
Spooky GM |

I'm running two Wrath of the Righteous game, and between them I've lost players due to activity issues. As a result, I'm looking for replacements, as rebalancing the game for two six-player parties is a much easier and more consistent way of proceeding and I'd rather keep the number there so each group can have one player of each path.
Both groups are still on the first leg of the adventure. If you're familiar with the AP, click below to see.
The way I've recruited these games is built on both a balanced six-player party, and by taking one character from each of the Mythic paths. I'll be continuing that here.
Group one has:
Alexander Grayson, Human Wizard and future Archmage
Asmodea Jegarre, Human Paladin (tied to the Hellknight Order of the Godclaw and all of its associated deities) and future Champion
Sergeant Jackram Hughes, Human Ranger and future Guardian
Kyra Altreas, Aasimar (Angel-Blooded) Oracle of Iomedae and future Hierophant
Iolana Torilinni, Human Bard and future Trickster.
We're in need of a Marshal.
Group two has:
Aleister Sune, Tiefling Wizard (Conjurer, Teleportation Subschool) and future Archmage
Aeryx, Aasimar (Garuda-Blooded) Ranger (Infiltrator) and future Champion
Menedemus Aultor, Tiefling (Shackle-Born) Paladin (Hospitaler) of ???? (plot stuff) and future Guardian
Steave Rojerz (yes, a Captain Andoran), Half-Elf Ranger and future Marshal.
Leander Mulberry, Tiefling Rogue and future Trickster
We're losing our Hierophant.
Obviously, I'm recruiting not only by role but to lend balance to the party, so obviously group two needs a divine caster. Marshal is a much more vague, doable-by-many archetype, so the restrictions aren't too steep on that.
Character creation guidelines:
-20 point buy
-Everyone is still at level 1
-Three traits, including one from the Advanced Player's Guide. Because these tie to your Mythic Path, you have to
-Material from all official Paizo books is allowed, including the ACG playtest, and whatever obscure Player Companion book you feel like digging up.
-Third-party material is on a case-by-case basis; ask and I'll confirm or deny. Psionics are right out.
-Good-aligned characters only.
-All core races, as well as Aasimar and Tiefling, are accepted, no questions asked. Any other Featured or Uncommon race outside of that may need some explanation, but is certainly doable. Svirfneblin and Drow are off the table, as are Monstrous and custom races.
--For alternate heritages for Aasimar and Tiefling, you don't need to take the feat at creation to allow you to do so, you may just go for it. Also, you may select any of the alternate SLA table entries except for the +2 Mental stat ones without rolling, as well as picking out any aesthetic changes you feel like fit your character.
-All classes except for Antipaladin. Gunslingers are a maybe (see below). No Synthesist Summoners.
--Flavourful archetypes that fit the game are adored.
--Since the only role that really works for divine classes is Touched by Divinity, you must choose a Good-aligned deity, and can't play someone who worships a concept. Iomedae, Desna, Torag, and Sarenrae are all strong choices, especially the latter given her affinity for redemption.
-Max starting gold for your class.
-Gun tech level is an uncertainty. I don't know where to place it yet, since I can't tell if guns sort of ruins the idea I'm going for or not. That said, if you're looking to play a Holy Gun, don't; just lobby for Commonplace Guns so they count as Martial weapons under that rule and your normal Paladin can shoot things without having to be a failure of an archetype. I note this only in case guns are of interest to somebody; if nobody wants them, then we won't use them, as I don't believe the adventure has much of them at all.
-Backstory is a must. This shouldn't even go without saying.
-A short rundown of your character's rolls, both in and out of combat. If you'll be dipping or going into Prestige Classes, that's also good to share.
-If you have an already built character for the campaign from a previous game/application thread, but which runs off of different creation specifications, don't fret too much about changing it; if you get accepted, it's not too hard to redo point buy or tack on some extra equipment.
-I'm fine with houseruling things I seen reasonable, but I'm not keen on creating homebrew clusterf*%+s.
As for my general handling of certain rules/DMing style:
-No maps. I much prefer being cinematic with things than letting it all get bogged down, and I'll accomodate for that by explaining situations in enough detail that you can fill the map out in your heads just fine.
-Unless you're carrying a large, cumbersome object, or going way off the reservation, I don't track encumbrance, so don't worry too much about being two points over your Light Load because you wanted to get that extra bundle of arrows. Equip yourselves as well as you'd like; it's fine by me. I'm much more a stickler for "do you have sacks and stuff to carry things in". I won't penalize your low Strength Rogue for wanting to stock up on alchemical items.
-We'll work off of staggered initiative. Everyone rolls, and enemies usually on the same Init. Everyone in the party higher than the enemy moves, then the enemy, then everyone is free to post their move out of turn. This helps keep things flowing and allows to get through at least a round of combat a day, instead of having everyone wait, in which case it might take a few due to time zones and availability.
-I'm very, very open to house ruling certain things, so it's worth asking me if you'd like something to be tweaked or changed. The worst I can do is refuse.
-To keep pace, I usually advance the scene when only five people have posted if the sixth is lagging behind, unless their input is highly important, just to keep the game running. Spoilers allow for retroactive roleplaying just fine.
I'm looking for people who can generally maintain a rate of a post a day and one on the weekend. More is nice. I'm forgiving for when life gets in the way, but consistently missing days or going several combat rounds is not as readily acceptable.
I'll keep recruitment open for a few days. Maybe through the week. Depends on how things go. I'll be consulting the remaining members of the parties before making any final decisions at any rate, so recruitment will likely close maybe a day or two before selections.

Tornel Raus |

Ok sheet for Tornel Raus looks to be in order.
Tornel will be a bow ranger, taking the Rally path ability to grant the party additional chances at favorable outcomes. Picking up abilities like Mythic Bond, Aura of Preserverance, Fight on, and Inspiring Assault. So in combat he'll be a ranged damage dealer with a focus on keeping other party members healthy and increasing their damage output; especially versus tougher monsters.
Will probably dip into the Chevalier prestige class at some point.

Spooky GM |

Refreshing or not, I have problems with putting a single character in the entirety of the campaign, friendly or not, because they'll be the only person in the world who's using it. Something about it just rubs me the wrong way, and I'm not up for completely rewriting enemies to change them when I already have to advance/level them up to bump the CR for six players.

Menedemus Aultor |

The Paladin of group 2 here. :)
I wanted to say that I plan to ho the Oradin(oracle/paladin) route, so I guess that our hyerophant could also go light on the healing part and focus on buffing/smacking things, if you want. :)
Last thing: I'm the only one with an high CHA, but both our trickster and marshal have the trait thay applies INT modifier to diplomacy rolls.
EDIT:Thinking about it, maybe we're lacking in one thing: of the 5 of us who have remained, no one is really focused on the "redemption" concept that seems to be a leitmotif of the whole AP.

NerdOfTheYear |

EDIT:Thinking about it, maybe we're lacking in one thing: of the 5 of us who have remained, no one is really focused on the "redemption" concept that seems to be a leitmotif of the whole AP.
Now that caught my attention. A lawful good character who used to be a different alignment a feels that need to redeem him/herself? That could be great fun, especially on a tiefling.
EDIT: I redact my suggestion of playing a tiefling, you guys have got enough of them :P

Spooky GM |

It certainly doesn't need to be redemption through heritage. Someone who did a lot of really horrible things in the past, but through someone's kindness or a genuine moment of deep regret and shame, finds themselves at the steps of a temple of Sarenrae, begging for the chance to atone and make up for their misdeeds.
Fortunately, it's a pretty open and versatile theme to tie to a character.

NerdOfTheYear |

It certainly doesn't need to be redemption through heritage. Someone who did a lot of really horrible things in the past, but through someone's kindness or a genuine moment of deep regret and shame, finds themselves at the steps of a temple of Sarenrae, begging for the chance to atone and make up for their misdeeds.
Fortunately, it's a pretty open and versatile theme to tie to a character.
Yeah, giving it a little more thought, it'd be fun to do an ex-worshipper of a campaign relevant evil diety. That would provide not only the ongoing chance for the PC to work towards redemption, but could also provide those great roleplaying moments when they came face to face with links to their past, be it worshippers of their old diety or demons who taunt them with their tarnished past. I'll have something for you tomorrow GM :D

Grayson Ozolins |

I have this cowardly aasimar cleric of Jaidz. He will make use of the Channel Force line of feats and Alignment Channel to start hurting and hurling undead and demons all over creation. His goal in life is to serve Jaidz (he aspires to advance to become the Empyreal Lord's herald), defeat as many demons as he can find, and find his courage along the way.
It's definitely my intention to have him take the Divine Source mythic ability as soon as possible. Also, he will remain as a cleric, unless the Mystery Cultist prestige class becomes too tempting.

Sergeant Jackram Hughes |

For team 1:
Sarge is your bog-standard switch-hitter ranger.
Alexander Grayson is a universalist wizard, no archetype.
Asmodea Jaegarre is an Oath-of-Vengeance Paladin of the Godclaw hellknight order.
Iolana Torlinni is a standard bard.
Kyra Altreas is an Aethurgist oracle, which is a 3rd party archetype focused on binding spirits.

Tilnar |

Spooky -- What are your thoughts on non-human Aasimar (specifically, the small-sized ones) -- I was thinking that as a cavalier, being small (and thus, having a medium mount) would be more effective -- there'd be no leaving the mount behind.
From the alternate rule suggestion, it looks like there's no changes to modifiers or abilities other than sizes (so really, just the x.75 carrying capacity and the shrinking of weapons).

Piety Taask |

Spooky -- What are your thoughts on non-human Aasimar (specifically, the small-sized ones) -- I was thinking that as a cavalier, being small (and thus, having a medium mount) would be more effective -- there'd be no leaving the mount behind.
From the alternate rule suggestion, it looks like there's no changes to modifiers or abilities other than sizes (so really, just the x.75 carrying capacity and the shrinking of weapons).
I once (briefly) GM'd a game with a gnomic tiefling, I believe they took the Aasimar stats as their base, and lowered the movement speed, carry capacity and the weapon size stuff accordingly.

Spooky GM |

Alright, so far, quite a few good applications coming in. This is good.
@Ellix: Aside from the two that I forgot, I listed out all the archetypes; we got a pretty vanilla lot, by chance. I'd say having another Bard in the party isn't completely out of the question, if you build differently.
@Elena: Hm, Paladin for Dragon Disciple. Interesting. Only issue I see is with the image, the group's bard as the same picture, and since I run multiple games I use avatars to help map things out. If chosen would it trouble you too much to go for something else?
@Piety: Fortunately, there may or may not be Glabrezu in the game that could be tweaked a little. Unfortunately, I don't believe Pazuzu plays any role in this campaign, since the primary enemy is Baphomet.
@Tilnar: As Aeryx said, group two has a Tiefling of Halfling origin, so it's definitely doable.

Piety Taask |

Alright, so far, quite a few good applications coming in. This is good.
@Piety: Fortunately, there may or may not be Glabrezu in the game that could be tweaked a little. Unfortunately, I don't believe Pazuzu plays any role in this campaign, since the primary enemy is Baphomet.
That's no worries, I can certainly try and tweak the backstory as need be. That being said, is Baphomet the type of Demon Lord to go for such a slow deception?
Honestly, I think it'd be half as much fun if I don't know what type of demon it was that enthralled Piety. Glabrezu made sense from my GM-ing perspective, but on second thought if Piety never saw the demon as anything but a Bird, how would she know? That makes her quest for redemption that much more challenging as she needs to first find the damned thing before she can even start on revenge.
I'll try and work on it again sometime by tomorrow. Thanks for the feedback :)

jimibones83 |

Just a tip that might help ya, initiative groupings work pretty well. Basically, you never group enemies up. When a group has initiative it's members can post in any order. I allow 6 hours max for everyone in a group to post, and if they haven't by the time that windows closes then they're considered to be taking the full defense action and initiative moves to the next group. The GM can never be passed up though, which allows the game to kinda be paused at night. After initiative rolls are made, your groupings may look something like this-
Group 1
Michelangelo
Leonardo
Group 2
Shredder
Group 3
Rafael
Donatello
Splinter
Group 4
Beebop
Rocksteady
Group 5
Casey Jones
I always put this in a spoiler at the beginning of the fight
On initiative count 1 Mikey and Leo are free to act in a first come first serve fashion. After they've both posted or 6 hours are up, whichever comes first, then the initiative count moves to Group 2 and Shredder is free to act. After the Shredder goes initiative count moves to group 3 where everyone in that group is free to act in a first come first serve fashion, and so on. To speed things up even further, once Group 5 is allowed to act, those members and Group 1's members will actually go on the same initiative count, since they aren't enemies of one another.
I also post a spoiler like this on all my posts to help people along.
Leo
Mikey

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I was in the original recruitment for this, I posted a hierophant, Aasimar Heaves Oracle. Posting it again verbatim:
Presenting Shivkah. She is a Peri-Blooded Aasimaar (who appears to be a human of Mwangi descent) oracle of the heavens with the tongues (Celestial) curse following the hierophant path. Her deity is Desna, and I took the Imagination (Luck) spell 'Minor Image' for my Trait SLA, assuming it's cool to take a subdomain spell.
Shivkah
Female Peri-Blooded Aasimar (Emberkin) Oracle 1
CG Medium outsider (human, native)
Init +4; Senses Perception +5
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Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +3 (+3 vs. charm and compulsion); +2 circumstance vs. blinded or dazzled
Resist oracle's curses (tongues), acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +1 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—pyrotechnics (DC 16)
Oracle Spells Known (CL 1st; concentration +5):
1st (4/day)—bless, cure light wounds, murderous command (DC 15)
0 (at will)—create water, detect magic, light, purify food and drink (DC 14)
--------------------
Statistics
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Str 9, Dex 12, Con 12, Int 16, Wis 12, Cha 18
Base Atk +0; CMB -1; CMD 10
Feats Noble Scion of War
Traits faithful artist, irrepressible, touched by divinity
Skills Diplomacy +8, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +6, Perception +5, Perform (string instruments) +9, Sense Motive +7, Spellcraft +7
Languages Abyssal, Aklo, Celestial, Common, Infernal, Polyglot, Sylvan
SQ halo, mysteries (mystery [heavens]), revelations (moonlight bridge), scion of humanity, truespeaker
Other Gear hide armor, crossbow bolts (20), dagger, light crossbow, backpack, bedroll, belt pouch, flint and steel, silver holy symbol (Desna), Lyre, trail rations, light horse, bit and bridle, feed (per day), mess kit, pot, riding saddle, saddlebags, silk rope, soap, torch, trail rations, waterskin, 12 gp, 1.5 sp, 8 cp
--------------------
Special Abilities
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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.
Faithful Artist (Perform [string instruments]) With Desna's blessing, you have pursued an artistic path. You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you.
Halo +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Irrepressible You can use your Charisma modifier instead of Wisdom for Will saves vs. charm & compulsion.
Moonlight Bridge (10') (4/day) (DC 14) (Su) Create a 10' bridge of moonlight from your position. It lasts 24h or until you cross it.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Tongues (Celestial) You can only understand and speak one language in combat.
Truespeaker Learn two languages for each rank you put in Linguistics.
Northstar
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Come, Heel, Riding, Stay
Skills Perception +6
SQ riding
Other Gear bit and bridle, feed (per day) (3), mess kit, pot, riding saddle, saddlebags, silk rope, soap, torch, trail rations (2), waterskin
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Before you stands an exceedingly tall and thin Mwangi woman. Her black hair is held in a multitude of thin braids that fall to the small of her back. They frame a face of almost unearthly beauty, with high cheekbones and slightly tilted eyes, her irises bright gold. Her perfectly smooth, unblemished skin is the color of chocolate. A number of small gold piercings adorn her ears and nose, a small gold chain running across her left between two such piercings. She wears a linen dress, deep red in color and well made in the Sargavan style. Over this she wears a grey hide (rhinocerous) jerkin, a utilitarian brown linen cloak with a hood, and a belt of the same hide as her armor. Her stout brown leather boots appear to be of Taldoran make. She bears an ivory handled knife at her belt and a crossbow hangs from a strap around her torso. The crossbow appears to be new, and of local make.
Shivkah takes the tenets of her goddess to heart, always travelling the world and living life to its fullest. She is carefree but always willing to help those in need. Shivkah would rather talk than fight, but two things will always cause her to enter the fray: slavery and tyranny. Those under the yoke of others cannot experience all of life, and that runs counter to her faith. Shivkah tries to see the best in people and tries to be kind to everyone she meets. She makes friends quickly, but she is no pushover. She will speak her mind when others tread near to harming others, but does so as a form of mediation or friendly advice rather than judgment or condemnation.
Shivkah was born to a family in one of the Bekyar tribes of the southernmost region of the Mwangi Expanse. Her childhood was one of chores and survival, as her tribe lived deep in the jungles further south than even Sargava. While her strangely light eyes were viewed with suspicion by her tribe's elders, she was left unmolested until her curse came upon her at the age of 18. A neighboring tribe raided her village, and as the fighting got near, Shivkah began speaking in tongues. The villagers around her were terrified, and after the battle, she was exiled from her home. Scared and alone, with only an ivory handled knife and the dress on her back, Shivkah tried to survive in the jungle. One night, Desna came to her in a dream. The goddess explained to the young woman that her blood was divine and that she had the power of the heavens coursing through her. At the end of the dream, Desna beckoned Shivkah to travel north to one of the godess's temples in Sargava. The oracle heeded Desna's advice and crossed the jungle into Sargava, and found the temple in Eleder, and was taken in by Desna's clergy.
Shivkah spent around a year at the temple developing her growing powers. Eventually, she left to travel the world and experience all she could, carrying a silver holy symbol the priests gave her as a gift. Her first voyage was a pilgrimage to the renowned Swallowtail Festival in Sandpoint, Varisia. After an enjoyable, uneventful festival, Shivkah walked the Varisian Caravan paths to Magnimar, Riddleport, and Korvosa. After a trip to Kaer Maga, she moved on to Cheliax, then Andoran, and Taldor. Her next long stop was at the City at the Center of the World, Absolom. She spent half a year exploring Aroden's masterpiece, before moving on. Her most recent trip was a river voyage from Cassomir, up the entire length of the Sellen River to Lake of Mists and Veils, eventually landing at Egede in Mendev. From there, Shivkah traveled to Nerosyan, and after a few days there to Kenabres, where she arrived just days ago. Who knows what awaits her here at the edge of the Worldwound.

Ellix Engern |

Okay submitting this bard in replacement of my Ranger Tornel Raus.
Ellix Engern is a combat focused bard who will rely on the other bard to handle DC-based spell casting and knowledge checks, while he provides Inspire Courage to the party, that will be leveling at an advanced pace due to his Aasimar favored class.
In the Marshall line pretty much everything there is amazing for a bard, but in particular he will be picking up the path ability that lets him add his bonus from inspire courage to the party's saves as well as attack and damage bonuses.
He'll take rally to allow them more chances at making attacks hit, or to re-roll failed saves.
He'll also debuff enemies, likely taking things such as Distracting Assailant to reduce the enemies armor.

Tilnar |

Hi Spooky --
Here's Vardan, built to serve as a Marshal for group 1. He's a Cavalier (Emissary) of the Order of the Star, dedicated to Shelyn. He left Mendev when he was in his late teens and is now coming back, after having found himself and his faith in the Eternal Rose -- and his mindset is very much about the idea of inner beauty and how it is harder to permanently stain the soul.
Mechanically, I was thinking he'd eventually take "full vows" to Shelyn and dip Paladin (the Order of the Star's ability to stack Cavalier levels for LoH is too attractive not to) -- I'm thinking other than that, he'll likely stay pure Cavalier.
(If that changes, it would likely be for a PrC -- either Battle Herald [though the dip into bard + having a bard in the party may make that less attractive], or possibly Mammoth Rider [because having a huge tiger tearing apart demons is just too snazzy a mental image to not enjoy...])

Enev Faborn |

Enev Faborn,
Dwarf Cleric could help for group 2...
Once a family guy, he lost it all because anger management, his wife left him and he drowned himself in beer and tried to kill his ex-wife lover...failing and costing him everything.
Lost and cast down by all the people he once knew went out to the world to finish his pathetic life and that's when on the verge of death, he met Father Mateos who talked out of his mind.
Under the help of Father Mateos and the teachings of Sarenrae, he started to seek redemption and peace for his soul. Learning the divine arts and focusing his anger to defend and help the poor souls on the wrong track, sometimes by words and sometimes a little push of his hammer.
His travels with Father Mateos have taken him to Kenabres and maybe he can help other people just like someone helped him.
I could finish his stats tomorrow and he will be more support oriented.

Spooky GM |

The deadline is tomorrow evening. I'd like to get people into the games as soon as possible, especially since Hierophant is sort of a really important role and party two is very close to entering the second adventure of the book.
@jimibones: Problem with that way is when players aren't all in the same time zone; I'd rather give everybody a one-day window to get their turn in than five specific six-hour windows, where if the dice come out wrong that person is kind of screwed for the whole combat.
In terms of characters with both crunch and backstory done, the selection roster so far is:
Hierophant:
-Grayson Ozolins, Aasimar Cleric of Jaidz
-Piety Taask, Aasimar Cleric (Devilbane Priest) of Iomedae
-Iomedae Starfall, Aasimar Paladin of Iomedae
-Shivkah, Aasimar Oracle of Desna
Marshal:
-Othello Bonmarlo, Human Paladin (Divine Hunter) of Iomedae
-Elena Lovain, Human Paladin of Iomedae
-Ellix Engern, Aasimar Bard (Arcane Duelist)

Tilnar |

Just noticed Vardan (link) isn't on the list. (Aasimar "Halfling" Cavalier, as described above) -- Unless something misposted, I believe that alias contains a full crunch and backstory .

Spooky GM |

"Evening" kind of vanished when my nap ran long, but nobody has come in since I went to sleep, my preliminary decisions are the same.
My decision are Piety and Vardan. The links will take you to the corresponding gameplay thread. Post in the discussion thread if you're not familiar with the AP and I'll explain what they've done so far.

Spooky GM |

Oh look at that. Just as soon as I get my replacements, I realize group one's Archmage hasn't posted in two weeks. So, I'm in need of a replacement arcane caster. Same guidelines as above, but obviously someone who will be able to take the Archmage path; full Arcane casters are greatly preferred in this regard.