of it.


Dave Herman wrote:
Gavmania wrote:
Is it possible for his Mutagen to be internal rather than from a dose that gets brewed? I would be happy for him to be treated as a non-alchemist when imbibing anothers Mutagen, and/or any other penalties you deem appropriate.
A priest of Cayden Cailean shying away from drinking something? Say it ain't so!

Lol. Don't worry, I'm sure he will drink plenty - just not for his Mutagen.


Gavmania wrote:


Jphn Valian will be a Brawler (Mutagen Mauler)/Warpriest of Cayden Cailean with the Stolen Fury campaign trait.

Is it possible for his Mutagen to be internal rather than from a dose that gets brewed? I would be happy for him to be treated as a non-alchemist when imbibing anothers Mutagen, and/or any other penalties you deem appropriate.

That's fine by me. I'm not very likely to go around stealing mutagens anyway so I doubt you'd end up with a major advantage in it.


Choant wrote:
@Samnell- I took an elven class feature but I was born to elves with the adopted trait and backstory covers it, let me know if you want me to get rid of it, liked the demon hunting theme of it.

That's fine. Your situation is what the Adopted trait is for, after all. Be elfy in your traits. :)

Liberty's Edge

At work and don't have the time to read through all the submissions yet, but I wanted to throw a hat into the ring.

Also don't want to step on anyone's toes as I'm a bit Johnny-come-lately here, so would a Monk(Martial Artist)/Magus(Black Blade/Kensai) crowd any of the other submissions? If it does I'll happily cook up something else or bow out.


Davro Iramelis wrote:
I just want to post this as I feel that a possible reason this character was not chosen in his last recruitment was the GM felt it was a bit too demonic for a WotR campaign. This character was born tainted by the demonic power flooding from the worldwound, represented by his race(Pitborn Tiefling) and his Abyssal Bloodline, but he plans to use this power against the demons in the name of the crusade. His animal companion Doraga has also been tainted, resulting in the deformities brought about by the evolutions gained through the Primal Companion Hunter archetype. I just realized however that the character does have one caveat that was allowed by the GM running the other recruitment. This character is in fact a Pitborn Tiefling, but his humanoid half is Orc. This is represented mechanically through a creation of a custom racial trait similar to that of the Aasimar's "Scion of Humanity, removing my abyssal language and and altering the native subtype, but in turn granting the character the ability to qualify for orc feats(Amplified Rage). Again, thank you for a second chance at playing this character as I just love the flavor and cohesion of this build and it's many parts.

Sorry I missed this earlier. The situation is that you have a tiefling and took a trait that lets him forgo some tiefling benefits in order to qualify for orc stuff, along the lines of the aasimar variant.

That's completely ok by me. Those outer planes and their weird energies are equal-opportunity tainters. I don't think it'll lead to any weird disparities.


Orannis wrote:

At work and don't have the time to read through all the submissions yet, but I wanted to throw a hat into the ring.

Also don't want to step on anyone's toes as I'm a bit Johnny-come-lately here, so would a Monk(Martial Artist)/Magus(Black Blade/Kensai) crowd any of the other submissions? If it does I'll happily cook up something else or bow out.

I'm only tracking submissions that include stats for the moment because I'm incredibly lazy and I know that concepts often drift in the execution, mostly the former, but going down the list I've got:

1 non-martial artist (in the archetype sense) monk
1 kensai magus

But no martial artists or black blades yet.

Liberty's Edge

OK, here is John Valiant. I need to finalize equipment and neaten up a bit, but essentially he's there.


Samnell wrote:
Davro Iramelis wrote:
I just want to post this as I feel that a possible reason this character was not chosen in his last recruitment was the GM felt it was a bit too demonic for a WotR campaign. This character was born tainted by the demonic power flooding from the worldwound, represented by his race(Pitborn Tiefling) and his Abyssal Bloodline, but he plans to use this power against the demons in the name of the crusade. His animal companion Doraga has also been tainted, resulting in the deformities brought about by the evolutions gained through the Primal Companion Hunter archetype. I just realized however that the character does have one caveat that was allowed by the GM running the other recruitment. This character is in fact a Pitborn Tiefling, but his humanoid half is Orc. This is represented mechanically through a creation of a custom racial trait similar to that of the Aasimar's "Scion of Humanity, removing my abyssal language and and altering the native subtype, but in turn granting the character the ability to qualify for orc feats(Amplified Rage). Again, thank you for a second chance at playing this character as I just love the flavor and cohesion of this build and it's many parts.

Sorry I missed this earlier. The situation is that you have a tiefling and took a trait that lets him forgo some tiefling benefits in order to qualify for orc stuff, along the lines of the aasimar variant.

That's completely ok by me. Those outer planes and their weird energies are equal-opportunity tainters. I don't think it'll lead to any weird disparities.

Sweet, I'm glad I don't have to mess with this character at all. I really love how everything comes together.

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