Help building a character for Wrath of the Righteous


Advice


Hello everybody and thank you for your time.

Me and my group of friends are going to play Wrath of the Righteous in the not-so-distant future (we are currently playing Carrion Crown), so I decided to build my character ahead of time. Although, since I don't know what my fellow companions are going to play in the forthcoming campaign, I have built four different characters, one for each role (warrior, specialist, divine spellcaster, and arcane spellcaster).

The four characters are fully built, the only thing they lack is a decent background - which I will create only for the one I am actually going to use. I am opening this thread to get some feedback and advices from the community, since I might have miss something crucial in the creation process (better feats or spells, useful archetypes, etc.). I also need help with their mythic development, which path would better fit which character, mythic feats and spells, and so on.

Before introducing you to my little babies I want to precise some needed points:

  • I like humans. Humans are cool. I am a human and I am cool. I don't want to play anything else than a human for this campaign, so don't tell me to change their race.
  • I like single-class characters. No 1-lvl-dips, no multiclass, and probably no prestige classes.
  • We are going to use the Point Buy method to determine the character abilities, with a pool of 20 points per character. I don't really like negative ability modifier, thus I most likely won't drop any ability below 10.
  • These are the classes I want to play in a Wrath of the Righteous campaign. I'm not here to discuss whether they are the best or not, I just want to get the best that I can from them, thus I most likely won't change them.

That having been said, here are the stats block of my four heroes, complete with a little description.

IMPERIA THE CLERIC:

Mythic Path: Hierophant
She is a standard support cleric, her role will be to buff the party and then grab her sword an hit the enemy as hard as she can. At first I was planning to make her a battle cleric with the Crusader archetype (fits very well in the campaign imho), but I realizaed it would probably be a below average character, with limited spellcasting power and limited martial ability.

Imperia
Female human (Chelaxian) cleric of Iomedae 1
LG Medium humanoid (human)
Init +4; Senses Perception +2
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Defense
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AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 13 (1d8+5)
Fort +6, Ref +0, Will +4; +2 trait bonus vs. charm, compulsion, and emotion effects
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee longsword +1 (1d8+1/19-20)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—touch of good (+1), touch of law
Cleric Spells Prepared (CL 1st; concentration +3)
. . 1st—bless (2), protection from evil[D]
. . 0 (at will)—detect magic, light, read magic
. . D Domain spell; Domains Good, Law
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Statistics
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Str 12, Dex 10, Con 18, Int 10, Wis 14, Cha 13
Base Atk +0; CMB +1; CMD 11
Feats Improved Initiative, Scribe Scroll
Traits inspiring, principled, touched by divinity
Skills Acrobatics -6 (-10 to jump), Bluff -1, Heal +6, Knowledge (religion) +4, Spellcraft +4
Languages Common
SQ headstrong
Other Gear scale mail, heavy steel shield, crossbow bolts (20), light crossbow, longsword, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Iomedae)[UE], mess kit[UE], pot, silver holy symbol of Iomeade, soap, spell component pouch, torch (10), trail rations (5), waterskin, 3 gp
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Special Abilities
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Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Headstrong Must attempt to correct things that contradict your alignment, or shaken for 1h
Touch of Good +1 (5/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.
Touch of Law (5/day) (Sp) Treat all d20 rolls as 11 for 1 rd.

MORVIUS THE INQUISITOR:

Mythic Path: Marshal
The specialist and "off-tank" member of the four. I've never played an inquisitor before, thus I know very little of this class. What I know is that is very versatile in combat and can help the party with some spell and monster lore, something very useful in the campaign we're going to play. I like the idea of a "shield and board" kind of character, but don't really know how to effectively build it.

Morvius
Male human (Chelaxian) inquisitor (cold iron warden) of Iomedae 1 (Pathfinder Player Companion: Demon Hunter's Handbook, Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (human)
Init +3; Senses Perception +6
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Defense
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AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +4
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee longsword +4 (1d8+4/19-20)
Ranged shortbow +1 (1d6/×3)
Special Attacks judgment 1/day
Inquisitor (Cold Iron Warden) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, protection from evil
. . 0 (at will)—create water, detect magic, light, read magic
. . Domain Valor inquisition[UM]
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Statistics
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Str 18, Dex 12, Con 13, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +4; CMD 15
Feats Heavy Armor Proficiency, Improved Monster Lore[UM]
Traits child of the crusades, reactionary, schooled inquisitor
Skills Acrobatics -6 (-10 to jump), Appraise -2, Bluff -2, Climb -3, Diplomacy -2, Disguise -2, Escape Artist -6, Fly -6, Heal +0, Intimidate +5, Knowledge (planes) +4 (+6 to identify abilities and weaknesses of creatures), Knowledge (religion) +4 (+6 to identify abilities and weaknesses of creatures), Perception +6, Ride -6, Sense Motive +7, Spellcraft +4, Stealth -6, Survival +6, Swim -3
Languages Common
SQ meticulous, monster lore +2, stern gaze +1, touch of resolve
Other Gear scale mail, light steel shield, arrows (20), longsword, shortbow, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Iomedae)[UE], manacles, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae, 5 gp
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Special Abilities
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Inquisitor (Cold Iron Warden) Domain (Valor Inquisition) Deities: Cayden Cailean, Erastil, Iomedae, Sarenrae.

Granted Powers: It takes courage to confront the enemies of your faith.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Meticulous -2 on all untrained skill checks
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Touch of Resolve (5/day) (Sp) Use remove fear on a single creature.

RUTILUS THE PALADIN:

Mythic Path: Champion
Rutilus is the standard great weapon hitter, charging in the heart of the action with his greatsword. At first I was thinking about playing a knight-like paladin, with mount and lance, but our master said it would be a waste of a character in such a campaign.

Rutilus
Male human (Chelaxian) paladin (oath against fiends) 1 (Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (human)
Init +1; Senses Perception +0
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +1, Will +2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee greatsword +5 (2d6+9/19-20)
Ranged javelin +2 (1d6+4)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
. . At will—detect evil
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Statistics
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Str 18, Dex 12, Con 13, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD 16
Feats Furious Focus[APG], Power Attack
Traits a shining beacon, demon smiter, stolen fury
Skills Acrobatics -3 (-7 to jump), Bluff +2 (+0 for 24 hours when you fail an opposed Charisma based check), Diplomacy +6 (+4 for 24 hours when you fail an opposed Charisma based check), Disguise +2 (+0 for 24 hours when you fail an opposed Charisma based check), Heal +4, Intimidate +2 (+0 for 24 hours when you fail an opposed Charisma based check), Sense Motive +4
Languages Common
SQ vain
Combat Gear holy water (2); Other Gear scale mail, greatsword, javelin (3), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Iomedae)[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae, 11 gp
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Special Abilities
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Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Vain -2 to Cha checks for 24h after failing an opposed Cha check

VALERIA THE SORCERESS:

Mythic Path: Archmage
This is the character I'm most probably going to play. I like sorcerers because of their high Charisma and the versatility they have with their spontaneous casting. The major problem here is picking the right spells.

Valeria
Female human (Chelaxian) sorcerer 1
LG Medium humanoid (human)
Init +6; Senses Perception +2
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d6+4)
Fort +1, Ref +2, Will +2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee morningstar +0 (1d8)
Ranged light crossbow +2 (1d8/19-20)
Sorcerer Spells Known (CL 1st; concentration +7)
. . 1st (4/day)—grease, mage armor
. . 0 (at will)—detect magic, ghost sound (DC 14), light, prestidigitation, read magic
. . Bloodline Arcane
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Statistics
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Str 10, Dex 14, Con 13, Int 12, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Eschew Materials, Skill Focus (Spellcraft), Toughness
Traits planar savant, regal presence, riftwarden orphan
Skills Acrobatics -1 (-5 to jump), Diplomacy +9 (+7 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Knowledge (planes) +8, Perception +2, Sense Motive +2 (+0 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +8, Use Magic Device +8
Languages Abyssal, Common
SQ arcane bond (Fluffy, rabbit), bloodline arcana (+1 DC for metamagic spells that increase spell level), pride
Other Gear crossbow bolts (20), light crossbow, morningstar, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 17 gp
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Special Abilities
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Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

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Fluffy
Female rabbit (Pathfinder Player Companion: Animal Archive)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +1
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Defense
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AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 5 (1d8-1)
Fort +1, Ref +5, Will +3
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Offense
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Speed 50 ft.
Melee bite -2 (1d3-4)
Space 2½ ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 9, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats Run
Tricks Break Out, Come, Fetch, Flee, Get Help, Liberator, Sneak
Skills Acrobatics +3 (+7 to jump with a running start, +11 to jump), Diplomacy -2, Spellcraft -1, Stealth +15, Use Magic Device -2
SQ break out, come, fetch, flee, get help, improved evasion, liberator, sneak
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Special Abilities
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Break Out [Trick] Chews through bars and bindings restricting itself or indicated creature.
Come [Trick] The animal will come to you on command.
Fetch [Trick] The animal will get a specific object.
Flee [Trick] Attempts to run away or hide.
Get Help [Trick] Attempts to bring back people it considers "help"
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Liberator [Trick] An animal trained in liberating knows the break out, flee, and get help tricks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Sneak [Trick] Creature stays hidden.

So, those were the four champions I have to choose from for the next campaign. If you have any advice about them or their future builds you are welcome to share it here with me and anyone else willing to read this thread.

Thank you again for your precious time, and sorry for my bad englando.

Liberty's Edge

All my group needed to break a significant portion of the second book (we didn't make it to the third due to player existence failure) was the enhance magic items archmage ability.


My advice is do not optimize your characters. If you optimize the AP becomes very boring. You need optimize bit just don't over do it. You'll have more fun that way.


It depends on how much the GM optimizes the encounters. Our DM gave us 25 point-buy and all characters have been built with at least input from optimizers (one is even built by the GM because the player isn't much interested in the mechanical side of things). Also, we're 5. And it's not a cakewalk at all. I assume he buffes the enemies.

Silver Crusade

I'd suggest if you go with the paladin to plan on using your diety's favored weapon, or a longsword if you don't have a diety. A good choice while keeping with what you posted would be to be a paladin of Iomedae and two-hand your longsword. Keep a buckler on your other arm so you can switch to sword&board for extra defense when needed. Any further information would probably be [spoilers].

Someone in your party should play a paladin. Similar to RotRL and wizards, you lose out on some of the AP by not having one.

Side note: all 4 of your character ideas will work out fine, really.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I think the paladin build is your best bet, both thematically and mechanically. (Though all four characters would work fine.)

That said, a word of warning: if you're using the mythic rules and running the AP as is, the PCs *will* break the adventure. You can try to mitigate this a bit by using a 10 PB (like we did), and not trying to use any munchkin/optimized builds (like we did), but that will only buy you a little time. In book 3 all of the encounters will feel really easy, and by book 4 they'll be ludicrously so. And I found that none of the usual fixes I appeal to make encounters more challenging (advanced templates, grouping several encounters together) made a noticeable difference. You can also adopt some of the nerfs suggested in the 3rd party supplement Mythic Solutions, but (again) in my experience that wasn't nearly enough. It's fun for the players at first, but it gets boring pretty quickly.

So if you want this AP to be fun, I *strongly* suggest you make sure your DM knows what they're doing, and makes the appropriate adjustments. The two options that seemed to have worked best for people are:

1. Don't use the mythic rules at all, and play the AP as is. (This gets the difficulty level about right.)

2. Use the mythic rules (possibly with the Mythic Solutions nerfs), and use the vastly upgraded stat blocks Sc8rpi8n_mjd has posted in the Wrath of the Righteous forum, and then further multiply the HPs given in the stat blocks by something like (creature's mythic rank+3)/3. (For more optimized players you may need to multiply HPs even more.)

We pursued route 2 for books 5 and 6, and it made things much more challenging. But be warned: there are so many things going on that combat takes *forever*; we finally cut it short just because it took too long to resolve encounters. (We spent two full sessions on a single fight, and *still* didn't finish it.) It's still fun, but if I were doing it again, I'd pursue route 1.

Good luck!


voska66 wrote:
My advice is do not optimize your characters. If you optimize the AP becomes very boring. You need optimize bit just don't over do it. You'll have more fun that way.

This is true.

My group Had a 2h Fighter with a Scythe, Archer Paladin, Evangelist Cleric, and a Conjuration Wizard. The Fighter took Vital strike Line before he realized how broken it was. He was doing so much damage bosses died within a single round. If he did not kill them the archer left nothing standing with Mythic Smite. The Cleric and the Wizard (me) had very little to do IN combat due to how powerful the 2 martial PCs were. We ended it because at Level 13/MT 3 the Fighter and Paladin could single round the final boss of the campaign. It was no longer fun as combat was over too quickly and the DM felt like it was nothing short of a stomp fest. Sad because the story was really good. I would still love to finish the story.

But Seriously Avoid the Mythic Vital strike Line.

For every optimized pick I recommend picking something flavorful but not optimal.

Like your builds wont need much.

Paladin- Mythic Smite (Path ability)
Cleric and Sorcerer- Mythic Spells (Either Path ability or Feat it)
Inquisitor- Menacing Presence (if intimidating), Unwavering Skill (Take 10 on all your skills) And Tactical Genius

Legendary Item is Super strong but is not as bad if you do not optimize the heck out of it. If you select it, I recommend not optimizing the crap out of it.

A lot of people do not like the +2 to a Stat Path ability but if you are looking for something that is always active and add a less optimized pick you can not go wrong from boosting your CON on any character. You can also boost your main attributes or help boost your saves.


If you go with the paladin, I suggest trading the furious focus for some feat that gives you more flexibility or support.

I suggest the Antagonize feat. In both functions, it will help your party a lot, and you ll have a high intimidate test because of your charisma.

Also, I personally think the Antagonize really fits a paladin.


Panchio wrote:

If you go with the paladin, I suggest trading the furious focus for some feat that gives you more flexibility or support.

I suggest the Antagonize feat. In both functions, it will help your party a lot, and you ll have a high intimidate test because of your charisma.

Also, I personally think the Antagonize really fits a paladin.

With Mythic Power attack Furious Focus seems a Waste of a normal feat to me. You pick up your first Mythic Tier @ 6 which is when you receive the Iterative and Furious focus loses it's luster.


I'm not going to "over-optimize" my characters, I'm just trying to make well-rounded heroes for this AP.

This said, I probably won't have the opportunity to play as a paladin because another player in the group will probably play as one, this is why I will probably opt for the sorcerer.


Diaz Ex Machina wrote:

I'm not going to "over-optimize" my characters, I'm just trying to make well-rounded heroes for this AP.

This said, I probably won't have the opportunity to play as a paladin because another player in the group will probably play as one, this is why I will probably opt for the sorcerer.

The AP basically is built for a paladin to really shine. Whomever plays it will feel spoiled by the loots and all the Smitable targets running around.


Btw, I am intrigued why you are taking six tricks for the familiar. It has int 6, it can understand language, so it needs no tricks.

Silver Crusade

If anything, this AP is a great chance to try a sub-par character idea, so long as it isn't a fire/cold/lightning/acid blaster. Get everyone in your group on board and play all the builds the messageboards tell you are bad.


Panchio wrote:
Btw, I am intrigued why you are taking six tricks for the familiar. It has int 6, it can understand language, so it needs no tricks.

It's HeroLab, it gave me the options to add 6 tricks and I did.


Do not bother optimising , play something interesting and weird. A two handed paladin with power attack (slightlynerfed mythic rules) can at the end of the campaign reliably do 1000pts of damage in a round , more if he tried hard and in fact had trouble doing less than that. The Rogue did about the same damage (more variance as he rolled a lot more dice ) the ranger did a bit less with an axe and shield build. The Oracle and the Wizard could both cast more than 30 9th level spells a day.

Optimisation is slightly worth it for levels 1-6 after that really don't bother.

Mythic rules are a munchkins power gamers wet dream on steroids

I am reasonably certain that a hamster with 10 mythic ranks and 20 levels of something could kill a demon lord.


For the Sorcerer, I myself like the crossed blooded archetype, you lose a spell a level but taken with Arcana/Shadowed it's not so bad because your using your Shadow conj/evocs to cover a lot of stuff...I ran one to 15th level and had a blast with her...but a lot of people don't like messing with the shadow spells so it may not be the way to go for you.

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