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Old Jan 16th, 2021, 09:38 AM
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Wrath of the Righteous

Game NameWrath of the Righteous
Game SystemPathfinder
ThemeBattle of Good vs. Evil, Fighting Demon Hordes
FlavourHigh Fantasy of Epic Proportions and Epic Battles
Plot Summary

Adventure BackgroundFor decades, demons have ruled the Worldwound. Fearsome fiends of every stripe-their mottled skin harder than iron, teeth like serrated blades, and eyes burning with Abyssal flames - roam the ruined lands that were once known as Sarkoris, leaving their mark wherever they go. Four crusades have attempted to cleanse the land, but each seems to meet a worse fate than the last. Were it not for the line of magical wardstones along the eastern and southern borders, the demons would have long ago overrun northcentral Avistan and beyond.

The Fourth Crusade hasn't really ended as much as petered out, yet some refuse to accept that. Amid crippling shortages and record lows in morale among the crusaders, the Mendevian war effort teeters on the brink of collapse. Though the demonic occupation of the Worldwound is growing, as is corruption among the crusaders, a dwindling minority of paladins and priests maintain that the Fourth Crusade is still vibrant and alive, and that the turning point in the war is only a few days away.

The Fourth Crusade is anything but vibrant, but the crusaders are more right than they know about the approaching turning point in the war. It's just that the turning point is likely destined to favor the Abyss.

One of the greatest weapons arrayed against the crusaders is their own mortal ignorance. The crusaders have long held that it is the inherent disorganization of demonic hordes, coupled with the bolstering wall of the wardstones, that keeps the world safe from the Worldwound. Unfortunately, while a leaderless mass of demons is indeed a bickering tangle of chaotic, directionless violence, the demons of the Worldwound are far from leaderless. Deskari and his demon lord allies do not want merely to wipe out their enemies physically. They want to annihilate their very natures; to destroy what gives them hope. They want their enemies to fall to their own base instincts and wallow in the countless sins that will, in the end, consign their souls to the Abyss as grist for new demonic life. Only then does Deskari plan to send out the armies of the Worldwound to crush the rest of Golarion.

The corruption that has grown among various crusading companies, knightly orders, and other organizations involved in the war is in large part an unavoidable result of human nature. But over the decades, it's been subtly nurtured and encouraged by the demons-particularly the secret order of the Templars of the Ivory Labyrinth. These cultists of the demon lord Baphomet have infiltrated every major group among the crusaders, working at undermining their morale and corrupting purity from within even as the demon host of the Worldwound relentlessly attacks them from without. For a time, the Templars were content to sow seeds of corruption and lay foundations for rebellion and disorder, but Deskari has grown impatient. A hundred years after the death of his old nemesis Aroden, Deskari has set his end game in motion, and Baphomet and his cult are hastening to comply by stepping up their acts of corruption and treachery within the ranks.

Deskari's greatest minion is, however, no longer strictly mortal. Areelu Vorlesh, architect of the Worldwound on its Material Plane side, completed her transformation from human to half-succubus soon after the Worldwound opened. Since then, she's focused her efforts on discovering new sources of power for her master. Her greatest discovery was found in a remote location in the Midnight Isles of the Abyss. There, in a cavern below a mostly deserted and forgotten isle called Vazglar, she uncovered a vast deposit of Nahyndrian crystals; dark purple crystals that form from the spilled ichor of murdered demon lords. Areelu discovered a method by which several Nahyndrian crystals could be liquefied and distilled into an elixir capable of infusing those who drink from it with potent mythic power. This was only the first use she devised for these rare and potent crystals. Working with a hierophant cleric of Baphomet named Hepzamirah and a worm that walks blackfire adept named Xanthir Vang, the three managed to forge a flawless Nahyndrian crystal into a single chisel - one that in theory, when struck against a wardstone, would destroy the stone in a devastating blast.

Areelu chose the wardstone at the city of Kenabres as her target, for it had already been damaged in 4692 AR by Khorramzadeh the Storm King. She brought the balor in on her plan, offering him the honor of using the Nahyndrian chisel on the wardstone - Khorramzadeh ignored his wounded pride at being treated as a lesser ranking member of Deskari's armies for the moment, so pleased was he with the prospect of finishing a job he'd started two decades ago. If all worked according to her plan, the destruction of the wardstone would have an unraveling effect on the others that stood along the Worldwound's border. The armies of the Worldwound began to mass for a great attack to take advantage of the anticipated failure of the magical barrier.

Orchestrating the precision of such a massive attack took time - and while demons do follow orders when their commanders are fearsome and powerful enough, such tasks are still no small undertakings. Today, everything is in place. A massive invasion force, led by the Storm King himself, is prepared to launch its largest attack in more than 20 years, and the people of Kenabres have no inkling that this day may be their last. Of course, there are complications to the plan. The city of Kenabres is still defended by the ancient silver dragon Terendelev, while back in the Worldwound a renegade succubus named Arueshalae has discovered the secret of the Nahyndrian crystals and is working to subvert Vorlesh's plan. But it's the presence of a few heroes of mythic destiny, who happen to be in Kenabres during the Storm King's attack, that will prove to be the greatest obstacles of all.


Game DetailsSystem: Pathfinder 1st Edition
How Many Players to be Chosen: 4 to 5 players, and each of them must have different Mythic Path.
Starting Gold: Max gold.
Elephant in the Room Feat Tax: Yes
Background Skills: Yes
XP Progression: Fast


Character CreationName: Write the name of your character here.
Race: Any race with 13 Race Points or less
Class: Anything Paizo (Core/Base/Alternate/Hybrid/Unchained). Archetypes allowed. The character starts at Level 1.
Stat Generation: 30 point buy.
Traits: Choose 1 Campaign Trait from the list provided and 1 other trait. By choosing a Campaign Trait, a Mythic Path has been set for your character. You will also have to choose a Drawback.
Drawback: Look above.
Alignment: Your character will be fighting against the evil from Worldwound, so your character must be good or at least neutral in alignment. Evil characters will have a very hard time in this game.
History: Write at least a paragraph of your character's history. Please make sure that your character's history matches with your chosen Campaign Trait.
Personality: Write at least a paragraph of your character's personality.
Appearance: Provide both picture and written description of your character.


Campaign Traits & Mythic Paths
Campaign TraitAssociated Mythic Path
You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you "accidentally" found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore - she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.Chance EncounterTrickster
Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could be brothers or cousins instead, since it’s possible that the Worldwound simply didn’t exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission - that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.Child of the CrusadeMarshal
When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange "infection" from the assault, or perhaps a combination of both, has made you stronger than before. You're not sure what to make of this, but regardless of theories that you may come up, you're glad for it. Your strange resistance to demonic attacks persists to this day. 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.Exposed to AwfulnessGuardian
You bear a strange birthmark on your body - something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has conf irmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead - and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks.Riftwarden OrphanArchmage
You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned - rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed - it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons.Stolen FuryChampion
As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you - most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster - if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).Touched by DivinityHierophant
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Old Jan 16th, 2021, 09:50 AM
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Applicants
PlayerCharacterRaceClassMythic PathStatus
BrianZoland SnowfallHumanTetoriMonkGuardianComplete
CatCanCookDesidirius FarquharHumanDivine ParagonClericHierophantComplete
YsoldeArianna ThistledawnHalflingPaladinChampionComplete
XildurDozar ThevenHalf-ElfCavalierMarshalComplete
NorseYannic OboHobgoblinUnchained BarbarianChampionComplete
clockworkXiang YeDhampirDruidHierophantWithdrawn
WispMaya AeranaeHalf-ElfCrossbloodedSorcererArchmageComplete
dbaqueSir Baldwin ValentinianTieflingMartyrPaladinMarshalComplete
PainterOfMinisSophia De LeonHumanSister-In-ArmsCavalierGuardianComplete
Exhibit AMelody GroshnakHalf-OrcGrenadierAlchemistTricksterComplete
AnarkaSelene WoundblessedHumanVindictive BastardPaladinGuardianComplete
FunnyValentineEdward HunyadiHumanWizardArchmageComplete
SelfAwareNPCKitt BarkinsKitsuneArcheologistBardTricksterComplete
EviltedziesDavor SulibhanElfDemonslayerRangerChampionComplete
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Old Jan 16th, 2021, 09:52 AM
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Also, to enhance your experience, feel free to download the player's guide here. It is not mandatory, but it will be much better if you download it. Also, it's free.
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Old Jan 16th, 2021, 11:48 AM
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I'm interested in this, perusing the player's guide
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Old Jan 16th, 2021, 11:57 AM
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Interesting. What is your proposed posting rate?
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Old Jan 16th, 2021, 12:03 PM
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@Kepheren: Around 3 to 4 times a week at a minimum, preferably faster, though I wouldn't mind slower rate.
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Old Jan 16th, 2021, 12:06 PM
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Hmmm. Probably too rich for my blood then as I'm in a few other games. Good luck though and I hope you all have fun with it.
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Old Jan 16th, 2021, 12:09 PM
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Aw. Oh well, the application's still open if you happen to change your mind.

You know, until the deadline, that is.
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Old Jan 16th, 2021, 02:36 PM
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No rest for the wicked, Arjuna? This looks good too.

I would just love if you would incorporate the feat tax fixes from Elephant in the Room (pdf). I love martial, but they are so lacking due to hefty feat needs. What do you think of adding them to this game?
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Old Jan 16th, 2021, 02:44 PM
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Name:
Zoland Snowfall

Race:
Human

Class:
Tetori Monk (/w vow of truth)

Traits:
Exposed to Awfulness, Centered

Drawback:
Naive

Alignment:
Lawful Good

History:
High on the slopes of the Tusk Mountains in Northern Ustalav sits a small monastery. Despite the high snows around it, the grounds of the monastery are scrupulously clean of snow and ice, not even the roof bears snow clinging to the shadows of the eves.

In the tiled central courtyard, two men strain against each other. Stripped to the waist, their muscles stand out in rigid ropes and steam pours from their bodies in the frigid air. One is an older man, his hair greying slightly, his frame growing heavier with age. The other is a young man with fair skin and sandy hair, a large scar in the shape of an eight-pointed star stretches across the back of his right shoulder. With a swift motion, the younger man breaks the stalemate, hooking a hand around the older man’s left ankle, and sends him tumbling to the ground.

”Well done, Zoland. I’m getting to be no match for you.” the older man says, as he rolls smoothly to his feet.

The younger man smiles at the compliment, ”Too kind, Master Harland. You still beat me two of every three falls, most days.”
The older man waves away his modesty, ”I remember when you first came here, and I could toss you down with three fingers of one hand" he smiles fondly. ”But that is all the time we have today, Master Ineshal wanted to see you as soon as we were finished.

The young man, Zoland, nodded and silently made his way to a wash basin at the side of the courtyard. Breaking the thin sheet of ice that formed over the water, he quickly washed the sweat of his training session off before putting his top back on. He quickly makes his way inside. I would be rude to keep the leader of the monastery waiting.

Zoland knocked at the door, waiting for the strong voice within to call, “Enter” before stepping in and bowing briefly. Master Ineshal was a short man, his hair white with age but a face that seemed ageless. He looked far different in coloring and facial structure than the other monks that resided here. He must come from a different land, but Zoland had never asked, it didn’t seem important.

”Zoland, please sit” Master Ineshal said, pointing to a chair opposite his desk. Once Zoland was seated, he continued, ”Tell me, do you recall how you came here?”

The young man nodded, ”Brother Ivan found me as a child in the wreckage of a Varisian caravan on his way back from Lepidstadt. I was badly wounded, he thought I was dead at first. He found only one other living person, who only lived long enough to say that the caravan was attacked by a demon, or a devil, and that my name was Zoland. Brother Ivan carried me back here as the first snow of the year was falling. That is why I am called Snowfall.” he said it as a matter of fact. There was pain there, old and dull. He was too young when it happened to remember it clearly.

The master watched him, “And do you still have the dreams?”

Zoland cast his eyes downward, ”Yes, Master Ineschal. I have been meditating all my life, and it comes less frequently now. Maybe once a month. Sometimes twice.”
even as he speaks, the chaotic images of chains and fire, barbs, screams, then a all-consuming stab of agony in his back…

He pulls his focus together in time to hear the master speaking, ”It is nothing to be ashamed of. A great evil touched your life at a very young age. It speaks well to your character that it did not consume you.” He hesitates a moment, then continues, ”It may also speak to destiny, which is why I called you here.”

He frowns a moment, ”I had hoped, given the trauma you experienced, that you might live your life out peacefully here among us, wrapped in the path of self-perfection Irori laid out for us. But even from the moment I saw your wound, I had a sense that destiny would lay a finger upon you.

”It may be the training we provided you here is not the best fit for what lay ahead, but it was the best we could provide. Last night I had a dream, and I believe it to be an omen from Irori. I dreamed that the World Wound was festering and seeping, corruption spilling into Mendev.”

”You were attacked by a creature from that evil place, it’s corruption laid upon you. Yet you survived. More than survived, you become stronger each year, yet you stay humble and you believe in the good of people.”

Ineshal sets his shoulders, as if taking up a great weight, ”Zoland, you must go to Mendev. Seek out this corruption, stand against the evil of the Wound. And, gods willing, if I am wrong and you find nothing there after a year and a day has passed, return to me and chastise me for the ramblings of an old fool.

His momentary lightheartedness fading, ”And be careful Zoland, in some ways your innocence was taken from you as a child. But in many ways, you are an innocent to the world. Believe in people, but do not be too trusting, some will seek to take advantage of you. Remember that you represent our monastery. While to us here it is simply the monastery, people will ask you where you come from. While the name is not well known, we are the Monastery of the Clay Tile. And we are, and will always be, your family. We are proud of you.”

Zoland had a mix of excitement and fear in him. He had always been curious about the world, but he had never been more than a couple days journey from the monastery since his arrival here.

”Of course it is our duty to stand against evil. I will work to be worthy of the pride and home you have given me.” Zoland said, after a moment.

In his mind he imagined great cities, beautiful women. And fire. And chains. And screams. And a great, stabbing agony.
Personality:
Zoland has lived most of his life in a small, remote monastery surrounded by the orderly conduct of monks and the teachings of Irori. While he has made good use of the Monastery’s small library and spent much time in conversation with the more worldly and traveled monks and is not a complete imbecile about the nature of the world, he has no real firsthand experience.

He is good natured, humble, and trusts in the goodness of people. He has a great respect for rules, laws, and figures of authority.

Due to his lack of experience, jokes that are based on social interactions, sarcasm, and innuendo are likely to miss their mark on him, but otherwise he has a good sense of humor and enjoys laughing.

He looks Varisian, but he has essentially none of the common Varisian personality traits due to his upbringing.

Obviously his personality will go through changes as he interacts with people and learns more of the world.
Appearance:
Zoland has slightly olive skin that is unmarked, save for a large scar in the shape of an eight-pointed scar on the back of his right shoulder. He has sandy brown hair and bright green eyes that show a wealth of trust and curiosity. He is smooth-shaven, and barely needs to shave twice a week. His body is both strong and graceful, showing long hours of training. His face, while not ugly, is rather plain to common aesthetic tastes. He stands just under six feet tall, at 5’11”. Overall, his demeanor is calm. He wears simple clothes held tight to the body in places by thick linen strips, which monks of his monastery use to tie combatants to restrain them without harm, when possible. He has just passed, to the best of his knowledge, his twentieth year.
Journey
 

Last edited by Brian; Jan 22nd, 2021 at 05:13 PM. Reason: Adding journey section
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Old Jan 16th, 2021, 06:05 PM
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Originally Posted by Norse View Post
No rest for the wicked, Arjuna? This looks good too.

I would just love if you would incorporate the feat tax fixes from Elephant in the Room (pdf). I love martial, but they are so lacking due to hefty feat needs. What do you think of adding them to this game?
I suppose having it here would be convenient. Sure, I'll be adding them to this game.
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Old Jan 16th, 2021, 06:25 PM
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Originally Posted by Arjuna332 View Post
I suppose having it here would be convenient. Sure, I'll be adding them to this game.
I suppose that raises a different issue. Tetori Monk grants improved grapple as a 1st level bonus feat. That doesn't exist under elephant, so... just pick a different bonus feat?
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Old Jan 16th, 2021, 06:39 PM
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For your consideration -- the mythic rules have some substantial imbalances and defects.

This page: http://spheresofpower.wikidot.com/mythic-spheres describes the problems and possible solutions. (You don't have to use the Spheres system to use these fixes.)

LeoByron, who is running a mythic game on this sight, has the following adaptations of mythic rules:

 


One the other hand -- if Arjun doesn't use the fixes, you all know what hyper-powered and broken abilities are near-obligatory. :-)
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Old Jan 16th, 2021, 06:39 PM
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I suppose that raises a different issue. Tetori Monk grants improved grapple as a 1st level bonus feat. That doesn't exist under elephant, so... just pick a different bonus feat?
Yeah... that's an issue alright. Let me consult something first, then I'll make a decision whether to use the feat tax fix or not.
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Old Jan 16th, 2021, 06:47 PM
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Originally Posted by CatCanCook View Post
For your consideration -- the mythic rules have some substantial imbalances and defects.

This page: http://spheresofpower.wikidot.com/mythic-spheres describes the problems and possible solutions. (You don't have to use the Spheres system to use these fixes.)

LeoByron, who is running a mythic game on this sight, has the following adaptations of mythic rules:

 


One the other hand -- if Arjun doesn't use the fixes, you all know what hyper-powered and broken abilities are near-obligatory. :-)
I'd imagine a DBZ-esque battles with all this mythic nonsense, so I'm curious what's going to happen with the mythic rules. For now, I've decided to have no change for the mythic rules.
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