
Traskus |
2 people marked this as a favorite. |
Alright, so as I said in subject, I am a player that wants to see the story of WotR through to the end and am looking for a group and, equally important, gm who share the same zeal. Prefer PbP but if times and schedules can be worked out I'll do roll20 or discord etc.
Full disclosure I've had several false starts in this campaign as both player and gm but each time I've tried things have fallen apart before getting into the meat of the story. With that said I will avoid using any previous knowledge or experience for an advantage.
With that said, I'd be more than happy to help out q prospective gm in any way that I can, even purchasing the pdfs of the books if needed.

Anowar Kharik |

I played with this avatar in THIS WotR campaign that didn't make it past the first page. I'd be up for getting further than the first battle...

Traskus |
What kind of game were you looking for? Any special rules or alternate options?
Personally I'd just like to try and play through the story of the game. I enjoy games that have a balance between combat and roleplaying. I've played sessions that are nothing but combat and sessions where no one even rolled a dice once and so long as the story and characters are progressing I will be having fun.
As for special rules or options: I'll generally play with any rules the gm wants to run with. There are some I don't like such as fumble and crit decks with extreme penalties on them but even those I can play in games with them and overlook their presence.

Oceanshieldwolf |

Ok. I'll take a look and see what I would want to run with.
Thank you so much for your consideration! I'm sure Traskus (and others!) would be much obliged!
I hereby withdraw my interest (Anowar Kharik, above, was mine) in the...interest of letting more folks have a chance. I'm not currently in a game, though hope to be in a few soon, so I know how hard it is to find a game at times...

Ouachitonian |

Personally, I'm willing to play pretty much anything outside of a super-low point buy, "low magic setting" or something like that. Now, personally I tend to lean toward the opposite, games offering high point buy/rolled stats, gestalt, feat tax rules, etc, but just the fact that this AP offers progression up to Level 20/Mythic Tier 10 is enough that I'm plenty interested even without extra goodies.

GM Choon |

Ok, could I get a roll call of everyone who's still here and willing to play with the following:
- Rolled stats. Roll two arrays of 4d6 drop lowest. If both your stat arrays are less than 20 pt buy you may use that point buy to form your character.
- Any paizo allowed. Note that this AP is notoriously easy. Feel fee to play something not at all on the Munchkin's Top 10 build list. I will be tailoring the AP to match our party so no worries about bringing things down.
- Starting gold: Rolled
- Traits: Two, one must be campaign specific
- No Evil alignments. You're the good guys here.
- Background: It would be nice if, but it is not strictly required that, you have some connection to Kenabres. Please read the players guide. If you don't have it, it can be downloaded for free here on Paizo's site.

Grumbaki |

Have a game going which looks like it has stalled to death. Would love to make it to the surface....
4d6 ⇒ (3, 2, 4, 6) = 15 13
4d6 ⇒ (5, 1, 3, 5) = 14 13
4d6 ⇒ (3, 5, 4, 5) = 17 14
4d6 ⇒ (4, 6, 4, 5) = 19 15
4d6 ⇒ (3, 4, 2, 2) = 11 9
4d6 ⇒ (6, 2, 6, 4) = 18 16
——-
4d6 ⇒ (3, 2, 1, 6) = 12 11
4d6 ⇒ (4, 5, 5, 4) = 18 14
4d6 ⇒ (1, 1, 3, 6) = 11 10
4d6 ⇒ (2, 4, 4, 2) = 12 10
4d6 ⇒ (2, 3, 1, 1) = 7 6
4d6 ⇒ (6, 6, 4, 1) = 17 16
Can’t complain. A decent stat array. Obviously array 1.
I’ll get a character rolled up. Will probably be making a paladin.

Traskus |
Ok, could I get a roll call of everyone who's still here and willing to play with the following:
- Rolled stats. Roll two arrays of 4d6 drop lowest. If both your stat arrays are less than 20 pt buy you may use that point buy to form your character.
- Any paizo allowed. Note that this AP is notoriously easy. Feel fee to play something not at all on the Munchkin's Top 10 build list. I will be tailoring the AP to match our party so no worries about bringing things down.
- Starting gold: Rolled
- Traits: Two, one must be campaign specific
- No Evil alignments. You're the good guys here.
- Background: It would be nice if, but it is not strictly required that, you have some connection to Kenabres. Please read the players guide. If you don't have it, it can be downloaded for free here on Paizo's site.
I am still here and very interested in playing this campaign with each of the rules listed.
Stat array 1:
stat roll 1: 4d6 ⇒ (3, 2, 1, 2) = 8 7 (+4)
stat roll 2: 4d6 ⇒ (6, 4, 6, 6) = 22 18 (-17)
stat roll 3: 4d6 ⇒ (6, 3, 1, 2) = 12 11 (-1)
stat roll 4: 4d6 ⇒ (6, 3, 1, 2) = 12 11 (-1)
stat roll 5: 4d6 ⇒ (3, 5, 4, 1) = 13 12 (-2)
stat roll 6: 4d6 ⇒ (1, 2, 6, 4) = 13 12 (-2)
Point-buy Total: 19
Stat array 2:
stat roll 1: 4d6 ⇒ (6, 4, 5, 4) = 19 15 (-7)
stat roll 2: 4d6 ⇒ (3, 5, 6, 2) = 16 14 (-5)
stat roll 3: 4d6 ⇒ (4, 4, 3, 2) = 13 11 (-1)
stat roll 4: 4d6 ⇒ (4, 6, 5, 1) = 16 15 (-7)
stat roll 5: 4d6 ⇒ (5, 5, 1, 2) = 13 12 (-2)
stat roll 6: 4d6 ⇒ (3, 5, 5, 2) = 15 13 (-3)
Point-buy Total: 25
I'll probably be using the second stat block and bring back the rogue I had or perhaps a cleric of some kind.
And for those two classes gold:
Gold for rogue: 4d6 ⇒ (1, 2, 4, 3) = 10 100
Gold for cleric: 4d6 ⇒ (1, 4, 3, 2) = 10 100

Groundhog |

Ohh, I'd absolutely adore getting to play a paladin here, but maybe I should shoot for a monk instead, giving the declared easy-mode?
Or maybe combine them for a Champion of Irori!
Set I
4d6 ⇒ (5, 2, 5, 4) = 16
4d6 ⇒ (6, 4, 6, 6) = 22
4d6 ⇒ (3, 3, 4, 1) = 11
4d6 ⇒ (1, 1, 4, 4) = 10
4d6 ⇒ (2, 3, 1, 5) = 11
4d6 ⇒ (5, 3, 3, 6) = 17
14, 18, 10, 9, 10, 14
Set II
4d6 ⇒ (1, 6, 2, 4) = 13
4d6 ⇒ (5, 4, 3, 3) = 15
4d6 ⇒ (2, 2, 6, 1) = 11
4d6 ⇒ (3, 2, 5, 6) = 16
4d6 ⇒ (6, 3, 2, 3) = 14
4d6 ⇒ (4, 2, 3, 1) = 10
12, 12, 10, 14, 12, 9
My heart says monk, but my stats don't, not really.
Edit: Oooh, I know! I will go for a Fighter into Heritor Knight! I've wanted to play that one for ages, and this campaign should be very appropriate.

Traskus |
Alright so I've been putting the rogue together and i had a couple of questions about the mechanics rules you want to use:
1. Is the unchained version available? I'm really only asking cause free weapon finesse.
2. Are drawbacks available to be taken? Specifically I have an idea with the character's backstory and a drawback that fits it pretty well. Fine either way because I'll roleplay it but just curious if I should put it on there.
3. On the backgrounds more specifically: I tend to try and give GMs things to work with in my characters' backstories. Like antagonists or things to encourage more development and hopefully interesting and personal encounters throughout a campaign. With the rogue for instance I kind of like the idea of the character being the child of a traitor to the crusades (either true/willing or not up to you) and having to both redeem their own name through deeds and heroism; as well as, perhaps, having to eventually confront their parent over their misdeeds. So the question is essentially around your gming style and how much you want to add or tweak to build the campaign.

Simeon |

Consider me interested. These are my rolls.
Stats!: 4d6 ⇒ (3, 2, 2, 2) = 9
Stats!: 4d6 ⇒ (4, 5, 6, 4) = 19
Stats!: 4d6 ⇒ (5, 2, 5, 2) = 14
Stats!: 4d6 ⇒ (2, 5, 4, 1) = 12
Stats!: 4d6 ⇒ (3, 4, 1, 2) = 10
Stats!: 4d6 ⇒ (2, 5, 3, 5) = 15
Stats!: 4d6 ⇒ (2, 1, 6, 6) = 15
Stats!: 4d6 ⇒ (4, 3, 5, 1) = 13
Stats!: 4d6 ⇒ (1, 5, 1, 1) = 8
Stats!: 4d6 ⇒ (2, 1, 5, 1) = 9
Stats!: 4d6 ⇒ (4, 4, 1, 6) = 15
Stats!: 4d6 ⇒ (2, 4, 3, 6) = 15
Damn, pretty good rolls. I'll use the first set.

ObsessiveCompulsiveWolf |

Roll Call (apologies for mistakes):
Interest/rolls since GM Choon's Character Generation rules posted:
Traskus - ??? Rogue (Unchained???)
Grumbaki - Khaz Cloudbreaker Aasimar Dwarf Paladin
Groundhog - Fighter (into Heritor Knight)
Simeon - ???
Expressed interest earlier
Iolaire
Yas392
Ivory Songbird
Ouachitonian
Tiger Claw
Trinam
Taliesan

Kobolum |

Stats: 4d6 ⇒ (2, 5, 5, 6) = 18
Stats: 4d6 ⇒ (4, 1, 4, 4) = 13
Stats: 4d6 ⇒ (4, 6, 4, 2) = 16
Stats: 4d6 ⇒ (3, 5, 6, 6) = 20
Stats: 4d6 ⇒ (1, 5, 3, 1) = 10
Stats: 4d6 ⇒ (4, 6, 2, 4) = 16
16, 12, 14, 17, 9, 14
Stats: 4d6 ⇒ (5, 5, 1, 6) = 17
Stats: 4d6 ⇒ (5, 6, 2, 4) = 17
Stats: 4d6 ⇒ (2, 6, 2, 6) = 16
Stats: 4d6 ⇒ (4, 2, 1, 2) = 9
Stats: 4d6 ⇒ (1, 2, 4, 5) = 12
Stats: 4d6 ⇒ (5, 6, 2, 1) = 14
16, 15, 14, 8, 11, 13
I have a crunch character I could use immediately, but I'm going to wait and see what other people make before I decide if I'm going to use that or something else.

![]() |

GM, how do you feel about redeemed monster characters, if they make sense? I've made a goblin cleric of Sarenrae and had a lot of fun in the past, but for this AP, I'm thinking a kobold paladin of Apsu. The low powered race would correct for the notoriously easy AP and how powerful a paladin would probably be. I know some GMs just aren't comfortable with redeemed monsters who want to be good, so I thought I should ask.

Khaz Cloudbreaker |

When he left the world wound, he brought back with him enough gold to settle his debts. And he brought back tales of fabricated glory and crusaders with rich pockets. When he sobered up, he was shocked to learn that more than a few dwarves had bought in to his ale-ridden tales and were demanding to follow him back to Kenabres!
Try as he might be couldn’t weasel his way out of the plan, and soon found himself leading the Cloudbreaker expedition. Among these dwarves were Olden and Helga Cloudbreaker. Healers by trade, they were devout worshipers of Bolka. They had been moved to join the crusade not out of gold, but out of a sense of duty to their fellow dwarves. It wasn’t until they reached Kenabres that it became clear that Helga was pregnant, and by then it was far too late to turn back.
Khaz was born, to his parent’s delight, with a birthmark that was an exact copy of Bolka’s holy symbol. They declared his birth a miracle, and proof of the righteousness of their choice. Growing up in the Gate District, Khaz became an apprentice to his parents, learning the ways of the healer. And in this he was never not in demand, for the crusaders had not enough clerics to heal all wounds, and the people of New Kenabres were far too low on the list of priorities for any divine miracles. The golden-haired dwarf also soon learned the basics of self defense, for people all knew what kinds of foes they faced.
In this Khaz proved to be a quick learner, for he was as strong as any Dwarven veteran, and was hardy enough to take a beating. But, he always proved to be far too slow to parry and sloppy in his defenses, something his militia tutors often chided him on.
While many Cloudbreakers soon left the city seeing it as a hellhole and death trap, Khaz and his family remained. For there was much work to be done in the city, and not enough to do it.
Personality
For a dwarf, Khaz is well spoken and polite. Less gruff than most of his kindred, he has something resembling a bedside manner. Mostly, it is his divine blood. For his beard looks like it is woven gold, and his eyes are both deep and kind.
He is heavily muscled, and is often seen as being ponderous. While he is certainly a fast sprinter for a dwarf, he is slow to react and often takes too long to think of the exact best course of action. A weakness he will need to learn to overcome, if he survives.
Notes
* Khaz feels the weight of his birthmark and his parents’ expectations. He worries that no matter how hard he tries, he will never live up to what others think he should be.
* All he knows is the crusade, and he cares deeply for it. A healer by trade, he takes great pride in what good he can do.
* While he is a paladin of Bolka, the goddess of healing, he will not hesitate to raise his hammer in defense of hearth and home. He has trained to be a Warrior since he could walk, and will not turn his back on his duties, be they Martial or not.

Rednal |

The short version is that Mythic Mania fixes a lot of the problems of Mythic play. XD Plus expanding things waaaaaaaaay more. Feats, spells, monsters, mythic class abilities... there's a lot of good stuff, and speaking from personal experience, I'd say any mythic game is better if that stuff is included.

Ouachitonian |

Definitely going to angle for an Archmage, probably on a Magus chassis. Now let's throw those dice:
Set 1:
4d6 ⇒ (1, 3, 1, 2) = 7-1=6
4d6 ⇒ (4, 2, 6, 4) = 16-2=14
4d6 ⇒ (3, 1, 1, 3) = 8-1=7
4d6 ⇒ (6, 2, 4, 4) = 16-2=14
4d6 ⇒ (2, 3, 3, 3) = 11-2=9
4d6 ⇒ (5, 3, 1, 5) = 14-1=13
14, 14, 13, 9, 7, 6 Yikes. Thank the GM for rerolls.
Set 2:
4d6 ⇒ (4, 5, 3, 3) = 15-3=12
4d6 ⇒ (2, 5, 4, 6) = 17-2=15
4d6 ⇒ (3, 1, 5, 2) = 11-1=10
4d6 ⇒ (6, 6, 4, 4) = 20-4=16
4d6 ⇒ (2, 1, 3, 3) = 9-1=8
4d6 ⇒ (4, 2, 1, 6) = 13-1=12
16, 15, 12, 12, 10, 9 Wow, a 20 point buy on the nose. I'll take it.
Gold: 4d6 ⇒ (3, 6, 1, 3) = 13x10=130
Not my best rolls ever, but they'll do.

Trinam |

Array 1
4d6 ⇒ (2, 4, 3, 5) = 14
4d6 ⇒ (2, 6, 4, 4) = 16
4d6 ⇒ (5, 2, 4, 5) = 16
4d6 ⇒ (5, 2, 2, 2) = 11
4d6 ⇒ (4, 3, 5, 3) = 15
4d6 ⇒ (3, 2, 4, 6) = 15
Array 2
4d6 ⇒ (2, 1, 2, 4) = 9
4d6 ⇒ (1, 3, 1, 3) = 8
4d6 ⇒ (3, 4, 3, 4) = 14
4d6 ⇒ (5, 6, 3, 1) = 15
4d6 ⇒ (6, 4, 5, 5) = 20
4d6 ⇒ (4, 6, 3, 3) = 16
12/14/14/9/12/13-->16 PB
8/7/11/14/16/13-->12 PB
My RNG luck remains my RNG luck.
...I guess I'm making a 20 PB character. I'll read the PG before I come up with an actual concept.

theasl |

4d6 ⇒ (3, 6, 4, 4) = 17 14
4d6 ⇒ (6, 2, 2, 6) = 16 14
4d6 ⇒ (5, 3, 5, 5) = 18 15
4d6 ⇒ (4, 6, 3, 3) = 16 13
4d6 ⇒ (2, 5, 2, 4) = 13 11
22 pt buy
4d6 ⇒ (3, 1, 2, 3) = 9 8
4d6 ⇒ (3, 2, 1, 4) = 10 9
4d6 ⇒ (1, 2, 4, 2) = 9 8
4d6 ⇒ (4, 3, 4, 6) = 17 14
4d6 ⇒ (2, 6, 5, 1) = 14 13
16 pt buy
Yikes...those are some very strange rolls. Don't think either is gonna work too well for what I wanted to do ><

Traskus |
Alright so this is a rough draft of the unchained rogue's crunch. I'm think of shifting a couple things around including the specific drawback (debating still if I want to grab the infamous drawback). Once it is finished I'll put it to the alias I have set aside for inspection.

Irnk, Dead-Eye's Prodigal |

first array
4d6 ⇒ (4, 5, 5, 1) = 15
4d6 ⇒ (1, 6, 5, 3) = 15
4d6 ⇒ (5, 6, 1, 5) = 17
4d6 ⇒ (5, 3, 3, 5) = 16
4d6 ⇒ (4, 4, 6, 6) = 20
4d6 ⇒ (6, 5, 6, 3) = 20
For 14, 14 16, 13, 16, 17
second array
4d6 ⇒ (1, 5, 5, 5) = 16
4d6 ⇒ (5, 3, 1, 4) = 13
4d6 ⇒ (5, 5, 5, 1) = 16
4d6 ⇒ (1, 4, 4, 1) = 10
4d6 ⇒ (5, 3, 1, 3) = 12
4d6 ⇒ (1, 6, 3, 5) = 15
for 15, 12, 15, 9, 11, 14
So I think I will go with the first array.
By any Paizo allowed, meaning any class any race published by Paizo? Because I have had an idea for an indigenous Sarkorian warped by abysal energies Tiefling who has chosen to strike back at the forces tormenting him for...
well since Paizo first published that WotR was going to be a thing. Originally, I was going to go Green Faith druid, but with People of the Wastes, I want to give Elysiokineticist a try.
starting wealth: 1d6 ⇒ 3 times 10 = 30 gp. Well, I already had it in my head that he lived on the street...
Here we go.
Of course, for quite some time in his youth, Brud mostly knew he needed to keep moving, for Brud didn't grow up in Kenebres. He grew up hiding & scurrying out in the blighted landscape of the Worldwound itself. Perhaps it was his time there, perhaps it was something that happened in his mother's womb, but Brud has always known he wasn't quite human. The taint of the Abyss runs through his veins, it gives him power, it whispers to him in the night.
It finds no audience however. Brud is too busy listening to the other voices to bother with that stunted siren call. He doesn't know if it is the thanks to the sacrifice of his parents or elder ancestor's still, but he knows that his soul sings a melody wholly discordant with the Abyss.
Brud, son of Brud
Male Tiefling (Kellid/Pitborn)
Kineticist (Elysiokineticist) 1
Diety: Green Faith
CG Medium humanoid (Native Outsider)
Initiative: +2; Senses: Perception +6, Darkvision 60'
Abilities
STR 18 (4) DEX 14 (2) CON 17 (3) INT 12 (1) WIS 13 (1) CHA 18 (4)
DEFENSE
AC 14, touch 12, flat-footed 12 (10 +2 armor +2 Dex)
CMD 14 (10 +0 BAB +2 Str +2 Dex)
Hit Points 11 (8 +3 Con)
Fortitude 5 (2 Base +3 Con)
Reflex +4 (2 Base +2 Dex)
Will 1 (0 Base +1 Wis)
cold resist 5, electricity resist 5, fire resist 5
OFFENSE
Speed 30 ft
Melee dagger +4/1d4 +4P 19+/x2 crit. (0 BAB +4 Str)
Ranged dagger +2/1d4 +4P 19+/x2 crit. 20 ft. range inc. (0 BAB +2 Dex)
Ranged positive blast +3/1d6 +2 30 ft. range (0 BAB +2 Dex)
CMB 4 (0 BAB +4 Str)
Traits:
Abyssal Evesdropper (Regional, Worldwound {Demon Hunter's Handbook, pg 23}): +2 trait bonus on Bluff, Diplomacy & Intimidate checks when speaking Abyssal & on Liguistics checks to read Abyssal texts.
Exposed to Awfulness: (Campaign, Wrath of the Righteous): Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Skills (4 + Int + Favored Class first level)
Acrobatics: 6 (1 Skill Point +2 Dex +3 Class)
Bluff: 4/6 (+4 Cha/+2 trait when speaking Abyssal)
Diplomacy: 4/6 (+4 Cha/+2 trait when speaking Abyssal)
Disguise: 5/10 (+5 Cha/+5 racial to pass as human)
Intimidate: 4/6 (+4 Cha/+2 trait when speaking Abyssal)
Knowledge (Nature): 2 (1 Skill Point +1 Int)
Linguistics: 2/4 (1 Skill Point +1 Int/+2 trait when reading texts written in Abyssal)
Perception: 6 (1 Skill Point +1 Wis +3 Class +2 race)
Sense Motive: 1 (+1 Wis)
Stealth: 6 (1 Skill Point +2 Dex +3 Class)
Survival: 2 (1 Skill point +1 Wis)
Languages: Abyssal, Hallit, Taldane (Common)
Feats:
Point Blank Shot
Racial Traits:
Darkvision: 60'
Skilled: Pitborn Tieflings gain a +2 racial bonus on Disable Device & Perception checks.
Spell-like Ability: Pitborn Tieflings can use Shatter once per day as a spell-like ability. The caster level for this ability equals the Tiefling's class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5 and fire resistance 5
Class Abilities:
Weapon and Armor Proficiency: Brud is proficient with all simple weapons and light armor, but not shields.
Elemental Focus (Su): (Wood) At 1st level, Brud chooses one primary element on which to focus. This element determines how he accesses the raw power of the Ethereal Plane, and grants him access to specific wild talents (see below) and additional class skills. Brud gains his selected element's basic utility wild talent as a bonus wild talent.
Elysium’s Soul: An elysiokineticist must be chaotic good, and Brud has alignment auras of chaotic and good as if he were a chaotic good outsider with a number of Hit Dice equal to his kineticist level. He must choose wood (Ultimate Wilderness 58) as his primary element and positive blast (Ultimate Wilderness 60) as his first simple blast. At 7th level, Brud gains verdant blast (Ultimate Wilderness 61) and wood blast (Ultimate Wilderness 61), as well as a 3rd-level or lower wild talent of his choice. At 15th level, Brud gains a 7th-level wild talent of his choice. He gains Heal and Knowledge (religion) as class skills but does not gain Handle Animal and Knowledge (nature) as class skills.
This alters elemental focus and the class skills granted by the wood element, and it replaces expanded element.
Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.
Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but he can select a wild talent of a higher level only if his kineticist level is at least double the wild talent's effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist's class level (to a maximum effective spell level of 9th at kineticist level 18th).
Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + Brud's Constitution modifier. Brud uses his Constitution modifier on all concentration checks for wild talents.
In addition to the wild talents he gains from his other class features, at 2nd level and every 2 levels thereafter, Brud selects a new utility wild talent from the list of options available to him. Brud can select only universal wild talents or those that match his element (see Elemental Focus above). At 6th, 10th, and 16th levels, Brud can replace one of his utility wild talents with another wild talent of the same level or lower. He can't replace a wild talent that he used to qualify for another of his wild talents.
Basic Elysiokinesis (Sp): Brud can use the power of Elysium to assist others and bolster their vigor, allowing him to cast resistance, stabilize, or virtue as a spell-like ability at will as a standard action.
This replaces the basic phytokinesis utility wild talent granted by the wood element.
Burn (Ex): At 1st level, Brud can overexert himself to channel more power than normal, pushing past the limit of what is safe for his body by accepting burn. Some of his wild talents allow him to accept burn in exchange for a greater effect, while others require him to accept a certain amount of burn to use that talent at all. For each point of burn he accepts, Brud takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. Brud can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. Brud can't choose to accept burn if it would put his total number of points of burn higher than 3 + his Constitution modifier (though he can be forced to accept more burn from a source outside his control). A kineticist who has accepted burn never benefits from abilities that allow him to ignore or alter the effects he receives from nonlethal damage.
Kinetic Blast (Sp): At 1st level, Brud gains a kinetic blast wild talent. This kinetic blast must be a simple blast that matches his element. As a standard action, Brud can unleash a kinetic blast at a single target up to a range of 30 feet. He must have at least one hand free to aim the blast (or one prehensile appendage, if he doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. Brud is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions), and he can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Gather Power (Su): If he has both hands free, Brud can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on Brud, as the energy or matter swirls around him. Gathering power in this way allows Brud to reduce the total burn cost of a blast wild talent he uses in the same round by 1 point. Brud can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on his next turn by 2 points (to a minimum of 0 points). If he does so, Brud can also gather power as a move action during his next turn to reduce the burn cost by a total of 3 points. If Brud takes damage during or after gathering power and before using the kinetic blast that releases it, he must succeed at a concentration check (DC = 10 + damage taken + effective spell level of his kinetic blast) or lose the energy in a wild surge that forces him to accept a number of points of burn equal to the number of points by which his gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Infusion (Su): At 1st level, Brud gains an infusion wild talent from the list of options available based on his elemental focus. He gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with his kinetic blasts, Brud can alter his kinetic blasts to suit his needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time Brud uses one of his kinetic blast wild talents, he can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using Brud's Dexterity modifier instead of his Constitution modifier. When Brud modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If Brud's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first.
At 5th, 11th, and 17th levels, Brud can replace one of his infusions with another infusion of the same effective spell level or lower. He can't replace an infusion that he used to qualify for another of his wild talents.
Elysian Infusion (Su): Brud can infuse his positive blast with the power of Elysium to battle evil. The infused blast damages evil outsiders as if they were undead and counts as both chaotic and good. This is a 1st-level substance infusion that costs 1 point of burn and can be used with positive blast.
This replaces the infusion gained at 1st level.
Later level changes
Elysian Aura (Su): At 2nd level, Brud infuses himself with a holy aura, granting him protection against evil attacks. He gains a +1 deflection bonus to AC and a +1 resistance bonus on saving throws; both apply only against attacks from evil creatures. By accepting 1 point of burn, he can increase both bonuses by 1. At 5th level and every 3 levels thereafter, Brud can accept 1 additional point of burn to further increase both bonuses by 1 (to a maximum of +7 at 17th level). Whenever he accepts burn while using a wood wild talent, the energy causes his elysian aura bonuses to apply against all attacks for 1 round, and during that time he is protected from evil mental and possession effects, as per protection from evil. Brud can dismiss or restore this effect as an immediate action.
This replaces the flesh of wood defense wild talent granted by the wood element.
Ghaelelight Blast (Su): At 15th level, Brud gains the ghaelelight composite blast, which costs 2 points of burn. A ghaelelight blast is an energy blast that deals damage as a simple energy blast instead of a composite energy blast and deals chaotic and good damage. It is associated with the same infusions as positive blast.
Explorer's Outfit
Leathers (armor)
Backpack
belt pouch
Bedroll
dagger
Silver 9

ObsessiveCompulsiveWolf |

Roll call for submissions:
Rolls/interest:
Traskus - ??? Rogue (Unchained)
Grumbaki - Khaz Cloudbreaker Aasimar Dwarf Paladin
Groundhog - Fighter (into Heritor Knight)
Ouachitonian - ??? Magus (Archmage Mythic path)
Irnk, Deadeye's Prodigal - Kellid Pitborn Tiefling Elysiokineticist
Simeon - ???
kobolum - ???
Trinam - ???
theasl - ???
Expressed interest:
Iolaire
Yas392
Ivory Songbird
Tiger Claw
Redelia
Rednal
Taliesan

Bitey Nice Nice |

Ok, I am going to ask before I even put this craziness down. CG Gobbo Barbar Feral Gnasher worshipper of Cayden Cailean. We cool with that for a guardian build maybe?
4d6 ⇒ (6, 6, 1, 2) = 15
4d6 ⇒ (4, 2, 6, 4) = 16
4d6 ⇒ (4, 1, 2, 3) = 10
4d6 ⇒ (4, 4, 2, 2) = 12
4d6 ⇒ (6, 6, 4, 1) = 17
4d6 ⇒ (2, 2, 1, 5) = 10
4d6 ⇒ (4, 4, 6, 5) = 19
4d6 ⇒ (3, 6, 4, 5) = 18
4d6 ⇒ (1, 2, 5, 4) = 12
4d6 ⇒ (6, 5, 6, 1) = 18
4d6 ⇒ (2, 1, 3, 1) = 7
4d6 ⇒ (5, 3, 3, 2) = 13
Second set is slightly better than 20pt.

Iolaire |

I'll submit Iolaire, unsurprisingly. She's a Hospitallier paladin of Shelyn and much more on the 'I'm a holy band-aid' side of things than the 'smite all the demon scum' kind. Her eventual mythic class is Heirophant, so if anyone wants to make an Iomedean smiting machine we shouldn't cross over too much!
4d6 - 1 ⇒ (4, 2, 1, 3) - 1 = 9
4d6 - 1 ⇒ (1, 3, 3, 5) - 1 = 11
4d6 - 1 ⇒ (4, 1, 6, 1) - 1 = 11
4d6 - 2 ⇒ (4, 3, 2, 4) - 2 = 11
4d6 - 2 ⇒ (2, 4, 6, 3) - 2 = 13
10 pt buy... and not a good one!
4d6 - 1 ⇒ (5, 5, 2, 1) - 1 = 12
4d6 - 1 ⇒ (2, 3, 3, 6) - 1 = 13
4d6 - 2 ⇒ (4, 2, 2, 2) - 2 = 8
4d6 - 1 ⇒ (1, 1, 1, 6) - 1 = 8
4d6 - 4 ⇒ (6, 5, 4, 5) - 4 = 16
7pt buy... Holy Monkeys!
I guess I'll be using 20pt buy, unless the GM will allow a mulligan for someone who rolled so badly.

Jereru |

Ah, yeah. WotW. Everyone loves that, right? So do I.
Let's get some dice rolling! I'll think about the fluff and crunch later, yes?
4d6 - 2 ⇒ (2, 5, 6, 5) - 2 = 16
4d6 - 1 ⇒ (4, 6, 3, 1) - 1 = 13
4d6 - 1 ⇒ (6, 4, 1, 2) - 1 = 12
4d6 - 3 ⇒ (4, 6, 3, 3) - 3 = 13
4d6 - 1 ⇒ (4, 2, 1, 3) - 1 = 9
4d6 - 1 ⇒ (4, 3, 6, 1) - 1 = 13
A 20 pt buy.
4d6 - 2 ⇒ (6, 3, 2, 3) - 2 = 12
4d6 - 3 ⇒ (4, 3, 3, 6) - 3 = 13
4d6 - 1 ⇒ (4, 1, 3, 3) - 1 = 10
4d6 - 1 ⇒ (6, 2, 1, 1) - 1 = 9
4d6 - 1 ⇒ (5, 1, 1, 4) - 1 = 10
4d6 - 1 ⇒ (5, 5, 2, 1) - 1 = 12
Ahem.
So could I chose my own 20 pt buy instead? Yeah, rolls are not my thing...

ObsessiveCompulsiveWolf |

Roll call for submissions:
Rolls/interest:
Traskus - ??? Rogue (Unchained)
Grumbaki - Khaz Cloudbreaker Aasimar Dwarf Paladin
Groundhog - Fighter (into Heritor Knight)
Ouachitonian - ??? Magus (Archmage Mythic path)
Irnk, Deadeye's Prodigal - Kellid Pitborn Tiefling Elysiokineticist
Simeon - ???
kobolum - ???
Trinam - ???
theasl: ???
Iolaire: ??? Hospitaler Paladin (Shelynite)
Biteynicenice: CG Goblin Feral Gnasher Barbarian
Jereru: ???
Expressed interest:
Yas392
Ivory Songbird
Tiger Claw
Redelia
Rednal
Taliesan

![]() |

Set 1
4d6 ⇒ (4, 6, 1, 4) = 15
4d6 ⇒ (1, 1, 4, 3) = 9
4d6 ⇒ (1, 1, 4, 5) = 11
4d6 ⇒ (5, 3, 2, 2) = 12
4d6 ⇒ (5, 2, 5, 2) = 14
4d6 ⇒ (1, 6, 4, 3) = 14
14, 8, 10, 10, 12, 13
Set 2
4d6 ⇒ (2, 1, 5, 2) = 10
4d6 ⇒ (6, 1, 6, 4) = 17
4d6 ⇒ (4, 4, 5, 3) = 16
4d6 ⇒ (3, 5, 4, 4) = 16
4d6 ⇒ (6, 4, 6, 4) = 20
4d6 ⇒ (3, 6, 3, 3) = 15
9, 16, 13, 13, 16, 12
Second array it is. Not sure what to play maybe a ranger, occult class, rogue or cleric?

Rednal |

4d6 - 2 ⇒ (5, 3, 5, 2) - 2 = 13
4d6 - 3 ⇒ (3, 6, 5, 6) - 3 = 17
4d6 - 4 ⇒ (4, 6, 6, 6) - 4 = 18
4d6 - 1 ⇒ (6, 4, 1, 5) - 1 = 15
4d6 - 1 ⇒ (1, 3, 3, 2) - 1 = 8
4d6 - 3 ⇒ (5, 3, 6, 4) - 3 = 15
4d6 - 1 ⇒ (3, 1, 6, 2) - 1 = 11
4d6 - 2 ⇒ (4, 4, 2, 6) - 2 = 14
4d6 - 2 ⇒ (3, 2, 5, 5) - 2 = 13
4d6 - 1 ⇒ (1, 4, 1, 4) - 1 = 9
4d6 - 5 ⇒ (5, 5, 6, 6) - 5 = 17
4d6 - 1 ⇒ (1, 3, 6, 4) - 1 = 13
Array 1 seems... not terrible. XD Now to figure out what class to play.