Wrath of the Righteous


Wrath of the Righteous

 

The GM: Brandon

 

The Characters:

Ben Grathor Paladin   
Claus Varoak Half-Orc Cleric of Abadar Campaign Trait: Touched by Divinity
Cory Checker Inquisitor  Campaign Trait: Chance Encounter 
Rachel Isolde Druid   
Tom Sasha Human Oracle of Battle  Campaign Trait: Child of the Crusades 

 

Game System: Pathfinder

 

Game Type: Campaign

 

Related Games:

 

 

Synopsis:

 

Suggestions:

An all divine party would be fun. A paladin, cleric and inquisitor would be very important in that case. Use Magic Device will also be important.

Having the party be skilled in a wide range of skills will be very helpful.

Profession(Soldier) will actually be useful. 

 

General Rules:

  1. If you manage to find something obnoxious it will be disallowed.
  2. I don't want to slow the game down with rules arguments. If you think I'm doing something wrong QUICKLY explain it to me. I'll make a ruling and we move on. No pausing the game to look up the rule to prove your point. We can discuss it after the game or between games. Arguing the point and slowing the game down earns you a check.
  3. Cheating is strongly frowned upon. I realize sometimes it is by accident or is relatively minor. Egregious cheats or a continuing pattern of cheating will earn you one or more checks. Examples of cheating are looking up the stats of a monster you are fighting, looking at GM only information of any kind or using out of character knowledge.
  4. Don't be a dick. That can earn you a check. 
  5. Each check earns your character an arbitrary and completely unfair occurrence. It won't automatically cause your character's death, but it could indirectly cause your characters death.

 

Alignment Rules 

  1. You must be good. You are the heroes of one of the most significant events of the age requiring risk and sacrifice no normal person would consider.
    1. Committing evil acts will eventually change your alignment. It doesn't matter how well you justify it, evil acts committed by good people will end up changing the characters alignment.
    2. Unless an evil act is especially egregious, the character will go to neutral first. At that point all mythic abilities will be lost forever. You have proven unworthy of your destiny and will be a normal mortal.
    3. If the character continues to commit evil acts or slips immediately to evil, the characters become an NPC. You can make a new character, but that character will have no mythic abilities.
  2. Being evil by itself isn't automatically a killing offense. There are hundreds or thousands of evil people wandering around any given city.

 

Character Creation and Advancement Rules

  1. If there is a game world reason for a specific ability, trait, power, feat, etc., your character must actually have that reason before you can take it. For example, in Mythic Origins you are going to need to be a follower of a specific god before you can take the godling powers.
  2. Using the background generator from Ultimate Campaign is encouraged. Doing it randomly is also encouraged. You should generate your background after choosing your campaign trait since that trait may determine certain parts of your background.
  3. Retraining is available. If this is abused the investment needed will go up dramatically. 
  4. Things subject to approval will probably be denied unless I am convinced that it actually fits the character and isn't just the most powerful option available. Golarion specific things that match your character are more likely to be approved.
  5. Races:
  6. Classes:
  7. Traits:
  8. Feats:
  9. Spells
  10. Equipment
  11. Class Specific Options
  12. Everything in Mythic Adventures is available unless it has a disallowed prerequisite. 
  13. Everything in Mythic Origins is available unless it has a disallowed prerequisite.
  14. Characters will be given the xp needed for someone at the normal xp progression to gain a level when the adventure says they should. Characters advancing at the slow progression will not receive additional xp when they need to go up a level. They will get the same xp as the other characters when the other characters go up a level. 

 

In Game Rules 

  1. There will be time for some enchanting. In terms of how much, think weeks not months. Be prepared to do any enchanting between games.  
  2. 0-level spells are weak. There is a reason you can cast them 14,400 times per day. If there are disagreements about what a 0-level spell can do, the more restrictive interpretation will prevail unless someone is trying to be clever and deliberately trying to manipulate this rule.
  3. Knowledge skill use for creature identification is going to be more formalized in this game.
    1. When a character sees a new creature a knowledge check is made. The character does not get another roll unless the character's knowledge bonus  increases.
    2. Each character with at least one rank in that skill can roll to aid the highest character. Keep track of the result of the roll.
    3. Each bold section in the creature writeup is its own separate section. You will either get descriptions or relative strengths.
    4. The character who made the roll can communicate one thing learned as a free action each turn. Each additional item communicated in a turn counts as a move action
    5. Those who aided the main roll automatically know one of the things learned plus one additional thing learned for every five points they beat the DC.
  4. Concentration is obvious and people know that concentration is usually associated with using some sort of magic ability. People generally react poorly if they know you are using some magic ability on them without their permission.
  5. When looking for magic items only those from the Core Rules, APG and previously encountered items have a chance of being found. Someone should keep a list of those items found, when and where. If it isn't on that list, it doesn't count as a previously encountered item. Randomly available items in settlements may be from a wider variety of sources.
  6. Any lengthy discussion of tactics with the person whose turn it is will end up having all people involved missing a turn. Tactics is defined here as what that person should be doing because of the future actions of other people. Brief descriptions to help someone aware of the combat situation or to remind them of one of their abilities does not fall under this rule.
  7. When the characters become more experienced, I will be narrating some of the easy fights. They just take up time. You'll use a certain amount of resources and take a certain amount of damage and we'll move on.