Character Creation (Wrath of the Righteous)

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Wrath of the RighteousWrath of the Righteous
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Characters in Wrath of the Righteous are supposed to be heroes, and will be allowed advance in mythic tiers along with regular levels. The basic character is also suitably heroic.

Ability Scores

Character ability scores are made from 25 build points.

Race

Humans are the majorly favored race, but the regular elves, dwarfs, gnomes, half-elves, and half-orcs are all available.

  • Humans of several cultures are possible.
    • Common humans either come from the mercantile lands of the south, from previous generations of crusaders in the Shield Lands, or from the distant Keoland area. They are here by choice, but always looking for opportunities.
    • Oerdians mostly come from nearby Furyondy, a powerful is somewhat archaic feudal kingdom. They consider this their war and accept outside help with some reluctance.
    • Flan come from the Bandit Kingdoms or even further away to the north and east; mostly they are refugees from Iuz wars that simply want a place to settle. They are more likely to be in support roles, such as scouts.
    • Rhenne do not join join the crusade as a group. A few might join individually, most likely as hangers-on or camp followers.
    • Baklunish from the far west are few in the crusade, but some exist and see the crusade as a path to righteousness.
  • Dwarfs come from Highfolk or Lormil Mountains - like elves, they have so far been little involved with Iuz.* Elves come either from the courts of Celene, from Higfolk, or from the elven enclaves in the Vesve forest. Almost any kind of elven clan or tribe makes a reasonable origin. Elves have had little direct conflict with Iuz
  • Gnomes from the Kron Hills, Highfolk, or from the borders of the Vesve, but many also live among humans in other lands.
  • Half-Orcs are common in all the lands affected by the invasion, as orcs are the mainstay of Ius' armies. Often raised in military orders or by raid survivors who taught them to be enemies of Iuz.
  • Half-Elves usually are the children of traveling elven adventurers or merchants. It is common for elves to settle in human lands for a longer or shorter period, and this sometimes leaves progeny. Very few half-elves grew up in the strictly elven nation of Celene, but Highfolk with its mixed population has many half-elves, some even the children of half-elves in turn.

Alignment and Faith

This crusade is a lawful good endeavor, lawful good is the recommended alignment and paladin the recommended class. That said, most classes and archetypes can work as long as they do not conflict with lawful goodness. Chaotic Good, Neutral Good and Lawful Neutral can certainly work, tough they might have to play second fiddle in some instances. Chaotic Neutral, True Neutral, and Lawful Evil are possible but not really recommended.

The golarion dieties most closely affiliated with the crusade are Abadar, Iomedae, Sarenrae, Shelyn, and Torag. Greyhawk gods are divided by culture, so which Greyhawk god which corrsesponds to each Golarion god depends on where you come from.

Golarion Domain Common Flan Oerdian Other
Abadar Civilization St Cuthbert Alitur Pholtus Baklunish: Al-Akbar
Iomedae Chivalry Bahamut Zoldal Hieroneous
Sarenrae Sun Pelor Pelor Rao
Shelyn Art - Myrhiss Lirr
Torag Artifice Daern - Blered Dwarf: Moradin

Note that this table does not match the general one precisely.

Class

Like in all adventure paths, characters begin at first level, but in Wrath of the Righteous you can expect to advance fast and also gain mythic tiers. This is a campaign with the direct support of mythic forces.

Paladin is the recommended class, and the adventures are written with paladins in mind. The more similar to a paladin a class is, the better it will do. Cavaliers and fighters will do very well, as will clerics, inquisitors, and oracles. Alchemists, barbarians, bards, druids, gunslingers, monks, rangers, rogues, and summoners will find little content specific to them, but all their class abilities will be relevant. Direct spellcasters like wizards, sorcerers, witches and magi will find that many opponents have spell resistance to one degree or another, but that their divination and support abilities are useful.

Most pazio archetypes will work out, but check in each case. Of my archetypes, those marked as martial arts or force armor are unthematic.

Traits

I tried a build reward system for traits in Skull & Shackles to mixed success. For Wrath of the Righteous I will put a greater focus on the campaign-specific traits and less on a reward system.

All characters begin with one campaign-specific trait of their choice, as well as two regular (regional, religious, magical) traits from my Greyhawk campaign. If someone wants to play an unusual race not listed above, I might subtract one or two traits for that.