
nate lange RPG Superstar 2012 Top 32 |

Oh. I was looking at this page about Mitra... We're not using this?

GM Snowe |

Oh. I was looking at this page about Mitra... We're not using this?
Did FMG Publish this?
Absolutely ALL for this. Their material is spread out pretty thin.

Karstärke |

Well I was thinking of a Paladin//Ranger build. Being a Paladin of Mitra who travels the island spreading the good word while being useful to those who are traveling through the forests and such. I have a question if you are a Paladin of Mitra could you perhaps be NG if you follow the tenants of Mitra the Beneficent Sun?
If not thats perfectly fine but I was curious.

GM Snowe |

Is this going to be a more Urban concept game?
Nope. You'll spend some time in Aldencross, do some dungeon crawling, possibly wilderness survival..
Rangers will have a hard time picking favored terrain =DDoes Talingarde have its own language either?
As far as I know, they just speak common, so we will go with that. Before this all starts up I'm going to take some time to go back over the books.

nate lange RPG Superstar 2012 Top 32 |

I'm making a knight of Alerion, just having a little trouble settling on the build...
My two leading contenders right now are unchained monk/inquisitor or fighter/warpriest (soooo many feats). Both of those would bring 6 level divine casting to the table. I know there's a Pally/Oracle in here too which would cover full divine. It would be a good idea to have a full arcane caster though... I have an idea for a magus/arcanist that I could probably tweak a little to be a knight (though I worry a little bit about not having full BAB).

drbuzzard |

OK, here's Corporal Vincent.
Corporal Vincent
Human fighter 3/paladin (oath of vengeance) 3/gestalt 3 (Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (human)
Init +3; Senses Perception +7
Aura courage (10 ft.)
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Defense
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AC 23, touch 12, flat-footed 21 (+9 armor, +2 Dex, +2 shield)
hp 25 (3d10+3)
Fort +7, Ref +7, Will +6 (+1 vs. fear); +2 vs. death
Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee scimitar +6 (1d6+3/18-20) or
. . starknife +5 (1d4+3/×3) or
. . starknife +5 (1d4+3/×3)
Special Attacks smite evil 1/day (+2 attack and AC, +3 damage)
Paladin Spell-Like Abilities (CL 3rd; concentration +5)
. . At will—detect evil
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Statistics
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Str 17, Dex 17, Con 13, Int 8, Wis 11, Cha 15
Base Atk +3; CMB +6; CMD 19 (22 vs. dirty trick, 22 vs. grapple)
Feats Deadly Aim, Fey Foundling[ISWG], Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Finesse, Weapon Focus (starknife)
Traits seeker
Skills Acrobatics -3 (-7 to jump), Climb +1, Diplomacy +6, Handle Animal +6, Intimidate +6, Knowledge (engineering) +3, Knowledge (nobility) +3, Knowledge (religion) +3, Perception +7, Profession (soldier) +6, Sense Motive +4, Swim +1
Languages Common
SQ armor training 1, lay on hands 3/day (1d6), mercy (sickened)
Other Gear mwk full plate, heavy steel shield, scimitar, starknife, starknife, cloak of resistance +1, candle (2), chalk, everburning torch, hammer, iron holy symbol of Mitra[UE], masterwork backpack[APG], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 82 gp
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fey Foundling Magical healing works better on you
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Smite Evil (1/day) (Su) +2 to hit, +3 to damage, +2 deflection bonus to AC when used.
After reading what passes for a player's guide for Way of the Wicked, I can't say I really get the world terribly well. The descriptions verge on cartoonish.
Corporal Vincent is a long serving line soldier of the Knights of Alerion. He came from a fairly normal background as a farmer's second son (so no inheritance). The military was what he saw to be his best option to make a living given his lack of mercantile skills, and his strong frame. Without any noble blood, he could not easily become a commissioned officer, but his leadership qualities have advanced him on the path of a non commissioned officer.
He has server in a number of campaigns on the rather lively northern border, managing to distinguish himself as competent and brave.
He is tall and hearty looking (6'2", 220lbs). Had muddy brown hair and brown eyes. He wears a fine suit of full plate. He is deferential to authority, and rarely comes up with original ideas, as he is aware he isn't the sharpest tool in the shed. His devotion to Mitra is quite evident, and he doesn't carouse at all with his fellow line troopers.

Arachnofiend |

That was one of the main issues with the AP, yeah. The party were baby eating Snidely Whiplash sorts (no exceptions, by order of the PG) and they were going up against the Do Right-iest Dudley Do-Rights to ever walk the face of the planet.
Mitra good, everything else bad. No exceptions.
That... wasn't really my impression, though I only got through the first book with my group. While the antagonists certainly had members among them that were shining knights of valor there were also plenty of Lawful A##@&%%-type characters for my players to genuinely want to take down, as well as just regular people who make regular people mistakes (which the party was perfectly content exploiting of course).

GM Snowe |

Yeah, the vast majority of the Knights of Alerion are your typical sword-wielding, horse-riding, armor-toting knights, but the order has taken off since house Darius came into power.
They also work closely with specialists from Sacred Brotherhood (though noble blood is required to join them, exceptions are made for sorcerers of 'non-evil' bloodlines [not specifically ), The Mitran Army, The Cruch of Mitra, and Blessed order of St. Mararius. These orders working together on a sensitive mission would work well

Cuàn |

I actually decided not to go with the Yutak. I can't seem to get my head around it but it also looks like the the recruitment as a whole is veering towards the more chivalrous and devout.
I'm looking at a follower of Mitra in the form of the Fire Undying. I want to head for the Holy Vindicator PrC on one side of the gestalt, so that means that I'd at least include Cleric, Oracle, Paladin or Warpriest (seeing that Shaman would be odd and Witch isn't an option).

Master Han Del of the Web |

I actually decided not to go with the Yutak. I can't seem to get my head around it but it also looks like the the recruitment as a whole is veering towards the more chivalrous and devout.
I'm looking at a follower of Mitra in the form of the Fire Undying. I want to head for the Holy Vindicator PrC on one side of the gestalt, so that means that I'd at least include Cleric, Oracle, Paladin or Warpriest (seeing that Shaman would be odd and Witch isn't an option).
Swim against the stream! Go odd! No matter what I end up playing, I know I'm going to have fun lamp shading the tropes of this setting or pointing out the inherent flaws in medieval life present in even the lawful-good kingdom.
Expect call outs to Monty Python and the Holy Grail.

GM Snowe |

@FEeral: I did; for some reason I was remembering all three of the major northern factions being evil, but the Naatanuk and the Ice Elves aren't necessarily so.
I've been digging around seeing if I could find some stat blocks for them with no luck thus far. If you find something, link it to me!
@Ashe: In no hurry for the crunch. Concepts, backgrounds, and personality are definitely more important to me here.

GM Snowe |

Cuàn wrote:I actually decided not to go with the Yutak. I can't seem to get my head around it but it also looks like the the recruitment as a whole is veering towards the more chivalrous and devout.
I'm looking at a follower of Mitra in the form of the Fire Undying. I want to head for the Holy Vindicator PrC on one side of the gestalt, so that means that I'd at least include Cleric, Oracle, Paladin or Warpriest (seeing that Shaman would be odd and Witch isn't an option).
Swim against the stream! Go odd! No matter what I end up playing, I know I'm going to have fun lamp shading the tropes of this setting or pointing out the inherent flaws in medieval life present in even the lawful-good kingdom.
Expect call outs to Monty Python and the Holy Grail.
Not sure about the flaws in Matharyn ;) Gary McBride mentioned somewhere that in this 100,000+ populated city, they don't even lock their doors O_O

nate lange RPG Superstar 2012 Top 32 |

I don't think everyone is building with them in mind but it kind of looks like the party may be either all Knights of Alerion or a unit composed of members from the Knights of Alerion, the Sacred Brotherhood of the Griffon, the Church of Mitra, and the Blessed Order of Saint Marcarius (possibly one of each).

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@FEeral: I did; for some reason I was remembering all three of the major northern factions being evil, but the Naatanuk and the Ice Elves aren't necessarily so.
I've been digging around seeing if I could find some stat blocks for them with no luck thus far. If you find something, link it to me!
Thanks for the second look! =)
The only stat block I've found has them as literally awakened polar bears which are ~CR 9 creatures and obviously out of whack with our starting point for the campaign.
A few options come to mind.
A) If you've got the time and inclination, you cook up a 'young naatanuk' race using the race building rules that's more or less in line with the other races you're allowing.
B) I do the race building and get your approval/tweaks as necessary.
C) I use one of the legal races and just 'reskin' it to be an adolescent Naatanuk. I could probably do it easily enough with tiefling or maybe half-orc.
That of course is all assuming you're willing to consider the concept to begin with. There's no sense in worrying over crunch if you're vetoing the idea entirely.

Arachnofiend |

I don't think everyone is building with them in mind but it kind of looks like the party may be either all Knights of Alerion or a unit composed of members from the Knights of Alerion, the Sacred Brotherhood of the Griffon, the Church of Mitra, and the Blessed Order of Saint Marcarius (possibly one of each).
Having everyone be holy warriors of some kind gives us good justification to be A) working together and B) being chosen to get sent on this particular mission at least.

Cuàn |

After some further thought I'm looking at making a redeemed arsonist who joined either the Church or the Blessed Order. He'd be a Life Oracle with the Blackened curse.
I'm not sure on race yet but it will most likely be either Halfling or Gnome. Similarly I'm not sure what the second class will be but Pyrokineticist seems fitting.
During the very last fire he set he got very badly hurt and was taken in to be treated by the Blessed Order. Due to his wounds he was considered a victim and nobody looked at him as the possible arsonist. During his time in the care of the Order he started having pain induced visions of Mitra and his chance at redemption. The moment he decided that, should he survive, he would from then on work to redeem himself and help the people of Talingarde he made a miraculous recovery. All his burns healed, leaving no scars, with the exception of his forearms and hands. Those remained blackened and shrivelled as if to remind him of the promise he made.
EDIT: Normal WotW ends at 20

GM Snowe |

@Cuan - Just make sure your past includes *petty* arson only. Arson is one of those lovely crimes they execute you for in Talingarde. Damn uptight Mitrans ;)
@Arachnofiend - While true, even if the PC's have different backgrounds, I can just work with each individual person to give them a reason to be in Aldencross. Once there, you'll have *plenty* of reason to want to work together *evil GM laugh*
@Karstarke - I'm not entirely sure! I intend on replicating a lot of the events from the first three books, which is somewhere around level 10? After that, it's pushing into the Savage North. From there, who cares? As long as players participate, I'll keep this going.
@Feral - I'll play with it tomorrow when I wake up. I'll try using the racial point buy, but I want to read into the race first to make sure whatever I do gives a somewhat accurate representation. I'd love to contact Gary McBride an ask him....but I'm sure we all know how that will go >_>

Cuàn |

He wouldn't have killed anything bigger than livestock. That and he was never caught and is assumed to be a victim of some other arsonist. Perhaps he had a partner in crime who did get sent to Branderscar and the authorities assumed he acted alone.
At the moment the game starts the character would be far away from his past and would actually already be working on his redemption, healing and helping the people of Talingarde. In some sort of cosmic/divine irony he'd be particularly skilled at treating burns.

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There's always Werebear kin skinwalkers. That might be a decent approximation.
That would probably work too.
@Feral - I'll play with it tomorrow when I wake up. I'll try using the racial point buy, but I want to read into the race first to make sure whatever I do gives a somewhat accurate representation. I'd love to contact Gary McBride an ask him....but I'm sure we all know how that will go >_>
Sweet! I look forward to seeing what you put together. I take it from your language that you're open to the concept at least so I'll start putting some background together.
I'm not familiar with Gary. Is he known for not responding to fans?

Sundakan |

Actually Sundakan, Lawful Neutral and true Neutral alignments were allowed in the AP. Sure, you had to be guilty of a crime, but one of those was Dueling to the Death which isn't exactly that terrible.
At the start, yes.
You're either full on evil or dead/left the party by the end of book 3, at a minimum since (Full spoilers for Book 2-4 of the AP follow):
You raise a powerful demigod-like Daemon of Pestilence and have him unleash a deadly SENTIENT disease to decimate up the general population (not the army, the peasantry) of all Talingarde.
Then wipe out the Mitrans' holy place, killing a large portion of their clergy, a phoenix, and AN ANGEL.
Not to mention restoring a Vampire Prince' ability to sire children, having them overrun a town. And raise a Bugbear army that razes several cities to the ground and kills ever man, woman, and child inside (that's the Book 1 endgame, really, even if it doesn't pay off until later).
And finally convince an evil, but generally non-interventionist black dragon to rain acid over the capital city, killing thousands just to make the princess afraid of you. Talk about overkill.
There is no gray. Way of the Wicked railroads you into being EEEEEEEEEEEVIL with all the capital E's you can find.

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Here's the fluff for my submission, Nukilik.
Nukilik and his brother Sukko were born as raised by their mother as most naatanuk cubs are in the unforgiving savage north. He was nursed until his second spring and then taught to hunt among the ice fields for seal, walrus, and gull eggs. He learned the importance of keeping distance from two-legs, the cruel bugbears in particular, and the danger of swimming too far from the ice.
On his second nameday, his mother brought her cubs to the Holy Caverns deep beneath the ice where naatanuk elders sang their ancient primal songs in tribute to the wonder of the natural world. It's common for cubs to experience a spiritual awakening during their first visit to the Holy Caverns but for Nukilik it was something more. Nature's spirit poured through young Nukilik like a tidal wave, flooding his mind with words, images, and scents, most of which the cub couldn't begin to describe. The experience was overwhelming for poor Nukilik but seeing the cub's tortured throes, the elders in attendance congratulated his mother. Such a sign was often a good omen.
Afterward, Nukilik, Sukko, and their mother all went their separate ways. Their separate wasn't for a lack of familial bonds or compassion but naatanuk are solitary creatures by nature and the two young bears were ready to explore and survive on their own. Sukko departed north while Nukilik headed south.
For a time Nukilik did well. His mother had been an excellent teacher and fortune favored the young naatanuk's hunts. His travels took him further and further south until one day he caught sight of a plump ring seal pup separated from its parents. Chasing after his meal, Nukilik dove into the icy coastal waters. He swam deeper and deeper, deeper even than he knew he should swim, but his prey was so close. Eventually the burning in his lungs became too much and he was forced to abandon the chase. Nukilik reversed direction for the water's surface only to be flooded by nature's spirit again. The young naatanuk willed himself to push him toward the surface where precious air waited for him but his shaggy legs barely moved. He began to panic and soon darkness took hold.
Fortunately Nukilik did not drown that day. Instead he woke some distance from where he'd lost consciousness, tangled in a two-legs fisherman's net. He wasn't certain where he was but he knew he was too far south. Around him the two-legs, humans, bickered over his fate in their tongue which he did not understand. Normally naatanuk that wander too far south are captured and transported further north at best or hunted and killed at worst. In Nukilik's case, the fisherman that won the argument chose neither. Instead he was beaten, painfully bound, and loaded into a small cart to be taken even further south to the human's village.
At this point Nukilik expected death or at least a painful battle followed by death. Whatever fate the fisherman had in store for him was averted when yet another group of humans arrived to intercept the fisherman's cart. While they also argued Nukilik observed that these humans weren't fishermen. They wore long robes that nearly covered them head to toe and the elder human that appeared to be their leader brandished a shiny piece of metal that hung from a cord around his neck. Eventually the argument came to a close with the fisherman ceding his cart and Nukilik within it. The young naatanuk would come to know this man as Father Holbrook.
Nukilik was brought to the village of Aldencross and freed from his bonds. He was fed and his wounds tended. After his experience with the fishermen Nukilik was confused but grateful for Father Holbrook's kindness. Trusting the priest, and not trusting his chances of escaping back into the north on his own right away, Nukilik remained in Aldencross at Father Holbrook's side. Initially he'd only planned to stay for a few days but those days turned into weeks and then months. After a while he lost any motivation to return home. Under Father Holbrook's tutelage he learned the common tongue of man and of their favored goddess Mitra. Many within Aldencross feared Nukilik, and he suspected a few even hated him, but the young bear took it all in stride.
Some accused Holbrook of foolishly keeping the dangerous naatanuk as a pet. Others believed Nukilik's adoption was an effort to prove that his kind were capable of being reasoned with and civilized in Mitra's light. Whatever his initial motivation, Father Holbrook kept it to himself and it never mattered as the goodly priest was too tenured and too respected within the church for formal charges to ever be brought against him. For his part, he did truly care for the young bear under his protection and actively kept Nukilik from cruelty or harm.
That is until the needs of Talingrade became too great to ignore...
At four years of age, Nukilik is a young and naive naatanuk. Despite the hardships he's endured and the difficulty of his surroundings, he's remained a gentle curious spirit. He often underestimates his own strength and is slow to anger but those that get to know him quickly recognize that the naatanuk's fearsome nature doesn't lurk far beneath the surface.
Nukilik is a skald (spell warrior) | nature oracle (spirit guide) with a focus on buffing his companions and disrupting those that would do them harm. His skill set reflects his animal nature, spiritual heritage, and his tutelage under Father Holbrook. His oracle curse, powerless prophecy, represents his sometimes unstable connection to the natural world.