Wrath of the Righteous- Beer and Pretzels (Inactive)

Game Master drbuzzard

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I'm in one of these already as a paladin, but it seems to be dying before we even hit L2 (GM has vanished). I think I'm going to take a different tack here, because the mythic archmage path appeals to me. Probably a Magus, maybe a Draconic sorcerer or bloodrager building for DD. Definitely an arcane caster who isn't afraid to get in there and mix things up.

I've seen argument both ways as to RAW/RAI on whether a sorcerer can Crossblood with Wildblooded bloodlines. Do you allow it? If allowed, I'd be wanting a Draconic/Sage, simply because I prefer smart characters to attractive ones. Would probably take nothing from the Sage bloodline except the arcana that switches casting stat to INT.


Arioch Kennett wrote:
drbuzzard wrote:
Neither violates my stated parameters.
Just making sure. Not everyone likes the psychic stuff, and the Ripsaw Glaive is a bit on the strange side of weaponry.

Now that is a different question. Do I like either? Not particularly. Will choosing either increase your chance of selection? No.


drbuzzard wrote:
Arioch Kennett wrote:
drbuzzard wrote:
Neither violates my stated parameters.
Just making sure. Not everyone likes the psychic stuff, and the Ripsaw Glaive is a bit on the strange side of weaponry.
Now that is a different question. Do I like either? Not particularly. Will choosing either increase your chance of selection? No.

Oh, I hadn't intended on it increasing my chances. It just sounds like a fun character for me, that's all; whether I make it or not, it'll be fun to make, and while, of course, I'd rather get in than not, I'll enjoy creation anyway, for both level 1 and 11 versions, I'm sure.


Ouachitonian wrote:


I've seen argument both ways as to RAW/RAI on whether a sorcerer can Crossblood with Wildblooded bloodlines. Do you allow it? If allowed, I'd be wanting a Draconic/Sage, simply because I prefer smart characters to attractive ones. Would probably take nothing from the Sage bloodline except the arcana that switches casting stat to INT.

With me it is a reasonable assumption that if you are asking about something funky and questionable the answer is 'no'.

The game actually has two arcane casting classes which do focus on int as the casting stat. You might want to look into those.

I understand the dearth of WotR games surviving as I've been in four which have croaked at one point or another, none even reaching mythic. I will go the distance mostly because I'm a stubborn bastard.


Fine by me. I'm still leaning Magus anyway. Just figured it was worth asking.


Arioch Kennett wrote:

Oh, I hadn't intended on it increasing my chances. It just sounds like a fun character for me, that's all; whether I make it or not, it'll be fun to make, and while, of course, I'd rather get in than not, I'll enjoy creation anyway, for both level 1 and 11 versions, I'm sure.

I should be more blunt instead of dancing around words. As I don't particularly like either option much, the chance of selection would be gambling on the lack of other applicants, and/or me being oddly drunk or merciful. While drunk is possible, merciful isn't.


drbuzzard wrote:
Arioch Kennett wrote:

Oh, I hadn't intended on it increasing my chances. It just sounds like a fun character for me, that's all; whether I make it or not, it'll be fun to make, and while, of course, I'd rather get in than not, I'll enjoy creation anyway, for both level 1 and 11 versions, I'm sure.

I should be more blunt instead of dancing around words. As I don't particularly like either option much, the chance of selection would be gambling on the lack of other applicants, and/or me being oddly drunk or merciful. While drunk is possible, merciful isn't.

Ah. A shame. I kind of figured that might be the case, but I was feeling optimistic. I'll figure something out that's, perhaps, a bit more palatable. Or not, who knows?


Drbuzzard, I see that you are not allowing Drawbacks for additional traits. Would you still allow the additional traits feat? Also could we choose to have a drawback (with no benefit) just for roleplay and character building purposes?


Occult classes. THey seem to have come out post-Mythic, and don't really have a Path dedicated to them. So how do they work with paths? will an Archmage's

Elemental Bond (Su) wrote:
You are connected to one of the elemental planes. Select one elemental plane: air, earth, fire, or water. Whenever you cast a spell with a descriptor matching that plane, add your tier to your caster level for that spell. You gain resistance 10 against an energy type associated with your chosen plane—electricity for air, acid for earth, fire for fire, and cold for water. At 6th tier, this resistance increases to 20. At 9th tier, this resistance increases to 30.

Ability work with a Kineticist's blast? Can a Kineticist even take a path like Archmage, since they aren't technically a divine caster? Would we just need to lean hard on universal abilities that obviously work for anybody (Extra Mythic Feat and the like)?


Dotting,
Will adjust this alias to fit your campaign.


Faelar Braegen wrote:
Drbuzzard, I see that you are not allowing Drawbacks for additional traits. Would you still allow the additional traits feat? Also could we choose to have a drawback (with no benefit) just for roleplay and character building purposes?

Additional traits is fair game (I consider it a pretty useful feat really). If you want to take a drawback for kicks, that is also OK.


Ouachitonian wrote:

Occult classes. THey seem to have come out post-Mythic, and don't really have a Path dedicated to them. So how do they work with paths? will an Archmage's

Ability work with a Kineticist's blast? Can a Kineticist even take a path like Archmage, since they aren't technically a divine caster? Would we just need to lean hard on universal abilities that obviously work for anybody (Extra Mythic Feat and the like)?

They would be pretty much out in the cold as mythic really isn't suited to occult classes. You're be stuck with mythic feats and universal path abilities.


So yeah, I am basing my character a lot off this picture.

Grand Lodge

Seebast 11


You have my attention!

I'll build a character at level 1, 11, and 20, no mythic, 5th tier, and 10th tier for you. So you can see what I'm going for.

I'll also figure out how to pantomime the character history in. Might be a challenge, but I like those. Be back in a few.


I have a cleric of Cayden Cailean which sounds perfect for this campaign. He was created using gestalt rules, so he needs some work done on him, but i just wanted to declare my intentions for character submission.


Okay... Here I go.

Tellinwroth, 1st level form:

Tellinwroth
Male peri-blooded aasimar (emberkin) arcanist 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron cestus -1 (1d4-1/19-20) or
. . dagger -1 (1d4-1/19-20) or
. . unarmed strike -1 (1d3-1 nonlethal)
Special Attacks arcane reservoir (1/4), arcanist exploit (potent magic[ACG]), consume spells
Spell-Like Abilities (CL 1st; concentration +8)
. . 1/day—pyrotechnics (DC 15)
Arcanist Spells Prepared (CL 1st; concentration +9)
. . 1st—floating disk, snowball (DC 15)
. . 0 (at will)—acid splash, detect magic, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 12, Int 18, Wis 11, Cha 17
Base Atk +0; CMB -1; CMD 10
Feats Spell Penetration
Traits focused mind, riftwarden orphan
Skills Artistry (criticism) +8, Craft (alchemy) +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +10, Perception +1, Spellcraft +10, Use Magic Device +7; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Celestial, Common, Draconic, Elven, Gnome, Sylvan
Other Gear silken ceremonial armor[UC], cold iron cestus[APG], dagger, arcanist starting spellbook, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 57 gp, 1 sp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
--------------------

Tellinwroth, 11th Level Form:

Tellinwroth
Male peri-blooded aasimar (emberkin) arcanist 11/Archmage 5 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+8 armor, +3 Dex)
hp 83 (11d6+37)
Fort +4, Ref +6, Will +7
Defensive Abilities hard to kill, mythic saving throws; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron cestus +4 (1d4-1/19-20) or
. . dagger +4 (1d4-1/19-20) or
. . unarmed strike +4 (1d3-1 nonlethal)
Special Attacks arcane reservoir (6/14), arcanist exploits (consume magic items[ACG], dimensional slide[ACG], energy shield[ACG], potent magic[ACG], sonic blast, suffering knowledge[ACG]), consume spells, eldritch breach[MA], mythic power (13/day, surge +1d8)
Spell-Like Abilities (CL 11th; concentration +19)
. . 1/day—pyrotechnics (DC 16)
Arcanist Spells Prepared (CL 11th; concentration +23)
. . 5th—cloudkill[M] (DC 27), wall of force
. . 4th—black tentacles[M], enervation, greater invisibility
. . 3rd—dispel magic, fly[M], haste, heroism
. . 2nd—glitterdust (DC 24), invisibility[M], resist energy, stone discus[ACG], summon swarm
. . 1st—endure elements, expeditious construction, floating disk[M], secluded grimoire, snowball (DC 23)
. . 0 (at will)—acid splash, arcane mark, detect magic, disrupt undead, mage hand, mending, prestidigitation, read magic, resistance
. . M mythic spell
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 26, Wis 11, Cha 19
Base Atk +5; CMB +4; CMD 17
Feats Combat Casting, Greater Spell Focus (conjuration), Greater Spell Penetration, Mythic Spell Lore[M], Spell Focus[M], Spell Penetration[M], Spell Specialization[UM]
Traits focused mind, riftwarden orphan
Skills Acrobatics +5, Artistry (criticism) +22, Craft (alchemy) +22, Diplomacy +6, Fly +12, Intimidate +6, Knowledge (arcana) +22, Knowledge (dungeoneering) +12, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (planes) +24, Linguistics +17, Perception +11, Ride +6, Sense Motive +2, Spellcraft +24, Survival +6, Swim +1, Use Magic Device +18; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Abyssal, Aklo, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Hallit, Orc, Sylvan, Tien, Varisian
SQ amazing initiative, arcane potency[MA], arcane potency[MA], arcane surge[MA], enduring armor[MA], energy conversion[MA], recuperation
Other Gear silken ceremonial armor[UC], cold iron cestus[APG], dagger, belt of incredible dexterity +4, headband of mental prowess +2 (Int, Cha), ring of wizardry i, arcanist starting spellbook, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 57 gp, 1 sp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Reservoir +2 DC or CL (14/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Consume Magic Items (4/day) (Su) Move act, destroy potion/scroll or -5 wand chg for +1/2 spell level to reservoir. Staves better.
Consume Spells (4/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Slide (110 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Enduring Armor +8 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Energy Conversion (Su) Spend 1 power to change energy type of a spell.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Shield (Resist 20, 11 minutes) (Su) Use 1 reservoir, grant self one type of energy resistance for 11 min.
Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sonic Blast (6d6+4) (Su) Ranged touch attack deals sonic damage against target in 30'.
Spell Focus [Mythic, Conjuration] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Specialization (Black Tentacles) Pick one spell and cast it as if you were higher level
Suffering Knowledge (4 rounds) (Su) As imm action use 1 reservoir when affected by spell, treat as prepared for listed duration.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
--------------------

Tellinwroth's Final Form!:

Tellinwroth
Male peri-blooded aasimar (emberkin) arcanist 20/Archmage 10 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +13; Senses darkvision 60 ft.; Perception +20
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 23 (+13 armor, +3 Dex)
hp 152 (20d6+70)
Fort +7, Ref +9, Will +12
Defensive Abilities hard to kill, mythic saving throws, unstoppable; Immune sleep; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron cestus +9/+4 (1d4-1/19-20) or
. . dagger +9/+4 (1d4-1/19-20) or
. . unarmed strike +9/+4 (1d3-1 nonlethal)
Special Attacks arcane reservoir (10/23), arcanist exploits (arcane discovery, consume magic items[ACG], dimensional slide[ACG], energy shield[ACG], item crafting[ACG], potent magic[ACG], see magic[ACG], sonic blast, suffering knowledge[ACG], swift consume[ACG]), consume spells, eldritch breach[MA], magical supremacy, mythic power (23/day, surge +1d12)
Spell-Like Abilities (CL 20th; concentration +30)
. . 1/day—pyrotechnics (DC 18)
Arcanist Spell-Like Abilities (CL 20th; concentration +35)
. . At will—detect magic
Arcanist Spells Prepared (CL 20th; concentration +35)
. . 9th—communal mind blank[UC], time stop[M], wish[M]
. . 8th—form of the dragon III[M], horrid wilting (DC 29), power word stun
. . 7th—control weather[M], mass fly[APG] (DC 28), waves of exhaustion
. . 6th—disintegrate[M] (DC 27), flesh to stone (DC 27), globe of invulnerability
. . 5th—cloudkill[M] (DC 30), permanency, teleport, wall of force
. . 4th—black tentacles[M], dimension door, enervation, greater invisibility
. . 3rd—dispel magic, fly[M], haste, heroism
. . 2nd—glitterdust (DC 27), invisibility[M], resist energy, stone discus[ACG], summon swarm
. . 1st—endure elements, expeditious construction, floating disk[M], secluded grimoire, snowball (DC 26)
. . 0 (at will)—acid splash, arcane mark, detect magic, disrupt undead, mage hand, mending, prestidigitation, read magic, resistance
. . M mythic spell
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 32, Wis 11, Cha 22
Base Atk +10; CMB +20; CMD 33
Feats Brew Potion, Combat Casting, Craft Magic Arms & Armor, Craft Wand, Extend Spell, Extra Path Ability[M], Greater Spell Focus (conjuration), Greater Spell Penetration, Knowledge Is Power, Mythic Crafter[M], Mythic Spell Lore[M], Spell Focus[M], Spell Penetration[M], Spell Specialization[UM], Widen Spell
Traits focused mind, riftwarden orphan
Skills Acrobatics +13, Artistry (criticism) +34, Craft (alchemy) +34 (+39 when crafting non-mythic magic items), Diplomacy +26, Fly +26, Intimidate +26, Knowledge (arcana) +34, Knowledge (dungeoneering) +34, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (planes) +36, Knowledge (religion) +34, Linguistics +20, Perception +20, Ride +8, Sense Motive +8, Spellcraft +36, Survival +6, Swim +1, Use Magic Device +29; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Abyssal, Aklo, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Hallit, Orc, Sylvan, Tien, Varisian
SQ amazing initiative, arcane potency[MA], arcane potency[MA], arcane potency[MA], arcane potency[MA], arcane potency[MA], arcane surge[MA], enduring armor[MA], energy conversion[MA], force of will, immortal, legendary hero, perfect preparation[MA], rapid preparation[MA], recuperation, sleepless[MA], true archmage
Other Gear silken ceremonial armor[UC], cold iron cestus[APG], dagger, belt of incredible dexterity +4, headband of mental prowess +2 (Int, Cha), ring of wizardry i, arcanist starting spellbook, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 57 gp, 1 sp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Discovery Learn an arcane discovery, as a wizard of half your arcanist level.
Arcane Reservoir +2 DC or CL (23/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Consume Magic Items (6/day) (Su) Swift act, destroy potion/scroll or -5 wand chg for +1/2 spell level to reservoir. Staves better.
Consume Spells (6/day) (Su) As a swift action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Slide (200 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Enduring Armor +13 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Energy Conversion (Su) Spend 1 power to change energy type of a spell.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Shield (Resist 30, 20 minutes) (Su) Use 1 reservoir, grant self one type of energy resistance for 20 min.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity to Sleep You are immune to sleep effects.
Knowledge Is Power (Ex) Add intelligence bonus to CMB, CMD, and to Strength checks to break or lift objects.
Legendary Hero (Su) One use of mythic power is regained each hr.
Magical Supremacy (Su) Spend 1+spell level reservoir to cast any prepared spell at +2 CL & DC (no slot expended).
Mythic Crafter [Mythic] Can create mythic magic items & +5 on any checks when crafting non-mythic magic items.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Perfect Preparation (Ex) No need for a spellbook or familiar when preparing spells.
Rapid Preparation (Su) Prepare all spells in 15 min, fill 1 slot in 1 min or use 1 power to do so as a swift action.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
See Magic (Su) Can detect magic at will. Use 1 reservoir to skip exam time for 1 min.
Sleepless (Su) You don't need to sleep and aren't fatigued or exhausted from lack of sleep.
Sonic Blast (10d6+6) (Su) Ranged touch attack deals sonic damage against target in 30'.
Spell Focus [Mythic, Conjuration] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Specialization (Black Tentacles) Pick one spell and cast it as if you were higher level
Suffering Knowledge (6 rounds) (Su) As imm action use 1 reservoir when affected by spell, treat as prepared for listed duration.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
True Archmage (SR 35 vs. Arcane spells) (Ex) Non-mythic foes save vs. your spells twice. Gain SR, if it blocks a spell, regain 1 power.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Widen Spell Alter area of a burst, emanation, line or spread spell. +3 Levels.
--------------------
Note* I don't currently have any metamagic spells prepared, but I would probably change it day to day depending on the campaign needs, of course.

In addition, some of the choices I made might get swapped around, it's one thing to plan ahead, and another to actually play the game to that point. Some things I might end up taking sooner than later, etc.

Tellinwroth's Backstory:

A dark stage sits before you. The lights are low, and faint carnival music plays in the background. With a loud KA-CHUNK, a spotlight turns on, illuminating the center stage. A large stick comes from off stage, sliding a protesting man into the light.

This man, certainly handsome by human standards, looks incredibly put off by being put in front of you. He's dressed in charcoal gray tunic and breeches, a deep red robe over them, leather boots and immaculate white soft linen gloves. He turns to look where the stick came from, shielding his mouth from you as he starts to ask a question.

"Shhhhhhhhh!" you hush him. It's supposed to be a pantomime, after all. You want to see what he can do, not hear about it.

He looks back at you, alarmed for a second before grimacing. He takes a deep breath and closes his eyes, setting himself to the task.

In a flurry of motion, he thrusts his arms out to his sides, flaring his sleeves as he spreads his hands. He slowly turns so his back was facing you, thrusting one outspread hand towards the background and turning it slowly, giving the impression of something rotating through the air as he sweeps his palm from the left to the right.

He lowers his hand, gesturing with his right hand held low, and puts his left on top of it, raising his left hand as he indicates something tall. Pointing to the topmost of the area he just depicted, he then drops into an imagined seat, pretending to read books. (it really is astounding how he holds himself up)

There's a moment when you think he is about to fall when he stumbles back, falling to the ground and throwing his hands and feet into the air. He stands, rushing to the edge of the light and acting like he's throwing open a window and looking down. He holds a fist out the window and shakes it angrily.

He then turns to you and repeats the hand gestures indicating something tall, this time pointing to the bottom. He acts like he throws open doors, coming out, he suddenly ducks, covering his head. Turning away from you, he looks up and spreads his arms, waving them frantically and rushing back and forth, covering his head and ducking.

The actions end with him dropping to sit on the stage and huffing, acting like he picked up something and it breaks in his hands. Rolling his eyes, he throws it over his shoulder and stands, looking pointedly at you. He puts his hands together in front of him and bows to you.

A long shepherds crook comes from offstage and slides him out of the spotlight.


I've got a tiefling paladin I'd like to submit for this. Ran him in my RL game that died and would like to try running him through the whole AP.

I'll need to check the character on here and will submit him. If I remember correctly I had him somewhat thought out so 11th level shouldn't be a problem.


Thank you, I will look through them to see what I liker and if any fit my characters. Is it alright to enter multiple characters, or would you prefer us to only enter 1 each?


you know. I'm having second thoughts, I may go ranger instead.


drbuzzard wrote:
I understand the dearth of WotR games surviving as I've been in four which have croaked at one point or another, none even reaching mythic. I will go the distance mostly because I'm a stubborn bastard.

I parachuted into a WOTR game on these boards and got a good way into storming Drezen before the game folded (we were MT2 LvL 8 ish). The GM found the mythic stat blocks to be unwieldy and the combats very time consuming to run. Have you looked at the later books, what do you think of those stat blocks?

Speaking as a player the plot seemed quite interesting, although frankly that AP seemed a bit of a meat grinder.


Have not looked past book one. The reading is a bit slow going.

Combat in pbp is slow enough that I don't think complicated should be too big a deal.

As for it being a meat grinder, almost everything I have heard it is that it tends to get laughably easy once people hit mythic.


Yeah lots of stuff gets one rounded but there are /always/ more demons to fight :)


Here is my tiefling paladain submissiong Kevin Hurly.

He is fastidious and regimented. He is quick to forgive but to those no willing to repent quick to put to the sword.

Here is what choices will be made on the way to level 11.

11th level:

1 Armor of the Pit
3 Toughness
5 Power Attack
B Skill Focus (Knowledge: Planes)
7 Eldritch Heritage
9 Improved Critical
11 Demon Hunter

Mythic Feats
1 Power Attack
3 Eldritch Heritage
5 Improved Critical

Mythic Path Abilities
1 Clarion Call
2 Smiting Aura
3 Glorious Charge
4 Master of Mercy
5 Divine Source

Silver Crusade

Ok Still want to be considered, but I really have no idea where Sabrina will be at level 11. I tend to allow the party dynamics guide the character development,

the primary thing is Sabrina is a Paladin and will probably end up being a Marshal Mythic tiers. and she looks to be a great leader (general or maybe a king) and reclaim her and her family's honor as well as seek vengeance on the one the tainted her family which brought about their ruin.

the stats in the profile will need to be changed for level 1


This is Ouachitonian, presenting Liam the Wanderer, Tiefling Magus (Bladebound/Kensai). He hates demons, blaming them for his own tainted blood (there are no fiends he knows of in his ancestry, apparently his parents just lived to close to the Worldwound). So he tries to be like Ragathiel, a fiend-blooded champion of good. Or, vengeance, anyway.

I don't figure on any multiclassing, just Magus & Archmage. A couple of questions, before I can be sure about some things:

Bladebound: How does his forthcoming Black Blade interact with the Legendary Item mythic abilities? Can I further enhance my talking sword? If so, I'll probably take those. If not, I probably won't take the Legendary Item line. The Black Blade isn't going to run afoul of your feelings on "pets", is it? If so, I'll probably just drop that archetype.

Leadership/Followers, etc: Can we take Leadership? If so I'll probably take the Divine Source line and become more or less a demigod, and grant spells to my cult groupies. If not, I probably won't take the Divine Source line.

Other than that, I'll be taking Weapon Finesse and the Mythic version as soon as I can. Surely some metamagic feats sooner or later, to use with Wild Arcana. I'll be taking Enduring Armor, because who doesn't want scaling Mage Armor that you don't have to use spell slots on? Probably the Natural Spell Combat Arcana at some point, so I can Shocking Grasp someone with my teeth. Speaking of Shocking Grasp; lots of Demons are immune to electricity, so I'll probably take Elemental Bond and Energy Conversion so I can convert the energy type to something else.


Here's my submission, Xandarian Quartermain, Taladane human cleric of Cayden Cailean. 11th level build is forthcoming, and you will be notified when it is.


Here is my submission. A half-orc blend of alchemist and rogue who "juices" himself with extracts and mutagens made with taint from the World Wound.

Bolivar Trask:
Bolivar grew up in the lands adjacent to the World-Wound and took to rambling as a child. Several years ago he ended up lost in the Badlands, forced to feed himself on wierdly mutated plants and drink from tainted waters. He ended up in the clutches of demonic cultists and would have been gone forever except for the intervention of a bow wielding woman who wore the symbol of Desna. After returning to Kenabres he apprenticed himself to a former thief who works as a lock and trapsmith. He was clever enough with his hands and smart enough when he could pay attention, but often distracted and jittery. Bolivart has found that he can salve these symptoms by ingesting some of the same tainted materials he fed upon while in the badlands. He has taken up a part-time study of alchemy to learn more about the strange influences the tainted water, dust, plants, and meat can have upon normal folk.


I said I would post today, and I do so.

My submission is Mei Houwang.
(I simply made him at Level 11/5. Since the Level 1/0 basis is pretty much included as a "baseline", anyway(stats, feat choice, ...).)
In the future, he'll pick up a few fancyful options, either combat maneuvers(disarm) or attack riders(punishing kick, stunning fist), but needed the feats for other things up to level 11.

Mei Houwang is, by the way, one of the self-styled names of Sun Wukong, also known as Monkey King.
I point that out because IF you are familiar with that guy, you pretty much already know the personality basis for this character.
He has little(=no) respect for authority, tries to live up to every challenge with trickery or a little bit of gung-ho action. He's somewhat naughty and mischievious, but not in a evil way(matter of fact, since the mythological figure is only a BASIS, he is actually good-natured.)
He's the guy getting in trouble for scaling the castle walls to spy on the princess bathing. But he's also the guy that escapes from the scene and then successfully pretends it wasn't him, only to tell the princess that it was totally worth the trouble, before the party leaves-

I feel I should point out that I ran into a little...problem with my original concept idea, and had to alter the direction I was taking this a bit.

As such, it is to be considered a work in progress. A major change that will likely take place is to switch the build from Dex to Strenght(and the Bloodline from Draconic to Orc).

Regularily, I would have taken another day to make sure things are as they should be, but if I say I post today, I do so, if only to let you know I'm not done with the mechanics.
I will re-post tomorrow, with the updated version.


I'm submitting Uelarik the Eldritch for your consideration.

Grand Lodge

Seebast is young, cocky and extremely excellent with a rapier, he favours that weapon above all. It might also be due to the fact that the fully bladed weapons he used didn't work out so well for him. He travelled from Cheliax to Mendeav to fight the demons and beat them back so he could prove to his family that he was the best in the house.


I thought about doing a human fighter inspired by Jack Burton (a wisecracking ordinary man who becomes mythic, if only for a time) but decided instead on this guy.

Aroden, god of humanity. Or maybe just a nut.

The level 11 version would be heavily influenced by what the party needs. I am generally hoping to pick up Eldritch Heritage (Imperious) to reflect the awesomeness of humanity, and maybe Encouraging Spell to enhance his frequent castings of Heroism on his flock (the other PCs, whether or not they admit to worshipping him). I can try to sketch it out in the next few days.


Here are my 2 applications. I didn't see a reply stating we could only enter 1 and I was stuck. I have never used a Barbarian before so figured that would be fun.

I have done both with only the starting equipment, even the level 11 variants (which are in the spoilers), so the stats could change drastically due to what items I buy / find. Also I haven't included the extra 22 Skill Points and 10 Languages on the Level 11 Elf.

Elven Fighter:

Rona'Nathaniel Gassan
Male Elven Fighter (Free Hand Fighter) 1
LG Medium Humanoid (Elf)
Init +7; Senses low-light vision ; Perception +2
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 Armour, +5 Dex)
hp 11 (1d10+1)
Fort +2, Ref +5, Will +0
Defensive Abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +6 (1d6/18-20x2)
Special Attacks
Spell-Like Abilities
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 10, Int 16, Wis 10, Cha 7
Base Atk +1; CMB +1; CMD 17
Feats Run, Weapon Finesse
Traits Reckless, Stolen Fury
Skills Acrobatics +10 (ACP +9), Knowledge (Dungeoneering) +7, *Knowledge (History) +4*, Knowledge (Nobility) +7, Linguistics +7, Perform (Dance) +1, *Profession (Dottari) +2*, Ride +9 (ACP +8), Stealth +6 (ACP +5)
Languages Celestial, Common, Draconic, Elven, Goblin, Orc
SQ
Other Gear backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit, pot, soap, trail rations (5), waterskin, ? gp, ? sp, ? cp
--------------------
Special Abilities
--------------------
Low Light Vision See twice as far as a Human in areas of low light.
Desert Runner Gain +4 Racial gonus on Constitution checks, Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst or hot or cold enviorments.
Elven Immunities Immune to Magic Sleep effects, +2 on saving throws vs Enchantment spells and effects.
Fleet Footed Recieve Run as a free Feat and gain a +2 Racial bonus to Initiative checks.
Strategic Training Gain Diplomacy, Knowledge (Geography), Knowledge (Nobility), Linguistics, and Sense Motive as Class Skills.

Ronan is a serious person, having been raised as a Guardsman in Westcrown for half of his life. He left to find more about the world, although he still wears a uniform like outfit. He values the law above all else, but will rush to his allies side when in a pinch. If they break the law his opinion of them lowers, but as long as they do it for the greater good he will forgive them.

--------------------

Rona'Nathaniel Gassan
Male Elven Fighter (Free Hand Fighter) 6 / Duelist 5 {Champion} 5
LG Medium Humanoid (Elf)
Init +19; Senses low-light vision ; Perception +11
--------------------
Defense
--------------------
AC 25, touch 22, flat-footed 13 (+3 Armour, +6 Dex, +1 Dodge, +5 Intelligence)
hp 101 (11d10+6+25)
Fort +7, Ref +13, Will +4
Defensive Abilities Elusive, Canny Defense, Parry, Grace. Riposte, Hard to Kill {Mythic}, Amazing Initiative {Mythic}. Recuperation {Mythic}, Mythic Power 9/day, Mythic Saves
--------------------
Offense
--------------------
Speed 60 ft.
Melee Rapier +20/+20/+20 (1d6+11/18-20x2)
Special Attacks Deceptive Strike, Singleton, Precise Strike, Enhanced Mobility
Spell-Like Abilities
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 10, Int 20, Wis 10, Cha 7
Base Atk +11/+6/+1; CMB +11; CMD 26
Feats Run, Weapon Finesse, Dodge, Mobility, Weapon Focus (Rapier), Weapon Specialisation (Rapier), Improved Initiative, Spring Attack, Outflank (Teamwork), Precise Strike (Teamwork), Mythic Weapon Finesse, Mythic Weapon Focus, Mythic Weapon Specialisation
Traits Reckless, Stolen Fury
Skills Acrobatics +20 (ACP +19), Knowledge (Dungeoneering) +17, *Knowledge (History) +14*, Knowledge (Nobility) +17, Linguistics +17, Perception +11, Perform (Dance) +2, *Profession (Dottari) +12*, Ride +19 (ACP +18), Stealth +16 (ACP +15)
Languages Celestial, Common, Draconic, Elven, Goblin, Orc
SQ
Other Gear backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit, pot, soap, trail rations (5), waterskin, ? gp, ? sp, ? cp
--------------------
Special Abilities
--------------------
Low Light Vision See twice as far as a Human in areas of low light.
Desert Runner Gain +4 Racial gonus on Constitution checks, Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst or hot or cold enviorments.
Elven Immunities Immune to Magic Sleep effects, +2 on saving throws vs Enchantment spells and effects.
Fleet Footed Recieve Run as a free Feat and gain a +2 Racial bonus to Initiative checks.
Strategic Training Gain Diplomacy, Knowledge (Geography), Knowledge (Nobility), Linguistics, and Sense Motive as Class Skills.
Deceptive Strike (Ex): At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd. This ability replaces bravery.
Elusive (Ex): At 3rd level, a free hand fighter gains a +1 dodge bonus to AC. This bonus increases by +1 for every four levels after 2nd. This bonus does not apply when wearing medium or heavy armor or carrying a medium or heavier load. This ability replaces armor training 1, 2, 3, and 4.
Singleton (Ex): At 5th level, a free hand fighter gains a +1 bonus on attack and damage rolls when wielding a melee weapon in one hand and leaving his other hand free. This ability replaces weapon training 1.
Canny Defense (Ex): When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught f lat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Precise Strike (Ex): A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her damage roll. When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
Improved Reaction (Ex): At 2nd level, a duelist gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.
Parry (Ex): At 2nd level, a duelist learns to parry the attacks of other creatures, causing them to miss. Whenever the duelist takes a full attack action with a light or onehanded piercing weapon, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the duelist makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –4 penalty on her attack roll. The duelist also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made.
Enhanced Mobility (Ex): Starting at 3rd level, when wearing light or no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.
Combat Ref lexes: At 4th level, a duelist gains the benefit of the Combat Ref lexes feat when using a light or onehanded piercing weapon.
Grace (Ex): At 4th level, a duelist gains an additional +2 competence bonus on all Ref lex saving throws. This ability functions for a duelist only when she is wearing light or no armor and not using a shield.
Riposte (Ex): Starting at 5th level, a duelist can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach.
Ability Score Increase Dexterity (4, 8)
Ability Score Increase Mythic Intelligence (2, 4)
Surge 1D8
Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Armor Master (Ex): You don’t take an armor check penalty or incur a arcane spell failure chance when wearing light armor or using a shield (including a tower shield). In addition, the maximum Dexterity bonus of light armor doesn’t apply to you. You can select this ability up to three times. The second time, it also applies to medium armor. The third time, it also applies to heavy armor.
Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
Precision x 2 (Ex): Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can’t give any of these attacks a higher attack bonus than your base attack bonus. For example, a 12th-level fighter normally has a base attack bonus of +12/+7/+2; with this ability, his base attack bonus is +12/+12/+7. This ability doesn’t reduce the penalties from two-weapon fighting or other situational penalties on attack rolls (such as Combat Expertise, Power Attack, fighting defensively, or harmful conditions). You can select this ability more than once. Each time you select it, the attack bonus on additional attacks increases by another 5.
Incredible Parry (Ex): You gain the duelist’s parry ability (Core Rulebook 383), and may expend one use of mythic power to add your tier to the parry roll. If you already have the duelist’s parry ability, you can use incredible parry and duelist’s parry in the same round, electing to not make two attacks and instead parrying up to two attacks.
--------------------

Half-Orc Barbarian:

Aéron Skáh
Male Half-Orc Barbarian (Savage Barbarian) 1
CG Medium Humanoid (Human and Orc)
Init +7; Senses Low Light Vision; Perception +4
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 Armour, +2 Dex)
hp 15 (1d12+3)
Fort +6, Ref +4, Will +2
Defensive Abilities Hard to Kill {Mythic}, Amazing Initiative {Mythic}. Recuperation {Mythic}, Mythic Power 9/day, Mythic Saves
--------------------
Offense
--------------------
Speed 40 ft.
Melee Earth-Breaker +6 (2d6+4/20x3)
Special Attacks
Spell-Like Abilities
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD 16
Feats Endurance, Additional Traits
Traits Fates Favoured, Stolen Fury, Almost Human, Ease of Faith
Skills Acrobatics +6 (ACP +5), Climb, +7 (ACP +6), Diplomacy +7, Disguise +6 (+10 to appear Human), *Handle Animal +6*, Perception +4, *Perform (Sing) +3*
Languages Common, Orc
SQ
Other Gear backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit, pot, soap, trail rations (5), waterskin, ? gp, ? sp, ? cp
--------------------
Special Abilities
--------------------
Low Light Vision See twice as far as a Human in areas of low light.
Shamans Apprentice Gain Endurance as a Bonus Feat.
Sacred Tattoo Gain a +1 Luck bonus on all Saving throws.
Skilled Gain an extra Skill point per level.
Rage

Aéron likes a laugh and a drink, he was raised by Shoanti and was physically abused a lot due to his appearance and freakish height. He never knew that he wasn't pure Human and when he was finally kicked out of the tribe he was told of his birth and why the Shaman had been the only one to treat him a little nicer (although he still got many beatings from him). He wants to prove his worth and show people that no matter his blood he is still a capable warrior. He keeps his Orcish heritage a secret.
--------------------

Aéron Skáh
Male Half-Orc Barbarian (Savage Barbarian) 11 / {Champion} 5
CG Medium Humanoid (Human and Orc)
Init +3; Senses Low Light Vision; Perception +14
--------------------
Defense
--------------------
AC 23, touch 17, flat-footed 16 (+3 Armour, +3 Dex, +3 Natural, +4 Dodge)
hp 140 (1d12+33+25)
Fort +11, Ref +7, Will +5
Defensive Abilities Improved Uncanny Dodge, Naked Courage, Natual Toughness
--------------------
Offense
--------------------
Speed 40 ft.
Melee Earth-Breaker +18/+13/+8 (2d6+7/20x3)
Special Attacks
Spell-Like Abilities
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 14, Int 10, Wis 10, Cha 14
Base Atk +11/+6/+1; CMB +14; CMD 26
Feats Endurance, Additional Traits, Iron Hide, Weapon Focus (Earth-Breaker), Dodge, Power Attack, Furious Focus, Mythic Dodge, Mythic Furious Focus, Mythic Weapon Focus (Earht-Breaker)
Traits Fates Favoured, Stolen Fury, Almost Human, Ease of Faith
Skills Acrobatics +16 (ACP +15), Climb, +17 (ACP +16), Diplomacy +17, Disguise +16 (+20 to appear Human), *Handle Animal +16*, Perception +14, *Perform (Sing) +13*
Languages Common, Orc
SQ
Other Gear backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit, pot, soap, trail rations (5), waterskin, ? gp, ? sp, ? cp
--------------------
Special Abilities
--------------------
Low Light Vision See twice as far as a Human in areas of low light.
Shamans Apprentice Gain Endurance as a Bonus Feat.
Sacred Tattoo Gain a +1 Luck bonus on all Saving throws.
Skilled Gain an extra Skill point per level.
Greater Rage
Spirit Totem, Lesser (Su): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.
Spirit Totem (Su): While raging, the spirits that surround the barbarian make it difficult for her enemies to see her. The spirits grant the barbarian a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the barbarian (typically due to reach). A barbarian must have the lesser spirit totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
Spirit Totem, Greater (Su): While raging, the spirits that surround the barbarian become dangerous to any enemy adjacent to the barbarian. Living enemies adjacent to the barbarian at the start of her turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the barbarian and the slam attack deals 1d6 points of negative energy damage. A barbarian must have the spirit totem rage power and be at least 10th level to select this rage power.
Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Ghost Rager (Su): While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power. A barbarian must have the superstition rage power and be at least 6th level before selecting this rage power.
Ability Score Increase Dexterity (4, 8)
Ability Score Increase Mythic Strength (2, 4)
Surge 1D8
Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Flash of Rage (Ex): Whenever you or an ally within 30 feet is struck by a critical hit, you can enter a rage as a free action on your next turn. This rage functions as the barbarian class feature, and lasts a number of rounds equal to your tier. You aren’t fatigued after this rage. If you have the rage class feature, these rounds don’t count toward your daily uses of that ability, you can use abilities that require patience and concentration while in this rage (although you are still restricted when using your rage class feature normally), and these rounds of rage don’t count toward the total number of rounds of rage used when determining how long you are fatigued. Rounds of rage granted by this ability don’t stack, but the duration is reset if another critical hit occurs.
Mythic Rage (Su): As a free action, you can expend one use of mythic power to regain 1/4 your maximum number of rage rounds (minimum 4 rounds). For the rest of your turn, your successful attacks while raging bypass all damage reduction. You must have the rage class feature to select this ability.
Fleet Warrior (Ex): When making a full attack, you can move up to your speed either before or after your attacks. This movement provokes attacks of opportunity as normal.
Titan’s Rage (Su): You can cause yourself to grow in size, becoming a terrifying sight to behold. As a standard action (or a free action if you have the rage class feature), you can expend one use of mythic power to increase your size to one size category larger. This grants you a +4 size bonus to Strength and Constitution, imposes a –2 penalty to Dexterity, grants you a +2 natural armor bonus, increases your natural reach by 5 feet, and increases your weapon damage based on the new size of your weapons. This size increase lasts a number of rounds equal to your tier, and doesn’t stack with any other spell or ability that alters your size.
To the Death (Ex): You can shrug off wounds that others would find devastating. When below 0 hit points, you don’t fall unconscious, but are instead staggered. You lose 1 hit point at the end of each turn when you take a standard action while staggered in this way.
--------------------


I also didn't say you couldn't submit 100 in case you might hit the target eventually. Pick one.


This is why I asked yesteday, so it didn't seem like I was trying to submit enough just to get picked. I will have a look through them and pick one then.


I will be entering the Elf. What is the deadline for the applications, I couldn't see a date anywhere?


Jan 1.


Perhaps a list of all applicants?


Hi, Jereru again. My post from yesterday somehow disappeared, so here it is again.

Bron, Half-Orc Rogue, at level 1. Will try to post his plans for the future later today or tomorrow.


Inquisitor of Pharasma.. Tiefling.. Sanctified Slayer..

Level 11 build coming in a couple hours.


Done.
I re-did Mei Houwang the way I mentioned yesterday.
Now the build is strenght-based and should have those things which were still missing yesterday taken care off. (Obviously nothing is set in stone, but barring a need to adapt, that would be the development plan)

Will the Level 11/5 version suffice for your purposes, or do you want a separate Level 1/0 version available to see the starting values at a glance?

GM Buzzard wrote:
I will have a preference for people I have run for before and I know to be reliable. This will be a 1+ per day posting game.

I know you have not run for me(which is why I pick up on this part), but you are quite welcome to check both my posting historys, any of my games randomly, or any of my other GM's, regarding my reliability. The only game where my posting was spotty, at times, was the one I GM...it takes a different kind of effort to properly do so, as I learned.


I will likely go over posting histories of people with whom I am not already familiar.

Grand Lodge

1 person marked this as a favorite.

I'd pretty much appreciate you don't go over my posting histories, as will most probably result in you catching me each and every time I've cheated when you were distracted.

As alternative I offer you this image of a cute kellid kitten.


Level 11 build and Mythic 5 added at end of character sheet in a spoiler


11/5 rough build included in the alias. No magic items included (since you never know), only feat and mythic ability selection (plus rough attack/defense bonuses). 20/10 tomorrow.


new idea! a wise cracking monk, focused on surviving and making his opponents look silly while belittling them. He will be focused on dex, and while he won't do great damage until first mythic level, It will be adequate.

Lantern Lodge

Would Prestige classes from the new Paths of the Righteous be allowed?

Or stuff from Blood of the Beast?

Lantern Lodge

Looking at a Swashbuckler who lost His ship due to gambling debts and was sent to the world wound to get his ship back if he helped the cause (Should never gamble with people who can actually talk to their gods...).

Half Elf follower of Desna with Butterfly Sting, bodyguard, etc for feats.


Will be submitting Felix the Unreasonably Lucky - who starts rogue and will eventually be a strange rogue/monk hybrid based around climbing things (and people!). He is quite capable but mostly gets around by being implausibly lucky - leading to much comedy all round!

Original idea was based on Xaos the Lucky - an example of which can be found at this page (a page search for Xaos will get you to the right place).


TheWaskally wrote:
Here's my submission, Xandarian Quartermain, Taladane human cleric of Cayden Cailean. 11th level build is forthcoming, and you will be notified when it is.

Level 11th, MR 5 mockup completed and attached to character profile.

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