- 25 ability points – (use the point method for character creation listed on page 16 of the Core Rulebook)
- 3rd party races are subject to pre-approval as are the uncommon races listed in the Advanced Race Guide so please check with me before using. Keep in mind the setting and try to avoid something way out there (unless you have a good back story for it). Some character races may not be easily accepted by others (e.g. Ratfolk), even spark immediate, outright hostility from NPCs and possibly other PCs (e.g. Strix). I’m not ruling most everything out completely but some races will definitely need a good back story to be approved.
- Strix, Gillmen and Merfolk are not allowed.
- Most character classes and archetypes are allowed from the Pathfinder Rules Set, Paizo’s reference website, and the d20PFSRD website. If the character class has an Unchained version in the Pathfinder Unchained Source Book, then the unchained version is to be used. 3rd party character classes are subject to pre-approval so please check with me before using. This will also apply to prestige classes later on as well. But if you have an idea of what you’re planning for your character’s eventual class-prestige class mix, include it in your write up, so if it is a class/prestige class I’d rather not have in the mix, you’ll have ample time to modify your choices (note that I don’t see any class/prestige class not being approved at this time).
- Maximum hit points for 1st level. After 1st level you can roll or take the value of half a hit die + 1 - whichever value is greater (e.g. If you have 10 sided hit dice, level two can be a roll or take 6, and of course add any CON modifier you have to that).
- Starting money – Use the maximum listed per class
- Background Skills - Located in the Pathfinder Unchained book. We will use background skills as written. You can find it on the Paizo’s reference website, and the d20PFSRD website. NOTE: These will come in handy as the adventure path has some built-in sections of downtime so there will be time allowed for crafting, or practicing other professions.
- All alignments allowed – but some may be much more difficult to play through with than others.
- Choose a campaign trait from the Wrath of the Righteous Player's Guide (I have also posted them below). REMEMBER: This adventure path delves into Pathfinder's Mythic rules. It is required to take a campaign trait. And taking one that closely allies to the type of character you are playing will enhance your character's mythic tiers.
- Choose one additional trait per the standard character trait rules (for a total of 2 traits). If you wish you can get an additional trait (for a total of 3) but only if you also take a drawback (subject to approval). Traits are listed in the Advanced Player’s Guide, the Adventure Path Players Guides, Paizo’s reference website, and the d20PFSRD website. 3rd party character traits are subject to pre-approval so please check with me before using. Try to choose traits that play into the chosen theme of your character. Please note that traits that give an identical bonus will not stack (e.g two different traits giving a +2 trait bonus to initiative will only give a total of +2, not +4 to initiative).
- Hero Points: No hero points this game. The mythic rules basically render these not useful.
- I would like a back story – the more detailed the better, but I don’t need a complete history (that can develop over time). Of course, the more you write, the more I will have to play off of.
- Email me your character outline/back story and/or any questions, requests for help / clarifications, etc, to firstname.lastname@example.org
Wrath of the Righteous Campaign Traits
The following campaign traits tie characters to the Wrath of the Righteous Adventure Path. The Adventure Path assumes that every character in the campaign has one of the following campaign traits. Choosing the best trait for your character is important, and that choice will resurface during the course of the campaign. These traits are also found in Pathfinder Player Companion: Demon Hunter’s Handbook. While the mechanics are the same for those printed here and in the Demon Hunter’s Handbook, the traits presented here go into more flavorful detail.
These traits explain your character’s link to the Worldwound, but each trait is also associated with one of the six mythic paths—your character doesn’t begin Wrath of the Righteous as a mythic character, but the results of the first adventure will catapult your character into this new realm of legendary power, setting her up for even greater challenges that await in the next five adventures of the campaign. Choosing a campaign trait that matches the mythic path you want to take will result in your campaign trait being enhanced when you do become mythic. In a way, you can consider the selection of your campaign trait as also selecting your character’s mythic destiny!
As a special note, each of the following campaign traits ties into a specific encounter or plot development in the Wrath of the Righteous Adventure Path—what that encounter or development might be, you’ll find out as the story unfolds. As a result, it’s best if every player in your group picks a different Wrath of the Righteous campaign trait. If you and another player both want the same trait, be sure to work out a way that both of your characters took part in the same event—examples of how to do so are given for each option below.
Finally, you’ll also note that these traits are a bit more powerful than most traits—this is intentional, as these traits help to set up your mythic background!
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. Associated Mythic Path: Trickster. Multiple Characters: You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions—the discovery that someone else was saved by the mysterious stranger has resulted in a long friendship (or perhaps friendly rivalry) with the others she rescued.
Child of the Crusade
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. Associated Mythic Path: Marshal. Multiple Characters: If other characters take this trait, you should all be related—you can be siblings, cousins, or even more distant relations, but you should all be aware of this shared lineage.
Exposed To Awfulness
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 the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, 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. Associated Mythic Path: Guardian. Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins—a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.
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 confirmed 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. Associated Mythic Path: Archmage. Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing parents. Your parents could even be foster parents.
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. Associated Mythic Path: Champion. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry) to this day.
Touched By Divinity
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). Associated Mythic Path: Hierophant. Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you’re associated with—it should be the same deity shared by all of you. You might even share the same dreams.