Wrath of the Righteous: Replacement character


Recruitment

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Greetings to applicants. Looking for a replacement character, that must be a Paladin of Iomedae.

Some Applicants: I want to play a something else.
DM Papa-DRB (waves hand) This is not the recruitment thread you are looking for.
Some Applicants: Yes, this is not the recruitment thread we are looking for.
DM Papa-DRB (waves hand) You will now leave this thread.
Some Applicants: Yes, we will leave this thread now. (leaves thread)

Now that only the Paladins of Iomedae are here. We are in the last exploration area of Chapter 3, and then the group is heading back to base (Drezen). At that point the current Paladin will be leaving the group, and we need someone to take his place.

The easiest way in is;
1) You were one of the Paladins in the army that retook Drezen from the demons and wish to be more active.
2) You were a Paladin in Queen Galfrey retinue that is now occupying Drezen and wish to be more active.
3) You are an itinerant Paladin and received a vision from Iomedae.
4) Something else, as long as you end up in Drezen and wish to join this group of adventurers.

The current cast of characters is:
Name ;; Character class and level ;; Mythic path and tier ;; Campaign trait
Aladir Cyruthion ;; Male Elf Rogue (Scout) 11 ;; Trickster 4; ;; Chance Encounter
Alikia Sokol ;; Female Half Elf Wizard (Conjurer) 11 ;; Archmage 3 ;; Riftwarden Orphan
Ezro Lindran ;; Male Half-Elf Cleric of Iomedae 11 ;; Heirophant 4 ;; Touched by Divinity
Hyram Grimstalk ;; Male Human Inquisitor 11 ;; Guardian 4 ;; Exposed to Awfulness
Quinn Inktooth ;; Male Demon-Spawn Tiefling Paladin 8/Bard 2 ;; Champion/Hierophant 4 ;; Stolen Fury ( Link to Quinn)

LINK to original recruitment thread, where you will find the character creation rules. Check that thread for questions before asking here please.

By the time you meet up with the group they will be character level 12 and mythic tier 5, so create your character at that level. When you all meet, Quinn will give you his sword, Radiance (campaign longsword), as he has had a vision from Iomedae, which will strip him of his mythic path / tier and transfer the energy to you so you gain your mythic path / tier at that time. Give yourself at least a +1 longsword that you will give to Quinn. Starting wealth will be what is normal for 12th level characters. Couple of caveats for character build; at least ¾ of your levels must be Paladin, preferably all; no occult or guns; core races plus aasimar and tiefling only. I will leave this recruitment thread open for two weeks, or perhaps longer depending on how fast they get thru the last area. You will meet the group in about 3-4+ weeks of real time.

– david


dotting. I can have a character up in a couple of hours.


I'd love to put together a character for this.

Edit: Would you accept a Heritor Knight in place of a paladin, or are we going hard in on the class requirement?


I'll definitely put something together tonight... been dying to play WotR, but every game I join sputters out shortly after the first encounter. Great to see a game that is trucking along.

I also love playing Paladins, so this will be fun.


Dotting. I have a Paladin if Iomedae ready for it - it was the one I used in another WotR that unfortunately died at the end of book 1 and I’d love to bring him back. I’ll have him leveled and ready by EOD today.


Folks, I really do appreciate the responses, but just to clarify and set expectations; This recruitment thread will stay open for at least two weeks. Earliest date for selection is 6 August 2018.

-- david aka DM Papa.DRB


Groundhog wrote:
Edit: Would you accept a Heritor Knight in place of a paladin, or are we going hard in on the class requirement?

As it is a Prestige Class, I would NOT accept Fighter 5, Heritor Knight x. As long as 3/4 of the levels are Paladin, you could take that as a Prestige Class, to a maximum of Paladin 15, Heritor Knight 5.

So to answer the question; Yes, hard on the Paladin requirement.

-- david


Dotting....looks interesting.


Definitely interested - tried this one a few times and had a Cavalier that made it to 3rd or 4thas the best outcome.


Love paladins. And I love that your campaign has been going on for a *very* long time by PbP standards!

I'll whip something up...

Silver Crusade

Well, I can try this comsidering that I don't get to plat the AP much (actually nearly never), starting level is high but I think I can work with this, depending on what was already done, and that I do not affect current storyline.

the starting info is in the profile, obviously needs to level up.


Ooooo. I can confidently say I've never played a paladin before. (Killed a few.) I would love to get into this. *goes to read, characterization build, persona build*


are you using background skills?


Edward Sobel wrote:
are you using background skills?

No to Background skills.

-- david


DM Papa.DRB wrote:
Edward Sobel wrote:
are you using background skills?

No to Background skills.

-- david

okey dokey


I've always wanted to play a paladin, just to show they don't need to be lawful stupid.

However, I prefer a bit more magic so would a paladin sorcerer work (half and half)?

I could be conviced to use oracle, but I find the utility spells are better in the arcane lists, and utility spells would be the primary spells.

Oh, very important, what is the posting rate?


Interesting Character wrote:

I've always wanted to play a paladin, just to show they don't need to be lawful stupid.

However, I prefer a bit more magic so would a paladin sorcerer work (half and half)?

I could be convinced to use oracle, but I find the utility spells are better in the arcane lists, and utility spells would be the primary spells.

Oh, very important, what is the posting rate?

Not half-n-half. 3/4 levels must be Paladin, preferably all levels are Paladin.

This character will definitely be a front line character.

It started out 5 posts per week, but it has slowed down to 3 or 4 per week.

-- david


I can handle frontline. I played lots of battle sorcerers in 3.x so to me, even pure casters can be frontline easy enough (unless I'm playing against those super optimizer players that play like this is 4e or chess or something).

How tied are you to default fluff (I ask because I mainly ignore default fluff until I'm filling in holes)?

Edit, 3/4 is fine too, I wasn't trying to convince you otherwise, just talking about being a frontline caster is all.


Interesting Character wrote:
How tied are you to default fluff (I ask because I mainly ignore default fluff until I'm filling in holes)?

I do not understand the question. What do you mean by "default fluff"?


I think IC means 'this ability is possessed by the Hobgoblins of West Axebreak' -- default information on an ability or feat or whatnot, as per Paizo published material -- as compared to 'this ability is possessed by battle-hardened hobgoblins', which is nonspecific, as usually found on d20pfsrd.com.


Close, but not quite.

I start with character, then find the best mechanics to represent said character, and sometimes, the best fitting mechanics have different fluff.

For example, I hate prepared casting. Hate it. I have said before that if magic were real, I'd study and develop the ability to cast spontaneous like a sorcerer even if I had to develop such techniques from scratch. Thus, I actually have had a couple characters do so, and thus use the sorcerer class, but fluffed as casters that studied the ability to cast that way instead of gaining power from a bloodline.

In fact, I've played paladins before, but used battle sorcerer for the class or monk/sorcerer. (I like the concept of a paladin, but don't particularly like the mechanics that much. Far too limited in scope.)

Other times I've done things like play a LG rogue, the rogue abilities being due to being a scout and dextrous fighter.

I even have a kitsune that has been refluffed as being a winterwolf instead of fox tying her heritage to some unusual events involving winter witches.

Sczarni

Tossing my notice of interest in here.

Hopefully I can get caught up on the game soon, but it sounds like well have some time to read anyways.


DM Papa.DRB wrote:
Groundhog wrote:
Edit: Would you accept a Heritor Knight in place of a paladin, or are we going hard in on the class requirement?

As it is a Prestige Class, I would NOT accept Fighter 5, Heritor Knight x. As long as 3/4 of the levels are Paladin, you could take that as a Prestige Class, to a maximum of Paladin 15, Heritor Knight 5.

So to answer the question; Yes, hard on the Paladin requirement.

-- david

That's fair enough. I was hoping it was close enough to count; it's kind of my favorite Iomedae-themed thing.

I will put together a "real" paladin, then.


I should be in bed. Have to do a Boy Scout fund raiser at 6 in the morning. It's too close to midnight.

I'm thinking a Sacred Shield, Warrior of the Holy Light Paladin with Iomadae's Divine fighting technique (traded for Mercies).

Class feature trade-offs are more about protecting his fellows than breaking his foes, though. Will need to see how strong a primary combatant I can make the build.

Through the weekend. Not tonight.


Does the mythic path we choose have to match the campaign trait, or is that simply the suggested path?

Also, I'm not familiar with this AP, so are we past the encounters where we need to worry about our connection to others with the same trait?


I was about to ask a similar question re: campaign trait v. Path -- see that there isn't a Champion in the group, and totally want to take that role -- but don't really have the feats to make a maneuver build that would benefit from the actual trait bonuses.

That said, I've certainly paid Feat Taxes before, so giving up a trait isn't the worst thing that could happen.


You do not have to take the associated path that goes with the campaign trait.

No need to worry about the connection to others with the same trait.

-- david

EDIT: I have been thinking about this some more. Taking a campaign trait is not required, you can take another "regular" trait, if you wish. At L12/MR5, the campaign trait is almost negligible.


What about Leadership (possibly without cohort) and Divine Source mythic ability?


Interesting Character wrote:
What about Leadership (possibly without cohort) and Divine Source mythic ability?

No. I have always had issues with Leadership, and anything associated with it so I do not allow it.

-- david


Okay, no leadership.

I'm rather curious what those issues might be though. I hear plenty of gms mention having issues with it, but I haven't ever even seen the feat in play except for using it myself which was never a problem for my gms (which may be why they allowed me to have it in first place).

As a gm myself, and someone designing my own systems, I'd really like to know.

---
Also, can I ignore the followers aspect of Divine Source and take it just for the domains?

Silver Crusade

ok here is what I got for stats so far.

Sabrina level 12 stats:

Sabrina De'Foe
Female angel-blooded aasimar (angelkin) paladin (oath against fiends, oath of vengeance) 12/Marshal 5 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 60, 60)
LG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +6
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 25 (+10 armor, +2 deflection, +1 Dex, +1 natural, +2 shield)
hp 176 (12d10+56)
Fort +16, Ref +10, Will +18; +2 vs. [evil], -2 vs. distraction ability of swarms, and mind-affecting effects
Defensive Abilities hard to kill, mythic saving throws; Immune disease, fear
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor), fly 20 ft. (poor)
Melee claíomh solais +21/+16/+11 (1d8+6/19-20)
Special Attacks mythic power (16/day, surge +1d8), smite evil 4/day (+5 attack and AC, +12 damage)
Spell-Like Abilities (CL 12th; concentration +15)
. . 1/day—alter self, light
Paladin Spell-Like Abilities (CL 12th; concentration +15)
. . At will—detect evil
Paladin (Oath against Fiends, Oath of Vengeance) Spells Prepared (CL 9th; concentration +12)
. . 3rd—dispel magic, greater shield of fortification [ACG]
. . 2nd—inheritor's smite (2), paladin's sacrifice [APG] (DC 17)
. . 1st—cure light wounds, hero's defiance [APG] (2), protection from evil
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 16, Int 14, Wis 16, Cha 20
Base Atk +12; CMB +18; CMD 31
Feats Angel Wings [ARG], Angelic Blood [ARG], Extra Lay on Hands, Extra Mythic Power[M], Greater Mercy [UM], Hover, Power Attack, Weapon Focus (longsword)[M]
Traits armor expert, child of the crusades, chosen of iomedae
Skills Diplomacy +13, Fly +10, Heal +12, Knowledge (history) +5, Knowledge (nobility) +8, Knowledge (planes) +9 (+11 to identify evil outsiders or items or effects created by evil outsiders), Knowledge (religion) +9, Linguistics +5, Perception +6, Ride +5, Sense Motive +12, Spellcraft +7 (+9 to identify evil outsiders or items or effects created by evil outsiders), Survival +4
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal
SQ amazing initiative, anchoring aura, celestial crusader [ARG], channel wrath, divine bond (weapon +3, 2/day), focus [MA], haunting regret, heroic block [MA], holy vessel, lay on hands 16/day (8d6), legendary item [MA], mercies (diseased, fatigued, paralyzed), powerful justice, rally[MA], recuperation, scion of humanity[ARG], smiting aura[MA]
Combat Gear inheritor's gauntlet; Other Gear armor of the pious, +1 crusading adamantine buckler, claíomh solais, bag of holding i, belt of mighty constitution +2, boots of striding and springing, bracers of the merciful knight[UE], cloak of the crusader, handy haversack, headband of mental superiority +2, knight-inheritor’s ring, magenta prism ioun stone, ring of protection +2, bedroll, belt pouch, flint and steel, holy text (Iomedae)[UE], masterwork crusader's cross, silver holy symbol of Iomedae, soap, waterskin, 100 pp, 891 gp, 6 sp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Anchoring Aura (DC 21) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Celestial Crusader +1 att/AC vs. evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fly (20 feet, Poor) You can fly!
Focus (Su) When ally within 30 ft uses surge, it rolls bonus die twice and takes higher result.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Haunting Regret -2 vs. swarm distraction, mind-affecting effects, and on concentration checks.
Heroic Block (Ex) When melee attack targets ally, spend 1 power to move up to double speed and aid AC.
Holy Vessel (Su) At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spel
Hover Can hover in place without Fly checks and kick up dust cloud if within 20 ft of ground.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (8d6 hit points, 16/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Justice (Su) At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR.
Rally (Su) As a swift action, use 1 power to grant allies in 30 ft a d20 reroll before your next turn.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Smite Evil (4/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Smiting Aura (5 dmg, 5 rnds.) (Su) Spend 1 pow. when smiting evil. 20-ft. aura damages evil creatures that start or move into it.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Weapon Focus [Mythic, Longsword] 1 MP: As a swift action, add half tier to attack with selected weapon.
--------------------

the rest is in the profile here.

DM Papa wrote:


1) You were one of the Paladins in the army that retook Drezen from the demons and wish to be more active.

I like this idea and it can fit what I have in mind for the character.


Done with a lot of the mechanics. Got about 1600 gold to spend, yet. Mundane and expendables. Need to pick 2 Mercies. Ready to focus on the story and traits, and then adjust if I need to because the story changes something . . ..

Found the post in the original discussion thread noting max HP at every level. That's HUGE. Let's me move Favored Class bonus to skills, honestly.

I would appreciate feedback, especially from the current player set.

Angel-Blooded Aasimar Sacred Shield Paladin Warrior of the Holy Light.

Combat:

Init: +7 (Dex+2 + Mythic+5)
Speed: 20' (Armor 20')
Darkvision 60'

BAB+12, Str+3, Dex+2, CMB+15

+1 Holy Darkwood Strength (+3) Composite Longbow +15/+10/+5 for 1d8+4 @ x3 P (60 cold iron arrows - +2d6 damage vs Evil opponnets)
(BAB+12, Dex+2, Magic+1, Str+3)
+1 Holy Adamantine Longsword +17/+12/+7 for 1d8+4 @ 19+ S (+2d6 damage vs Evil opponents)
(BAB+12, Str+3, Magic+1, Weapon Focus+1)
+1 Cold Iron Longsword +17/+12/+7 for 1d8+4 @ 19+ S
(BAB+12, Str+3, Magic+1, Weapon Focus+1)

Inheritor's Gauntlet 1/Day, standard action, lasts for 1 minute, imbues sword with evil outsider-bane (adds +2 enhancement and additional 2d6 damage vs evil outsiders).
Iomedae's Inspiring Sword, Initial at will, full-round action, lasts 3 rounds (1+1/5BAB+2). Allies w/i 30' who can see display gain +2 sacred bonus on attack rolls, saving throws, and skill checks
Iomedae's Inspiring Sword, Advanced at will, standard or end of charge, lasts 1 minute. Succesful attack w/ longsword grants allies who see it +2 sacred bonus on attack rolls, saving throws, and skill checks
Knight-Inheritors Ring 1/Day each, cast Bless Weapon (weapon counts as both magic and Good, critical threats auto-cinfirm) & Wartrain Mount (replaces mounts trained purpose with war mount)

HP 169 (12xHD10 + 12xCon+2 + 5xMythic+5)

Angelic Blood Bleed or Blood Drain damage to me causes 1 pt damage to all undead or evil subtype creature adjacent to me.
Hard to Kill, auto-stabilize, dead at -28 HP
Recuperation. 8 hours rest restores all HP.
Recuperation, uses 1 Mythic Power. Restore 50% of max HP in 1 hour and resets all X/Day Class Features

AC 33, T 22, F 22, CMD 29 (Armor+11, Shield+8, Dex+2, Deflection+1, Insight+1, BAB+12, Str+3)

Adamantine Armor. DR 3/-
Bastion of Good 4/Day, swift action, lasts until target dead or I rest. I gain Deflection+11 (Cha+8 + Level+3) vs attacks from target. Allies w/i 20' take half damage from target.
Crusading Armor, uses 1 Lay on Hands, swift action, lasts for 1 minute. Grants +2 Sacred bonus to AC, +3 vs evil dragons, evil outsiders & undead.
Divine Bond 2/Day, standard action, lasts 12 (level) minutes. Shield glows like Light. Add +3 enhancement to shield (+2 enhancement max, arrow deflection (uses 2), blinding (uses 1), light fortification (uses 1), moderate fortification (uses 3), spell resistance 13 (uses 2), spell resistance 15 (uses 3))
Holy Shield, costs 2 Lay on Hands, standard action, lasts for 11 (3 + Cha+8) rounds. I glow like Daylight spell. Allies w/i 20' gain my Shield bonus (above).
Impervious Body. DR 5/Epic.
Power of Faith, costs 1 Lay on Hands, standard action, lasts for 1 minute. I give off 30' nimbus of light like daylight. Allies in nimbus receive +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear; curing of 1d4 points of ability damage (once per day); resistance 10 to selected energy type.
Sacraficial Shield 1/Round, block damaging attack with shield. Reduce damage by 91 (Hardness+HP of shield - improves with Divine Bond) and if shield is not destroyed, it is broken. Pay 1 Mythic Power to nullify damage to shield.
Sudden Block, uses 1 Mythic Power, immediate actoin, instant. Add +5 to either my or adjacent ally's AC against attack. Attacker must roll twice and take worst result. I or selected ally can make immediate attack bypassing all DR.

Fort +18 (Base+8, Con+2, Cha+8)
Ref +14 (Base+4, Dex+2, Cha+8)
Will +16 (Base+8, Wis+0, Cha+8)

Allies w/i 10' gain +4 vs Fear, charm effects
Angelic Blood+2 vs effects with evil descriptor.
Immune to fear, all diseases, charm effects
Mythic Saves. Saves vs spells and special abilities from non-Mythic sources prevent all effects.
Spell Resistance 17 vs spells and spell-like abilities from evil outsiders or with evil descriptor.

Alter Self 1/Day
Amazing Initiative, uses 1 Mythic Power, 1/round. Add standard action action to current round.
Armor Master. No AC penalty or Max Dex imposed on me by any armor or shield.
Detect Evil at will, move action, 60', presence & strength in 1 action
Lay on Hands 24/Day (1/2 Level+6 + Cha+8 + Power of Faith+3 + 2xExtra+2 + MythicExtra+3), Standard action (swift for self), touch, heal 6D6 - trade 2 uses of Mythic Power for 1 Lay on Hands
Mythic Power 13/Day (3 + 2xTier+5)
Surge, uses 1 Mythic Power. Add +1d8 to a D20 roll.


Feats/Trained Skills:

Tower Shield Proficiency
Shield Focus
Weapon Focus (Longsword)
Extra Lay on Hands
Extra Lay on Hands
Angelic Blood
--
Mythic Tower Shield Proficiency
Mythic Shield Focus
Mythic Extra Lay on Hands

Skills 2+Int1+FavoredClass1=4/Level
+23 Diplomacy 8+12+3
+17 Heal 0+12+3+2Race (buy kits)
+15 Knowledge (Planes) 1+12+0+2Race
+16 Knowledge (Religion) 1+12+3


Gear Purchase:

Level 12 - 108,000
30,500 +2 Crusading Adamantine Full Plate of Comfort +11/+1/-4/35%/20'/50# . DR3/- Hardness 20, 80 HP
16,630 +3 Impervious Darkwood Tower Shield +7/+2/-8/50%/22.5# . Hardness 11, 80 HP
.2,730 +1 Holy Darkwood Strength (16/+3) Composite Longbow 1D8+1/x3/110'/1.5#/P . Hardness 7, 15 HP
21,015 +1 Holy Adamantine Longsword 1d8+1/19+/4#/S . ignore Hardness<20 Hardness 20, 17 HP
.4,330 +1 Cold Iron Longsword 1d8+1/19+/4#/S . Hardness 10, 15 HP
16,000 Headband of Charisma (+4)
.3,000 Knight-Inheritor's Ring
.2,000 Handy Haversack 5# (20#/80#/20#)
.1,800 Efficient Quiver 2#
.2,700 Inheritor's Gauntlet
.5,000 Dusty Rose Prism Ioun Stone
...750 Wand of Cure Light Wounds (50) Caster Level 1
.....6 60 Cold Iron arrows

106,461


Attributes:

3 13 +2 15 .8 16 ..... 16 S +3
3 13 .. 13 12 14 ..... 14 D +2
5 14 .. 14 .. 14 ..... 14 C +2
2 12 .. 12 .. 12 ..... 12 I +1
0 10 .. 10 .. 10 ..... 10 W +0
7 15 +2 17 .4 18 M2,M4 22 H +6 +4 26/+8

QUITE a lot more material I used as notes to build the above which will be added to a profile along with the above, as appropriate.

I know. I still have to do the important stuff: the story. Time for a reasonable old man to head towards bed, though. Tomorrow.

I am in Texas. US Central time.


Interesting Character wrote:

Okay, no leadership.

. . .

I'm rather curious what those issues might be though.

As a gm myself, and someone designing my own systems, I'd really like to know.

I don't know his reason, but the one concern I usually hear discussed about it is equity in attention and play time for each player.

A player who actively uses the mechanical advantages of Leadership is acting more often and for longer than his fellows. He uses up more of the GM's time, and leaves his companions passively watching more of the game than they would otherwise.

A player who does NOT actively use the mechanical advantages of Leadership doesn't need to spend the feat slot to force a level of loyalty on what are effectively only colorful backdrop pieces.

But, again, I can't speak to why this particular judge doesn't like Leadership, just to my own observations.


More feedback is almost always a good thing.

The chances of getting enough good feedback is already slim to none, so the chances of getting too much is somewhere around astronomical. :)

===
The concept so far is named Pip, a kobold that has been fighting against the evil forces of the worldwound ever since those forces destroyed her tribe in a botched betrayal. As she was rather young at the time, most of her concepts of life and morality came from the various soldiers and paladins she had been tagging along behind (Who generally didn't know how young she was, her being a kobold an all). Having had to fight her way out of that first encounter, she had banished all fear and continued to fight ever since.

She is a rather clever and creative little kobold, and ever seeks to even the odds, building on her earliest teachings of magic (she had been destined to be one of the casters/shamans of her tribe due to her special scale color) to use spells for advantage and to craft various items. Though lacking formal training beyond the basics, she has had to mostly figure it out for herself, and her power has outstripped her knowledge and she often spends time just figuring out what all she can do with her power.

A paladin of Iomedae was the captain of the company that had found Pip in the aftermath of her village's destruction and had allowed her to stay, becoming one of Pip's mentors, teaching her the common tongue, how to fight, and of course the teaching of Iomedae. During one very difficult battle, the paladin had died, and it was then that Pip truly became a paladin herself, promising to become for others what the paladin had been for her, and Pip still uses the paladin's shield as her own.

Pip hasn't had much experience away from constant threat of attack, and being a kobold, those who don't know her (or know of her, in more recent times) are often less than friendly, giving her a rather bleak view of the world, seeing good things as rare and thus precious.

A lot of her personality was mildly inspired by the character Littlepip (I highly recommend reading her story even if you aren't normally into that sort of thing. Best story I've ever read hands down, and I read a lot). I had to upon seeing the tortured crusader archetype as it describes her so well it instantly reminded me of her so I went with it (I swear that archetype must have been made based on her). Though I've changed the character quite a bit and only mildly based on Littlepip, I added a few silly nods, such as her being Pip the Little and using a fire weapon.

Mechanically,
She is a kobold of course, with gliding wings and prehensile tail alternate race traits

Classes are paladin (Tortured Crusader) 9 / arcanist (vanilla) 3

Sadly this leaves me at still only 1st level spells, but at least arcanist can have variety to make up for it without being a so-called vancian caster (it's bad enough that the paladin spells are that way), especially with quick study to swap as needed.

My mythic path is the archmage, thus one of the abilities chosen will at least boost my spells per day.


Okay, here is my submission. I'll get her backstory created later, but the short-form answer is that she is Irabeth's distant cousin. She hero-worships Irabeth, and so became a paladin because she wanted to be more like her.

Caanan Tirabade:

LG Half-Orc Paladin 12/Guardian 5

STR 22/24
DEX 12
CON 16/18
INT 10
WIS 8
CHA 22/26

HP 205 (12d10 +48 con +12 toughness +25 mythic)
AC 33 (10 base +1 dex +15 armor +5 shield +2 deflection) FF: 32; T: 13
BAB 12
Init +8

Fort: +25; Ref: +18; Will: +20

Speed 20'

Longsword +20/15/10 to hit; 1d8+8 damage; 19-20/x2 crit

Skills: Diplomacy r12 +23, Knowledge (Religion) r12 +15

Feats: Extra Channel, Extra Lay on Hands x2, Fearless Aura, Toughness, Ultimate Mercy

Traits: Fate's Favored, Exposed to Awefulness

Alternate Racial Features: Sacred Tattoos

Class Features:
Archetype (Warrior of the Holy Light); Aura of Good, Detect Evil, Smite Evil 4/day, Divine Grace, Lay on Hands (21/day; 6d6), Aura of Courage, Divine Health, Mercy (Sickened, Dazed, Cursed, Stunned), Channel Positive Energy (DC 24; 6d6; 2 free/day; costs 2 LoH to use), Divine Bond (Weapon; +3; 1 min; axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, Keen, Merciful, Speed), Aura of Resolve, Aura of Justice, Power of Faith (+3 loh/day; can use 1 use of loh to activate light aura; 30' aura; lasts 1 min; +1 morale bonus to AC, attack rolls, damage rolls, and saves vs. fear, heals 1d4 points of ability damage 1/day, grants resist 10 of my choice when I activate it; counts as Daylight)

Mythic Features:
Path: Guardian
Guardian's Call: Sudden Block
Basic Path Powers: Hard to Kill, Mythic Power (17), Surge +1d8, Amazing Initiative, Recuperation, Mythic Saves

Mythic Feats: Mythic Paragon, Extra Path Ability x2

Path Abilities: Armored Might, Mythic Mercy, Incredible Parry, Enhanced Ability (Strength, Constitution, Charisma), Sleepless

Equipment: 108,000 gp
Full Plate +3 -10,650, Heavy Steel Shield +3 -9,165, Inheritor's Light -6555 gp, Headband of Charisma +4 -16k gp, Ring of Protection +2 -8k gp, Cloak of Resistance +3 -9k gp, Belt of Physical Might (Str/Con) +2 -10000, +1 Tome of Cha (used) -27.5k gp, Necklace of Adaptation -9k gp, 2130 gp


Bah, just double checking the requirements for building the mechanics, and realized I missed the race requirement. I'll rework that. It wasn't like the character was dependent on race, so it shouldn't be too bad. Still, core races are boring and need really good story elements to compensate for the lack of built in interesting stuff to built on.

Tieflings can still be small sized, so perhaps I'll go with that. Core races aren't as likely to experience the more negative social aspects, a big part of her, so I think tiefling is the only thing that will still work.


Was thinking of picking up levels in Sentinel -- which, if ever there was a PrC that was more thematically appropriate, I can't think of it -- but wanted to ensure that was ok before I start using those pretty bonus combat feats. ;). [And yes, that'd be Paladin 9/Sentinel 3, per the build instructions]

Kind of like the idea of #3 (guided here by a vision) - it fits in with the late to the call, pushed back against it before accepting his destiny, but now with the zeal of a convert who saw a tiny piece of the big picture concept I have in my head.


Okay, some flavor text to go with the mechanics given in post 33 above.

Alzar, Iomedaen Paladin
Aasimar (Anglekin)
Paladin (Sacred Shield; Warrior of the Holy Light)

Background:

Alzar was born in a very normal home, deep within the nation of Taldor. He was the fifth child to a family of farmers. He has no memory of his parents, though, because the local priest saw the infant, and knew something special had happened. Not only did the infant have much fairer coloring than anyone in the family, but he also bore a birthmark on his right forearm shaped as a sword imposed over the sun. He contacted the temple of Iomedae in Oppara, and they sent an Inquisitor to investigate. Alzar's family was well compensated for giving the infant to the church.

Alzar was raised, sadly, knowing not only that he was different from everyone else, but that he had been chosen from before birth to serve the Lady of Valor. He received the best training and the best education. He only went hungry when his instructors needed him to learn a lesson about wanting. An older human priestess, Shantora, worked very hard to ensure that Alzar was given time to just be a child, to have others in his age range to play with, and to be allowed to focus his mind where he wanted now and again as a break from the grand training plan the church elders had built for him.

This is actually how he ended up focusing on using a tower shield. He had the basics of shield use in a trainign room by the time he was 9, but the majority of the shields were far larger than appropriate for his child's body. He still went and grabbed the biggest he could carry, and started working with it as some warriors do tower shields. As he got larger, he kept reaching for larger and larger shields. Alzar did fine when forced to work with the smaller shields, so it didn't seem to be fear driven, but he always chose the biggest shield he could find and carry.

As he got older, and larger, Alzar's training focused down to him becomeing a Paladin. Being what he was and training where he was, he had nearly every possible option avaialble to him for his training. He simply followed the path Shantora taught him, looking for the things that felt most useful, that felt a good fit. He graduated from his training, Shantora cheering him on, focused on helping his comapnaions stay in the fight, and on performing better than they thought they could on their own.

Like the majority of new Iomedaen Paladins, Alzar felt called to Kenebras, and the war at the Worldwound. He missed the fall of Kenebras, as he was in the Worldwound on patrol. The destruction simply increased Alzar's conviction that he has been working in the right place, on the right task. When the call came for soldiers to support the effort to retake Drezen, he didn't hesitate, but stepped forward because this was a task that had to be done. After the reclamation of Drezen, Alzar felt the joy in a task accomplished, but he realized it felt more like a step than a task. He's been looking deeper and deepr into the Worldwound, speaking with his fellows and leaders, trying to find a group that is ready to push on, to force the Crusade through the belly of their foes.

Physical Description:

The younger man seems to shine with an internal light, his platinum blond hair appearing to glow as it reflects the sunlight, his helm held in his right hand for the moment. His spotless plate armor, adorned with the symbols of Iomedae on the cuirass, paldrons, cuisse, and even the visor of his helm, is partially hidden by a much less clean white sleeveless surcoat adorned on both the front and back with the stylized sword and sunburst image woven into the fabric directly. His tower shield is painted to display the same colorful version of Iomedae's holy symbol as his surcoat. He wears two longswards on the left side of his body, and a closed quiver on the right, though no bow is visible.

Personality:

First, I never know for sure exactly how a personlaity is going to work out until play starts, but my vision is . . ..

Alzar is a mostly serious young man, focused on the big tasks faced by his only family, the church of Iomedae. He has learned to be cautious about what other people tell him the church wants or needs, and now trusts his instincts on this point over the words of strangers, believeing his instincts are guided by Iomedae, directly or not. His certainty of purpose is still growing.

Despite his focus on the work, he is a young man, and he enjoys revelry and humor.

His time in the field has tempered his formal church education, and his language use is far less formal than it was when he arrived.

While the ultimate goal is the destruction of the evil of the Worldwound, the evil which created it, and the evil which maintains it, Alzar understands that an isolated act isn't going to prevail against the forces controlled by this evil. It will take a series of acts, a combination of efforts, and that every soul involved in those efforts is valuable and needs protecting so that they can continue beyond th eimmediate fight in order to win the war. He tries to focus on bolstering and protecting his comrades, confident that Iomedae will provide him the protection he needs as long as he keeps the others moving forward. This does not mean that he sits back and watches. His methods of protection and inspiration require that he be front and center. If he does not accept the risk, he can not mitigate it for his companions.

He believes in redemption. His time around the Worldwound has shown him too many examples of Sarenrae's followers helping convert the willing to believe otherwise. But he has also paid atention, and seen the ratio of those willing to work for redemption versus those seeking to destroy what is good and right in the world. He believes looking for those seeking redemption is a poor use of time. If they truly want to be redeemed, they should initiate that discussion.

And, no, I'm not looking at the Birthmark Trait. I'm looking at Crusader and Trustworthy, actually.


Question: for the following path ability

PRD wrote:


Armor Master (Ex):
You don't take an armor check penalty or incur a arcane spell failure chance when wearing light armor or using a shield (including a tower shield). In addition, the maximum Dexterity bonus of light armor doesn't apply to you. You can select this ability up to three times. The second time, it also applies to medium armor. The third time, it also applies to heavy armor.

Would the reduction of mithral armour apply when determining the type? Like, as an example, taking once would apply to mithral chainmail and twice to mithral plate? I ask because I've had different GMs rule differently -- and while I could put a mythic feat into Extra Path ability, just seeing if I need to.

Also: disregard the earlier Sentinel question -- it's not really the best PrC to only dip 3-5 levels in.


ATTENTION

It looks like the group wants to go back to base now instead of the next area, have the new character come in and then go to the final area.

New levels. Create characters that are Character Level 11, Mythic Rank 4.

New date for recruitment closing. 27 July, ie. this coming Friday, ie. 5 days from now.

Sorry for the change in plans....

-- david


It happens. That's part of what makes it an rpg. :)


Adaptation? Low stress. Just takes a little time.


All good -- Friday is doable.


I'm gonna throw this guy in there: Theoden

I've got to break him down to 11th/4 but this is the gist of him.

What's up, Tilnar? Long time no see, bud. :)


DM, to confirm, the starting wealth went down to 11th level now, correct?


Rebuilt Caanan Tirablade:

Caanan Tirabade:
LG Half-Orc Paladin 12/Guardian 5

STR 21/23
DEX 12
CON 16/18
INT 10
WIS 8
CHA 22/24

HP 196 (11d10 +44 con +11 toughness +20 mythic +11 Favored Class)
AC 30 (10 base +1 dex +14 armor +4 shield +1 deflection) FF: 29; T: 12
BAB 11
Init +8

Fort: +23; Ref: +16; Will: +18

Speed 20'

Longsword +18/13/8 to hit; 1d8+7 damage; 19-20/x2 crit

Skills: Diplomacy r11 +21, Knowledge (Religion) r11 +14

Feats: Extra Channel, Extra Lay on Hands, Fearless Aura, Toughness, Ultimate Mercy

Traits: Fate's Favored, Exposed to Awefulness

Alternate Racial Features: Sacred Tattoos

Class Features:
Archetype (Warrior of the Holy Light); Aura of Good, Detect Evil, Smite Evil 4/day, Divine Grace, Lay on Hands (17/day; 6d6), Aura of Courage, Divine Health, Mercy (Sickened, Dazed, Cursed), Channel Positive Energy (DC 24; 6d6; 2 free/day; costs 2 LoH to use), Divine Bond (Weapon; +3; 1 min; axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, Keen, Merciful, Speed), Aura of Resolve, Aura of Justice, Power of Faith (+3 loh/day; can use 1 use of loh to activate light aura; 30' aura; lasts 1 min; +1 morale bonus to AC, attack rolls, damage rolls, and saves vs. fear, heals 1d4 points of ability damage 1/day)

Mythic Features:
Path: Guardian
Guardian's Call: Sudden Block
Basic Path Powers: Hard to Kill, Mythic Power (17), Surge +1d8, Amazing Initiative, Recuperation, Mythic Saves

Mythic Feats: Mythic Paragon, Extra Path Ability x2

Path Abilities: Armored Might, Mythic Mercy, Incredible Parry, Enhanced Ability (Strength, Constitution, Charisma), Sleepless

Equipment: 82,000 gp
Full Plate +2 -5,650, Heavy Steel Shield +2 -4,165, Inheritor's Light -6555 gp, Headband of Charisma +2 -4k gp, Ring of Protection +1 -2k gp, Cloak of Resistance +3 -9k gp, Belt of Physical Might (Str/Con) +2 -10000, +1 Tome of Cha (used) -27.5k gp, Necklace of Adaptation -9k gp, 2130 gp


I just got called into my part time job early, so I will have a more detailed post out this evening.

Summary of changes:
Character Level 11, Mythic Tier 4
Wealth as 11th level.
New character will be picked the end of this week.

Sczarni

About 1/3 through gameplay thread.

Mechanics of submission done, just working on background & description.

Should have him up later today. Hopefully can mostly finish gameplay tonight as well.


Hi GM,

I played this character in a WOTR that ended. We left off almost exactly where you guys are right now. He wasn't a Paladin of Iomedae, rather of Shelyn. He was a semi-pacifist who always offered opponents a chance to surrender (unless they were demons or undead, those he destroyed) and in that game he had managed to atone a few of the different NPCs found (Jesker, Jestak, Joran Vhane) and then he spontaneously converted several former Lamashtan cultists who began worshiping him (thus the Divine Source mythic power). If you want to see my post history its all right here on this alias as I've left this guy alone since then. He has honestly been one of my favorite characters ever to play in this forum. I have lots of legitimate concerns with the mechanics of Mythic play, but the sheer scale of what it lets you do (play a burgeoning deity) is pretty awesome.

I wouldn't mind adjusting Nilus to meet he needs of the campaign, but I'd hate to completely rewrite him, I loved this character. (That's a Shelyn pun =))

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