Wrath of the Demons Mythic (Inactive)

Game Master Tsiron Ragmar

The quiet town of Loch Ragmar has been having some trouble-mainly, two groups of fanatical Underdwellers who will stop at nothing to bring their lord to this plane.

And so it begins.

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"All is quiet is the small mining town of Loch Ragmar. A small mining town, it has never really attracted attention from the outside world. It is generally only a rest stop for adventurers going to the Nadashaar Vale to the north, which is ripe for adventure. A perfect location for an artifact of unspeakable, profane power..."

This is a homebrew campaign I'm working on right now. It's Mythic, and as you can guess by the title, involves the Demon Lord of Minotaurs, Baphomet, being set loose on the Prime Material Plane.

Some caveats:
1. All races are allowed, though Uncommon races are under scrutiny.
2. 30 point buy, and you get 1 free 18 (only mortals worthy enough can house the power)
3. For classes, all Core and APG are allowed. No ninjas, samurai, gunslingers, or ACG classes though.
4. No evil characters.
5. Players are encouraged to create custom abilities for their character, though it has to be within reason. For example, a Fiend Flayer Bladebound Magus combining the Black Blade and his Fiendblade. It will be under minimal scrutiny, though there is one requirement-add some fluff to that crunch!
6. 6 characters maximum. However, your chances for entry are increased if you collaborate on your fluffah bahnnies.
7. Registration will be open for two weeks.
8. Instead of being a normal, casual PbP, all players are expected to be on and posting at 6 every Saturday, and play will cut off as soon as the first person has to leave. Exceptions can be made, and I will work with the players if this doesn't work for them. Please, for RP encounters, confer with other players about your course of action before doing it.
9. Bear with me! This is my first homebrew, AND my first PbP. If you have any tips, offer them.
10. Annnd rainbows, to round off the numbers.

Been interested to try the Mythic ruleset for a while. I'll dot this and see what I can do.

Dotting with supreme interest. Thinking of a bard, but I always consider bard so I might try something else, like, Druid isntead. Few questions first, though. What's the status on traits, starting level, and money? For the point buy; is it that we give our character an 18, then buy an additional thirty points worth? And do we begin play already mythiced up, or will we ascend during the game?

I have just the character in mind.

Garrak Tharn, shapeshifter wizard. A naturalist without equal, with all the brains of sentient creatures, but the brawn and ferocity of a wild animal, when the situation calls on it. He'd be going down the archmage path, taking advantage of the shapeshifting specific powers. I'll update crunch when Nidoran's questions are answered, and the fluff when this one is: What setting will this take place in?

@Nidoran You start at 1, get average money, and you get 1 trait, 2 if you choose a drawback. For the point buy, let me be more clear: you get to have an 18 for half price-8 points-and then you use the 22 extra points to allocate the rest of your stats?

Also, what do you guys think of a Thundercat-esque campaign, separate from this one? Could potentially be pretty easy to work out, the only difficult part would be to work out the kinks of Mumm-Ra's second form.

How does this strike you for a start? He will need to be modified a bit for your creation rules, but I was just working on him as an exercise in character building and really want to play him.


Male Half-Orc Fighter (Brawler) 1
CN Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +1
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +0
Defensive Abilities orc ferocity
Speed 30 ft.
Melee cestus +4 (1d4+3/19-20) and
dagger +4 (1d4+3/19-20) and
spiked chain +4 (2d4+4) and
unarmed strike +4 (1d3+3)
Str 17, Dex 14, Con 16, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +4 (+6 grapple); CMD 16 (18 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike
Traits bloodthirsty, bully, veteran of battle
Skills Intimidate +6, Perception +1, Survival +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood, pride
Other Gear studded leather, cestus, dagger, spiked chain, backpack, belt pouch, flint and steel, waterskin, 88 gp
Special Abilities
Bloodthirsty +1 damage when an attack reduces a foe to 0 HP or fewer or you confirm a crit.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
All Drus knew of life was pain. His earliest memories only go back as far as scrabbling for survival in the brutal slums where his days were filled with desperately seeking the bare minimum to get by while avoiding the attentions of the more powerful denizens. On the good days, he made it through without incident with just enough in his belly to keep going; on the bad he was bullied, any scraps he had were taken and more often than not he was brutally beaten. For most, this harsh life was short, however Drus possessed a will that refused to lay down and die. He became hard and cruel and strong. His orc blood made him grow big and mean and he made a name for himself as a tough as nails brawler. He was able to rise above the rest of the gutter trash, becoming an enforcer for local gangs and loan sharks, taking a great deal of pleasure in inflicting some of the pain he had been forced to endure back upon the dregs and other scum.
While not clever by any means Drus does possess a certain low cunning and is rather self aware, knowing his natural position is not as a big boss, however he doesn't deal with authority well, prefering to be a hired gun and he is aware the price his skills can bring. For a half-orc Drus has a rugged handsomeness, however this is marred by his constanty radiating an aura of menace, his gaze and stance making it clear to all the brutal force he can bring to bear and leaving no mystery as to how readily he is willing to use it which is off putting and makes him hard to deal with, crippling him in most social interactions. This combines with an inherent paranoia and mistrust of others along with a strong mercenary streak constantly looking out for his own interests first that all together ensures he is always on the fringes.
The one surprising trait Drus has, one that he tries to hide at all costs as it is definitely a weakness that can be exploited, is that he has a soft spot for the bullied, those truely weaker and unabe to defend themselves. This may seem like hypocrasy at first considering his occupations, however he always looks on the victims of his intimidation or leg-breaking as having brought about their own trouble as if they didn't gamble, borrow what they can't pay or try to horn in on territory they aren't strong enough to hold they wouldn't become targets. Those he percieves as taking advantage of true victims will suddenly find themselves facing a rage unlike any they have seen, usually not for very long. This was ultimately what lead to his taking to the road. After witnessing a local pimp breaking the arm of on of his whores, Drus pounded his head into a wall until it was just a bloody smear. While the girl was greatful, the gang boss to whom the pimp had been paying protection money to was not and felt an example needed to be made of Drus, preferably a lengthy, graphic example. So with no real ties and a great big world out there Drus fled without looking back, seeking whatever glory and wealth he can grab with both of his bloody fists.

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Good, good. Except you didn't grab exotic weapon proficiency, so you can't use that spiked chain in combat.

He's a half orc. Presumably he took the alt racial trait to do so. Chain fighter or something like that. Gives proficiency in flails and makes spiked chains martial weapons.

My crunch should be done. Also has a small amount of fluff. Will work on more later.

Tsiron Ragmar wrote:
Good, good. Except you didn't grab exotic weapon proficiency, so you can't use that spiked chain in combat.

I took the alternate racial trait "chain fighter" so that spiked chain becomes a martial weapon for me instead of an exotic. The alternate trait replaces the "weapon familiarity" trait.

Keep up the good work y'all!

I have one question that might concern others too, what is 6pm on saturdays? With this I mean what timezone are you in?

Although I'm interested in this concept, I will most likely not be capable of doing something in that vain.

Weekends are difficult to manage but I can post normally during the week. Like Theorythmus, I'm certainly interested, just unsure if I'd be able to meet your posting requirements.

That being said, I'd love to draw up an elven ranger. Could you give me a little insight on where we'll be starting and/or any major elven compounds in your world?

@Theory MT.

@johnny Let me think. Your starting locale is Loch Ragmar, a small town located a little bit south of the major adventuring area on the continent. The elves live mainly on high mountain peaks-much like 2e Grey Elves-and are detached from the rest of the world. The elf capital, Ilio, is a floating city that is also the major mage college of the world. It is also the staging place of the Elven Armada (Spelljammers). Ilio wanders the world, looking for promising mages and other practitioners of the arcane arts. They send ambassadors to every city to look for promising young humanoids, and extend to them the offer of arcane power. Ilio has 8 orbiting spheroids for each of the schools of magic. If you are a mage or any other arcane caster, you probably came from Ilio.

Well i'm from europe, so that would be a definite no on being able to make that posting requirement as i think we're about 7 hours apart :)

Was otherwise thinking of making a Tengu Inquisitor. Maybe not as useful for me anymore, but others might want to know this too :
what gods/domains/... exist in your world?

Hmmmm.... Alright, don't want to lose any players, so we can just do normal PbP. However, I would like to work out a time for combats so that everybody would be on. Other than that, I want to focus on the roleplaying of the mythic burden and the apprehension of using that power, considering the source... mwahahahahaha.

I would definitely be interested in this. I've never done a PbP though so that might be an issue.

I'll apply for this, I made a race for this called the Roggen, a stoic people who are all tribal/monks using the race builder. they came out at 20 rp which I realize is a bit high(but really only three higher than fletchling which is the highest featured race).

This is the stat block for the character, I just want to wrestle minotaurs.

Oggiri Holdd
Roggen Monk (Tetori) 1
LN Large humanoid (giant, mythic)
Init +8; Senses low-light vision; Perception +10
AC 16, touch 15, flat-footed 14 (+2 Dex, -1 size, +1 natural, +4 untyped)
hp 11 (1d8+3)
Fort +5, Ref +4, Will +6
Speed 40 ft.
Melee unarmed strike +5 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks stunning fist (1/day, DC 14)
Str 22, Dex 15, Con 16, Int 12, Wis 18, Cha 11
Base Atk +0; CMB +7 (+10 grapple); CMD 23 (26 vs. grapple)
Feats Crushing Blow, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Stunning Fist
Traits reactionary
Skills Acrobatics +6 (+10 jump), Climb +10, Escape Artist +6, Intimidate +4, Perception +10, Sense Motive +8
Languages Common, Elven, Giant
SQ ac bonus, graceful grappler, stunning fist (stun), unarmed strike
Other Gear monk's kit, 142 gp
Special Abilities
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Crushing Blow (-4) Stunning Fist reduces target's AC
Graceful Grappler (Ex) A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Stunning Fist (1/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Surge (1d6) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

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@Bane-You aren't mythic yet. Sorry.

Scarab Sages

Interested and I'd be able to make the 6pm (5pm my time) Saturday meets if you decide to go with those. Working on a character idea.

Would a Vanara be okay? I was thinking of a maneuver master that advances as an unarmed fighter with monkey style and monkey lunge later on.

Pathfinder Adventure Path Subscriber

I'm interested, but I'm in Australia which makes immediate responses unlikely, although I do kepp odd hours. I will put in a character with that in mind.

What to use, what to use.

Pathfinder Adventure Path Subscriber

Ok then, my character will be an Oracle, with the time mystery. Race is halfling. The curse will be haunted. I'll work out the stats and background over the next day or so.

Okay... Looks like we have:

Unnamed Vanara Maneuver Master
Drus-Half Orc Fighter (Brawler)
Oggiri Holdd-Roggen Monk (Tetori)

Unnamed Halfing Oracle

Garrak Tharn-Half Orc Wizard

We still need a skill monkey for the group. I would be okay if you use any class, even third party ones. The Meister is a good way to go if you just want pure skill-though I wouldn't recommend it, since it is absolutely useless in combat.

Count me interested. I LOVE Skill Monkeys!
Give me just a bit and I will have one up.

Alright I have two ideas. The standard Human Rogue, and another that is a Tengu Swordmaster Rogue. I like rogues ^.^

But the Tengu doesn't loose trapfinding just trap sense. So I still have that in the bag if it is ever needed.

I will start on fluffiness for both!

still room in here?

Yeah. I'll have a hard time choosing my martials, so don't go there, but skill, divine, and arcane roles still need a little fleshing out.

Might go with an Inquisitor, one of my new favorite classes. Aasimar as race.

I'll have to do a bit more research into mythic spell stuff, but perhaps a witch or sorcerer. Likely just a human.

Hey, Monkey.

Inquisitor will be fine. Just we're kind of full on martials at the moment, so a more buffing/healing inquisitor will be appreciated. You're probably gonna want to take Marshal as your MP.

Tsiron is Tengu okay? I wanted to make sure before I solidified everything. Either way their back story was going to be kinda the same.

Tengu is okay. In fact, you can run any race by me. Even homebrewed ones.

Heh, I have a couple but I think I won't use them. I can still send them to you if you want something unique for flavor.

Okay, I am going to try the Tengu Swordmaster Rogue.

Sorry at work so making backstory is a bit slow. You want crunch also at this point?

I would like that, getting the homebrews. And, no, fluff is just fine right now. We have plenty of time.

On second thought, I've had this Aasimar Celestial-Blooded Sorc in mind for awhile now. A sort of bringer of the light, banisher of darkness type.

Okay, Monkey.

Ok, if there's two arcanes already, perhaps I'll opt over to something more skill oriented such as a ranger archer.

Aside from basic concept, what else do you want right now?

Also, anybody interested in being a sibling/close friend to my guy? Either one of the already posted martials or perhaps a divine PC?

Oh, and just how many custom abilities are you talking? I have a few in mind, so just looking to see what my options are.

Hm. Well, I want one character for each MP.

Ronin is already guaranteed a spot, and from the looks of it, he would make a good Champion.

So, the available MPs are:


Anything that can fit those MPs are the roles I'm looking for.

Homebrews are fine. You can make a four-armed race of half-aasimar half-fey that have sword skills to begin with. Of course, that won't get accepted, so be reasonable, but most homebrew stuff is fine.

Kankai The White Tengu:

So named for being born white, the religious leader of their community saying it was a marked birth and that he would keep an eye on her. As the years passed her feathers did darken but only slightly. The iridescence that the tengu normally had was still there. As the years progressed she was fostered into the elder’s group to learn the religious side of things, but she insisted on learning the art of Swordplay and despite the leader’s attempts to push her into following the paths of the gods she chose instead the path of the Swordmaster.

This didn’t cause much fuss, just the occasional head shake at potential squandered. Though, when she trained to be a Swordmaster they found she was able to embrace it quickly. Her physical traits well suited for being a Swordmaster, but keeping the temperance from her training with the elders.

The white feathers didn’t hurt her either when it came to being stealthy, learning more finer points of what was needed to hide beside color. Though it did make her easier to identify so she didn’t bother with disguising so much unless necessary; at which point she used dyes.
Unlike many of her brethren she was very social and often interacted with other races. Having a good heart she would often come to the defense of those less fortunate even if it landed her in a bit of trouble with the local authorities because she didn’t adhere to the laws of the town. So she has spent her fair share of time in the local jails as out of them.

For Mythic was thinking Trickster w/ Dual Path into champion. Though I can easily go straight Trickster.

One custom ability I was thinking of was gaining access to the Glory and Good domains, perhaps either as Sorcerer bonus known spells or as a 1/day/level thing.

This would obviously be a class-type thing, not a racial.

Would you be willing to edit Monkey Lunge to make it usable, such as by taking out the "As a standard action" to fit it to Lunge?

Also, I could go forward as a druid or ranger instead of fighter if the party needs it or if you think it fits better.

Marshall is my favorite MP if we're not mixing.

Still working on crunch and detailing fluff. Would anyone like to be a part of my journey west from the eastern jungles or perhaps meet up as adventuring companions before Loch Ragmar?

I will for sure be going for the guardian path if selected.

Alright: you have a week to get yo stuff in people.

If you make it, I will work with you on custom stuff.

Is the location homebrewed or is it near a specific place in Golarion?

Homebrewed. It's a tiny mountain town that doesn't see much action, generally just a rest stop for adventurer's going to the Nadasharr Vale, the major adventuring locale.

Can there be some sort of huge plataue somewhere near there that the Roggen can be from, think thunderbluff from WoW just more giant and less native american.

Mmm... Well, the premise is that none of the adventurers are natives to the area, so no.

I guess near isn't a issue, I was really just asking, can this place exist? Which is where I'll be from in my backstory.

How much of a background do you want? I really have issues with making a large background on a 1st level character from the middle of nowhere. I'm thinking just a basic shepherd.

I just prefer the story of the character to start when the story starts(unless starting past 1st in which case it is justified). If that doesn't fit your vision, I'll probably just bow out. You appear to have enough interest.

Let's try something simple:

Wilm the shepherd

Found on the hillside as an infant by the local shepherd, Wilm was always an odd child. Rather quiet, but a bit stronger, a bit quicker, and a bit smarter than the other children he managed to fit in fairly well mostly because he just knew how to steer wide of trouble. Adopted by the shepherd who found him, he grew up in the hills that he came from, protecting the herds, hunting, and fishing.

He has long wondered where he came from and why he was different, but for the moment, he has been content to live the lot he was given.


Unnamed Hero
modified human Ranger (Guide, Trapper) 1
NG Medium humanoid
Init +5; Senses scent; Perception +6
AC 17, touch 15, flat-footed 12 (+2 armor, +5 Dex)
hp 13 (1d10+3)
Fort +5, Ref +7, Will +3
Speed 40 ft.
Melee spear +4 (1d8+4/×3)
Ranged sling +6 (1d4+3)
Special Attacks ranger's focus
Str 16, Dex 20, Con 16, Int 14, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 19
Feats Point-Blank Shot, Precise Shot
Traits indomitable faith
Skills Climb +7, Handle Animal +4, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (nature) +6, Perception +6 (+7 to locate traps), Stealth +9, Survival +6 (+7 to track), Swim +7
Languages Aklo, Azlanti, Common, Common
SQ track, trapfinding +1, wild empathy +1
Other Gear leather armor, sling, spear, 163 gp
Special Abilities
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

He is built to be an archer. He does also have the trapper archetype to cover for the Tengu Rogue giving up all trap abilities.

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