Wrath of the Righteous - W2 (Inactive)

Game Master Lucendar

The Worldwound tore reality apart at the dawn of the Age of Lost Omens, murdering the nation of Sarkoris and unleashing a ravenous demonic horde upon the world. Good luck!


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I am Pathfinder deprived. I am currently running this adventure path here on the internet but i have found i have more than enough time to run it a second time. So who wants to play it with me??

I'll be taking on 4 characters, each one with a different campaign trait than the others.

Character creation laws:
15 point buy
core races only, with aasimar and tiefling as well
two traits, one from the campaign guide and one more
No evil alignments (no worshiping evil gods)
average starting gold
no gunslingers, samurai, or ninja and no archetypes involving guns.
One archetype per class that your character has.

A note on Mythic Paths: You will be taking the mythic path associated with your campaign trait.

A note on the ACG: these classes will be allowed (except the swashbuckler) as long as you keep your character updated as the text is updated.

Most of the posting that I do will be done in the evenings, and ill close the recruitment in between Christmas the 29th

Any questions other than this one?

Liberty's Edge

Interested in playing this AP...here is my submission, a mythic wizard..will work on background ASAP if this character meets with your approval.

Eser:

Eser
Male Human (Taldan) Wizard 1/Archmage 1
CG Medium humanoid (human)
Init +3; Senses Perception +2
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 11 (1d6+5)
Fort +1, Ref +1, Will +3
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4/19-20/×2)
Special Attacks mythic power (5/day, surge +1d6)
Wizard Spells Prepared (CL 1st; concentration +6):
1st (2/day)—magic missile [M], sleep (DC 14), mage armor
0 (at will)—detect magic, read magic, prestidigitation (DC 13)
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 13, Int 17, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Mythic Spell Lore [M], Scribe Scroll, Spell Penetration, Weapon Finesse
Traits reactionary, riftwarden orphan
Skills Appraise +7, Knowledge (arcana) +7, Knowledge (planes) +7, Linguistics +7, Perception +2, Spellcraft +7
Languages Abyssal, Common, Draconic, Giant, Infernal
SQ arcane bonds (object [ring] [1/day]), force missile, intense spells, opposition schools (illusion, necromancy), specialized schools (evocation)
Combat Gear Potion of cure light wounds (2), Sunrod (4); Other Gear Dagger, Ring, Backpack (8 @ 9 lbs), Belt pouch (15 @ 1.52 lbs), Canteen, Chalk, Chalkboard, Flint and steel, Ink, black, Inkpen, Journal, Mess kit, Parchment (5), Scroll case (5 @ 0 lbs), Spell component pouch, Tindertwig (10), 63 GP, 4 SP, 9 CP
--------------------
Special Abilities
--------------------
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs SR.
Enduring Armor +4 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (6/day) (Sp) Magic Missile hits for 1d4+1
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.


Well your not starting out Mythic. What will you look like as a level one wizard?

Liberty's Edge

oops..my mistake..I thought you wanted to start as mythic characters...will re-adjust and resubmit! Sorry about that :-)

Liberty's Edge

Ok...non-mythic character...I took the ascendant spell feat to emulate a mythic spell ability, if that is ok.

Eser:

Eser
Male Human (Taldan) Wizard 1
CG Medium humanoid (human)
Init +3; Senses Perception +2
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d6+5)
Fort +1, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4/19-20/×2)
Wizard Spells Prepared (CL 1st; concentration +6):
1st (2/day)—magic missile, sleep (DC 14), mage armor
0 (at will)—detect magic, read magic, prestidigitation (DC 13)
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 13, Int 17, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Scribe Scroll, Toughness, Weapon Finesse
Traits reactionary, riftwarden orphan
Skills Appraise +7, Knowledge (arcana) +7, Knowledge (planes) +7, Linguistics +7, Perception +2, Spellcraft +7
Languages Abyssal, Common, Draconic, Giant, Infernal
SQ arcane bonds (object [ring] [1/day]), force missile, intense spells, opposition schools (illusion, necromancy), specialized schools (evocation)
Combat Gear Potion of cure light wounds (2), Sunrod (4); Other Gear Dagger, Ring, Backpack (8 @ 9 lbs), Belt pouch (15 @ 1.52 lbs), Canteen, Chalk, Chalkboard, Flint and steel, Ink, black, Inkpen, Journal, Mess kit, Parchment (5), Scroll case (5 @ 0 lbs), Spell component pouch, Tindertwig (10), 63 GP, 4 SP, 9 CP
--------------------
Special Abilities
--------------------
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Ascendant Spell Imitate mythic version of a spell. +5 Levels.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (6/day) (Sp) Magic Missile hits for 1d4+1
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.

Liberty's Edge

I actually looked at that feat and have decided against it...I have taken toughness instead.


Do you mind letting a complete newbie join? If not, I'd like to take the Touched by Divinity trait and see what I can come up with. ^^


1 person marked this as a favorite.

I have 3 different characters i would like to submit, one sorcerer(DD buffer + close-combat, Taking guardian and maybe dualpathing into archmage) and two Bloodragers( one is basically an angry paladin (Champion) the other is an tiefling with a grudge(Guardian))

Eban Cobberheart:

Eban Cobberheart
Half-Orc Sorcerer 1 (Dragon, Copper)
CG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 12 (1d6+6)
Fort +2, Ref +0, Will +0
Defensive Abilities orc ferocity
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Offense
--------------------
Speed 30 ft.
Melee greataxe +2 (1d12+3/×3)
Special Attacks bloodline arcana: draconic, claws
Sorcerer Spells Known (CL 1st; concentration +4):
1st (4/day)—mage armor, burning hands (DC 14)
0 (at will)—daze (DC 13), detect magic, breeze, spark (DC 13)
--------------------
Statistics
--------------------
Str 15, Dex 10, Con 15, Int 10, Wis 7, Cha 16
Base Atk +0; CMB +2; CMD 12
Feats Eschew Materials, Toughness
Traits exposed to awfulness, magical knack
Skills Intimidate +5, Knowledge (arcana) +4, Perception +2; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ bloodlines (draconic [brass dragon [fire]]), orc blood
Other Gear Greataxe, Chalk, Crowbar, Sorcerer's kit, 39 GP, 9 SP, 9 CP
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Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
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.

Korvo:

Korvo
Demon-Spawn Tiefling Bloodrager 1 (Abyssal)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 14 (1d10+4)
Fort +5, Ref +1, Will +0
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee greatsword +3 (2d6+7/19-20/×2)
Special Attacks bloodrage, claws
Spell-Like Abilities
. . 1/day—shatter (DC 12)
Bloodrager Spells Known (CL 0; concentration +0):
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 16, Int 8, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Power Attack
Traits anticipate evil, exposed to awfulness
Skills Climb +4, Knowledge (arcana) +3, Perception +6
Languages Abyssal, Common
SQ bloodlines (abyssal), fast movement, prehensile tail
Other Gear Hide armor, Greatsword, Barbarian's kit, Crowbar, Flint and steel, Mirror, 18 GP
--------------------
Special Abilities
--------------------
Anticipate Evil You can read subtle clues in the body language of fiends, allowing you to react just a bit faster than normal when dealing with such beings. You gain a +1 trait bonus on opposed Dexterity-based skill checks against outsiders with the evil subtype. In addition, when your tied on initiative with such an creature, you always win initiative, regardless of who has the higest initiative modifier.
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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 Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.

Alendi Nebuchanazza:

Alendi Nebuchanazza
Angel-Blooded Aasimar (Angelkin) Bloodrager 1 (Celestial)
LG Medium outsider (native)
Init +1; Senses Perception +4
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Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 14 (1d10+4)
Fort +5, Ref +1, Will +0; +2 circumstance vs. blinded or dazzled
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy shield bash +2 (1d4+4/×2) and
. . longsword +2 (1d8+4/19-20/×2)
Special Attacks angelic attacks, bloodrage
Spell-Like Abilities
. . 1/day—alter self
Bloodrager Spells Known (CL 0; concentration +1):
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 16, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats Power Attack
Traits planetar’s visions, stolen fury
Skills Climb +0, Intimidate +5 (+7 circumstance vs. evil creatures), Knowledge (arcana) +4, Perception +4
Languages Celestial, Common
SQ bloodlines (celestial), celestial crusader, fast movement, halo
Other Gear Scale mail, Heavy wooden shield, Longsword, Barbarian's kit, Holy symbol, iron (Iomodae), 19 GP
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Special Abilities
--------------------
Angelic Attacks (Sp) Melee attacks are good-aligned, and do +1d6 to evil outsiders.
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Celestial Crusader +1 att/AC vs evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
HaloAt will Light spell that gives +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Planetar’s Visions On melee critical reduce evil outsider's DR by the weapon's critical multiplier.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stolen Fury +2 trait bonus to CMB vs. Demons

I will begin with backgrounds later today.

Sovereign Court

I would like to submit this character.

Goron Boulderstep

I admit he's being stat out for a 20 pt buy but that can be easily adjusted as I have submitted this char in other apps as well hoping to get this one in.

Modified Stats based on 15 point buy:

STR 16 (10)
DEX 10
CON 14 (2)
INT 10
WIS 15 (3)
CHA 8

Trait is Child of the Crusades.
I'm am in effect attempting to go for a tank build.


I'd love to play this! I've been looking for a WotR game for a long time.

I'd do paladin, but that gets crowded quickly in these.

Can we use the ACG for classes?

Which mythic paths will be associated with which traits?

I think I'm going either skill-monkey or divine caster. Or both.


Esner looks good then. Will be waiting on a background :)

Goron looks good also. Just make sure to adjust your dex bonus to armor and take a different feat if you lower your Dex for the 15 point buy. Also i can't see the background

Dragon, once you look over the player guide and see the background traits, you will see the the associated mythic path, it'll tell you right in the text. As for the ACG, scroll up and look at the original post. I address it in the third line from the bottom.


Esner:
be carful playing an envoker in this one, as demons ignore a lot of fire/frost/lightning damage and are immune to acid. If you have a way to get around this thats fine but i don't want you to get accepted and then never get to do any damage.


Thank you for pointing that out. I'm sorry I was a bit obtuse.

I was extremely tired and slightly drunk when I posted last night.

At any rate, I'm starting work on my submission now.


Im interested in possibly a Paladin, Cavalier, or Knight of LG alignment. I will read up and post something while at work tonight.


1 person marked this as a favorite.

Goron background is updated...I didn't save the last round and simply closed the window......

Liberty's Edge

GM:

I want Eser to use mostly force-related spells...I believe that would bypass the elemental restrictions from demons/devils?? Do you know if there is a feat to allow you to alter the damage to force instead of elemental damage


Esner:
I do not, maybe a meta magic feat but i don't know of any. As long as you know whats up though you'll be fine i believe. anyway did you see the above post about your character? The stats looks good/


All right, after a whole lot of re-writing and trying to make decisions, here's the statblock for my character!

Spoiler:
Sana
Female Aasimar Oracle 1
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +4
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Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d8)
Fort +0, Ref +1, Will +4 (+2 against enchantment spells or effects); +2 circumstance vs. blinded or dazzled
Resist acid 5, cold 5, electricity 5
Weakness oracle's curses (haunted)
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Offense
--------------------
Speed 30 ft.
Spell-Like Abilities
1/day—daylight
Oracle Spells Known (CL 1st; concentration +5):
1st (4/day)— protection from evil, cure light wounds, weapons against evil (DC 15)
0 (at will)— purify food and drink (DC 14), create water, mage hand, ghost sound (DC 14), light, sign of discovery
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 10, Int 12, Wis 12, Cha 19
Base Atk +0; CMB -1; CMD 10
Feats Extra Revelation
Traits indomitable faith, touched by divinity (Yog-Sothoth)
Skills Diplomacy +10, Heal +5, Intimidate +8 (+10 circumstance vs. evil creatures), Perception +4, Sense Motive +5, Stealth +5; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic
SQ halo, mysteries (dark tapestry), revelations (pierce the veil, two minds [1/day])
Other Gear Holy symbol, silver (Yog-Sothoth), 150 GP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision 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.
Halo +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Pierce the Veil (Su) Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a Deeper Darkness spell.
Two Minds (1/day) (Su) You gain a +2 bonus on Will saves against enchantment spells or effects. At 7th level, you may reroll a failed Will save once per day as an immediate action. You must take the second result, even if it is worse.

I'm not sure if I should include the character's background here (which explains quite a lot of why she's built this way), but it's available on request. ^^


looks good. when ever you have it ready go ahead and post your background

also...

Rednal:

Im 100% okay with your character being a worshiper of the old ones, but i'll have to ask you to select a specific one for your trait to be linked too


GM: No problem. ^^b The above statblock has been edited to link Touched by Divinity (and the Divine Focus) to a specific deity from that pantheon.

Character Background:

Spoiler:
Sana is a (relatively) young Aasimar, and like many of her kind, she's managed to retain a surprisingly high amount of holy power. Unlike most Aasimar, however, Sana isn't actively good - or, at least, her actions may have beneficial effects, but that's not the only reason she does them.

Sana primarily worships the pantheon of the Great Old Ones, who turned her into an Oracle and more-or-less ordered her to make herself useful. Or not make herself useful. Or do nothing at all. They're usually self-contradictory in their orders anyway, and Sana's often as confused as everybody else is about what exactly they're trying to accomplish.

Simply knowing that she has placed her faith in eldritch monstrosities tends to worry others, which is why she doesn't shout it from the rooftops - indeed, her holy heritage often makes it somewhat easier to lie by omission about how she feels.

More relevantly, Sana doesn't particularly care for the so-called "evil" members of her pantheon, believing them to be lesser existences that aren't as worthy of her praise. She's most attached to Azathoth and (especially) Yog-Sothoth, who are largely above conventional concepts of morality... and like many neutral people she'd rather have decent neighbors whenever possible.

While she understands and accepts that societies often need a form of structure, Sana tends to try and avoid the law as much as she can. Those who love rules and regulations usually don't understand what she's trying to say, and her fascination with the unknown (and unknowable) has caused the occasional awkward conversation. She is, however, VERY loyal to anybody who she sees as a friend, regardless of their own beliefs, and she'll go very far out of her way to help them.

In other words, she's neutral, but leans good.


Dot. Going to build warpriest of Sarenrae, will be a mix of bard and warpriest, just need to decide on level 1. Should have build up later.


Arae Garven

Spoiler:
Female Human Slayer 1
CG Medium Humanoid
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 studded leather)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee greatsword +4, 2d6+4(19-20/*2) or dagger +4, 1d4+3(19-20/*2)
Ranged light crossbow +2, 1d8(19-20) or dagger +2, 1d4+3(19-20/*2)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 13, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Improved Initiative, Power Attack
Traits Chance Encounter, Armor Expert
Skills Acrobatics+5, Bluff+4, Intimidate+4, Knowledge(Planes)+1, Knowledge(Religion)+1, Perception+5, Sense Motive+5, Stealth+5
Languages Common, Abyssal
Other Gear 20 bolts.
--------------------
Special Abilities
--------------------
Track, +1 to survival when following tracks.
Favored Target, study creature as move action for +1 to hit and damage rolls, bluf, knowledge, perception, sense motive and survival checks.

Picture

Sheet


I have backgrounds for goron and rendel. So far everything looks good on everyone's stats so let's get the backgrounds now please.

For those of you who havny gotten your characters posted yet you can post your backgrounds and stats in the same post

Sovereign Court

Goron has failed in his bid for another campaign and thus has being respeced for this submission.

Goron Boulderstep


Leaving today to go on a cruise for Anniversary before Christmas. I don't want to rush the background, so I should have something up by Monday or Tuesday as we get back Monday. Thanks.


Sveinn:
Full Name : Sveinn Brynja

Race: Azeta Blooded Aasimar {Muse Touched)

•Gliter Dust 1/day CL 1
•Darkvision
•Cure Light Wounds 1/day CL 1
•Celestial Resistance 5 Acid, Cold, Electricity

Classes/Levels: Warpriest 1

Gender M

Size M

Special Abilities : Blessings: Healing, Good 3/Day

Traits: Touched By Divinity, Fates Favored

Alignment: NG

Deity : Saranrae

Languages: Common, Celestial, Abyssal

Strength 10
Dexterity 17
Constitution 12
Intelligence 10
Wisdom 13
Charisma 15

Favored Class: Warpriest +1SP
EXP: 0
Hit Points: 9
Spd: 30' (20')
Init: +3
AC: 19 T:12 FF:17 (+7armor,+2Dex)
BAB: +0 (+1w/Scimitar)
CMB: +0 (+3 Disarm/Sunder with Scimitar)
CMD: 13 (14 while wielding Scimitar)
Saves: Fort +3 Ref +3 Will +3

Cold Iron Scimitar +3 1d6+1 18-20x2
Cold Iron Spiked Gauntlet +1 1d4+1 x2

Ranged Attacks:
Chakram +4 1d8+1 x2

Skills: Ranks 3
Linguistics +1 (1rank)
Diplomacy +8 (1rank,3class,2cha,2race)
K. Religion +4 (1rand,3class)

Feats:
Weapon Focus(Scimitar)
Flag Bearer (+1 Morale Att/Dam to Crusaders)

Equipment: Startign: 175gp > 1gp Remaining
33 lbs. or less 34–66 lbs. 67–100 lbs

Cold Iron Scimitar 30gp, 4lbs
Four Mirror Armor 45gp, 45lbs
Chakram x2 2gp, 2lbs
Cold Iron Spiked Gauntlet 10gp, 1lbs
Armored Kilt 20gp, 10lbs
Scroll Cure Light Wounds 25gp
Total Weight Carried 62lbs

Mule 8gp
Cold Iron Morning Star 16gp 6lbs
Pathfinder Kit 12gp 22lbs
Rope 5gp 10lbs
Grappling Hook 1gp 1/2lbs

Spells:
Orisions Prepared: Creat Water, Guidance, Detect Magic

1st Level: Divine Favor, Cure Light Wounds

Sveinn

Background:
Sveinn was born to an Ulfen man an woman. His Fater a nobel paladin. His mother a priestess. They both worshiped Sarenrae. Their fiery passion brought them together long enough for Sveinn to be born. Unfortunatly they both took up the call of the Third Crusade. They left baby Sveinn at a temple to Sarenrae in Kenabres. Thet both fought bravely, but perished leaving Sveinn and orphan. The priest soon realized Sveinn had celestial blood. He also bore a birth mark on his back that was the holy symbol of Sarenrae. It would seem not only did the boy have the blood of angels flowing in him, but Sarenrae blessed him as well.

Sveinn grew both in faith and in power. He himself embraced the faith and became a warpriest of Sarenrae. He has stayed in the city wanting to live up to the legacy of his mother and father. He knows being close to the world wound is dangerous but he believes his destiny is here. He will be Sarenrae's weapon when the time comes.

Well slow day at work gave me time to finish up. I hope you take posting habits into consideration as well. I currently play 4 games 1 PFS, Just finished another PFS. 3 others the DM's recently just stopped the games :( I work in IT so am on the boards all day from work and usually check in the evening as well. thanks for the consideration.

Hope your cool with flag bearer working for anyone taking up crusade, I didn't want to force people to worship Sarenrae to get the bonus. Thanks.

The Exchange

Any problems with Summoners? I see they get a fair bit of *makes a stabbing like motion with hands* on the boards.

I have a couple of ideas and never played one before...


So, I just got the HL files for "Blood of Angels"... *Coughs a bit* Anyway, I updated Sana a little bit, and everything can now be found in the Alias here. Most notably, I traded the Daylight spell-like ability for +2 INT (and added a language for the Great Old Ones as a result - I thought it would be fitting for her to have a Lovecraftian language to cast spells in... if that will be a problem, though, just let me know and I'll pick something else. ^^). Sana also has a bit of basic adventuring gear now. Otherwise, though, she's pretty much identical to the earlier build.


PirateDevon wrote:

Any problems with Summoners? I see they get a fair bit of *makes a stabbing like motion with hands* on the boards.

I have a couple of ideas and never played one before...

None, just so long as your Edilion is realistic and yo put some thought into why it has the evolutions that it has

That is fine Rednal


The current characters I have so far (and the path going with the character) are:

Trickster:
Arae Graven (Human Slayer)

Champion:
None

Guardian:
None

Marshal:
Goron Boulderstep (Dwarf Paladin)

Archmage:
Esner (Human Evoker)

Hierophant:
Sveinn Brynja (Aasimar Warpriest)
Sana (Aasimar Oracle)

Did I miss anyone?


Mad Beetle submitted three characters (Eban Cobberheart, Korvo, and Alendi Nebuchanazza) near the top of the thread.


yay i know. i PMed him and asked which one he wanted. Hasn't responded yet


That should be everyone, then. ^^

Sovereign Court

Really? Is the recruitment closing then? lol I'm amazed at the numbers if so. I suppose we can always discuss if selected.


nah its not over. i was just trying to see whats on the list atm


i am surprised by the number of applications being so low too. Weird.....maybe we'l turn this into an campaign into a mystery campaign to find out what happened to everyone


Well, the fact that it's around the holidays may have something to do with it - I suspect many people are a bit focused on other things at the moment.


true enough. Who wants presents anyway? Okay, family is nice

The Exchange

I shouldhave my tiefling summoner up tomorrow, going guardian, have some fun notion s, hopefully well received.


That could be a pretty fun choice for a campaign like WotR. ^^ I'm looking forward to seeing it!

Liberty's Edge

Should have the 'fluff' up for Eser soon...going the Archmage route and having his orphan background route give me an interesting choice...not sure if I want to go Riftwarden PrC, like my parents...still trying to find a feat to allow me to alter damage from one type to force...


If you can't find one, have you considered asking for it as a custom metamagic feat? "Elemental Spell" does something very similar to what it sounds like you want, but with normal elements instead of force, as a Metamagic with a +1 Spell Slot requirement... and doing it with Force instead is probably balanced enough to allow. ^^

Liberty's Edge

Yeah...I thought I had looked at a feat that did turn energy spells into whichever energy type you wanted, including force, but I might have read it wrong...or it was a 3rd party feat....anyway, its not that important...just thought it would be great to use against planar beings that have resistance to the most common elements...will keep looking though...thanks Rednal for the help!!!


Also GM Schiffer, this is the second Wrath of the Righteous campaign to start recruiting this week; so several potential applicants may simply not have noticed due to focusing on that one.

Here's my foray, Brud. I originally wrote him up for 20 point. I will adjust him appropriately later today for your guidelines.


As alternate options...

4 Winds Fantasy Gaming made "Neutral Energy", a +2 SS that removes the energy type from a spell.

Kobold Press/Open Design has "Penetrating Spell", a +1 SS that ignores energy resistance.

They don't really change it to force, but they do offer other ways to get around the elemental resistance that a lot of creatures have. If you want force spells, I'd probably go for the Custom Feat idea and hope it's accepted. If you just want to get around the problem of blocking elements... well, other options do exist. It all depends on what you want to do, really. ^^

Liberty's Edge

Well I am looking to be able to bypass or overcome outsider resistance to most elemental damage, as well as get past their SR. So I want a mage that can deal damage and actual have their spells land on these outsiders...to lend a hand to the fighters who will be going toe to toe with the demons and devils of the rift. I know that there is no "magic bullet" that will do all of this, but I am trying to tailor my character to becoming a specialist in dealing with evil outsiders, namely devils and demons.


Sana's going the more religious route, so if accepted, she'll probably go for the supporting category. ^^ Dismissal/Banishment, help others overcome DR, etc. Could work fairly well together with a caster specializing in pummeling evil outsiders directly.

It's always fun to see what sorts of character builds other people come up with.


Pathfinder Rulebook Subscriber

Is this going to be play-by-post or live (via roll20 or similar)?

I'm interested in submitting either an Oracle of Battle or a 2-handed melee Inquisitor. Either Champion or Guardian Mythic Path.

1st Level build to follow shortly.

The Exchange

Schiffer: Working on my Tiefling and unless there is a problem with it I was planning on having her be kyton spawn. What I am hoping for a ruling on is may I still take an alternate racial ability to swap out fiend sorcery or am I locked out of the alternate traits by having the legacy bloodline? I am fine either way but I wanted to check. Thanks!


That's fine pirate go ahead.

Memento it'll be pbp

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