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Campaign Traits

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  2. All four seasons in 2012 is impossible, but 2011 does provide a good
  3. American Neoclassicism
  4. An advertising manager
  5. Answer the questions in written form.
  6. Answer the questions to the texts.
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  8. Answer the questions to the texts.
  9. Are encouraged to improve conditions at their waiting sites by building
  10. Beaded Jewellery in national consumption
  11. BRITISH PARLIAMENT
  12. By A.D. 500 a new culture known as the Puebloan could be found. They

Character Tips

How should you prepare for the dangers that await you in the Wrath of the Righteous Adventure Path? Just keep the following in mind when creating your character. These hints, suggestions, and character options are designed to help you create characters perfectly suited to jumping right into—and excelling over the course of—this mythic campaign.

Alignment: The theme of good versus evil is paramount throughout Wrath of the Righteous, more so than law versus chaos. Good-aligned characters make the most sense for this Adventure Path, be they lawful, neutral, or chaotic. Whether you play a lawful good hero or a character with more flexible morals, it’s important that your character be easily motivated to go to the Worldwound and fight demons. It‘s also a good idea, as in any campaign, to make your choice in a way that won’t be disruptive to the party. The disruption caused by bringing different alignments into the party will vary from group to group, so the best way to make sure that your choice works is to talk with your group about what you’re planning.

Bringing Friends: Friendly NPCs will be playing significant roles as allies throughout the Adventure Path, but that doesn’t mean you can’t bring your own friends. Small or Medium eidolons and animal companions will be more appropriate early in the campaign, and as early as the second adventure, larger companions and mounts will have numerous chances to shine. There are elements of travel, so you don’t need to elave your mount at home.

Classes: Wise generals use every tool available, and as such all disciplines are used in the fight against the demons of the Worldwound. You can find a place for a character of any class in Wrath of the Righteous, but some choices might seem especially appropriate. The paladin is an obvious choice, but any good-aligned religious class is certainly appropriate. This includes clerics (particularly with martial archetypes, like Crusader), inquisitors, or even oracles with the battle mystery. Cavaliers also make fine crusaders, particularly those sworn to the order of the star or to the various battlefield orders. Rangers who choose evil outsiders as their favored enemies are also particularly valuable. Though much of this Adventure Path concerns itself with martial elements and divine magic, it doesn’t leave out arcane casters. Sorcerers and wizards with talents for conjuration will find places to shine in the Adventure Path, and knowledge of the planes is important for those who fight against demonkind.

As you contemplate what class your character will be, consider the new options you will potentially have from Pathfinder RPG Mythic Adventures. Mythic paths are not tied to specific classes, but certain classes get more benefit out of particular paths.

Crusading Faiths: The faiths of Abadar, Iomedae, Sarenrae, Shelyn, and Torag are the most active among the crusaders of Mendev, although those of other good deities and empyreal lords (particularly Desna or the Empyreal Lord Pulura) have important roles to play as well. Faith in a deity is not required, but many of the allies and resources you’ll be encountering have ties to the good deities of Golarion.

Demons and Other Foes: Demons are the primary foes you’ll be facing in Wrath of the Righteous, but chaotic evil outsiders are far from the only enemies you’ll encounter. Humans, dwarves, and native outsiders are common as well, in the form of cultists and other opponents. Undead, aberrations, magical beasts, and vermin enemies will also be encountered relatively often.

Origins: People from all over the Inner Sea find their way north to Mendev, offering their swords to fight against the demons of the Worldwound. As such, your character can reasonably originate from anywhere in the Inner Sea. The Adventure Path begins in the crusader city of Kenabres, so make sure that your character has a reason to enlist in the fight and venture to Kenabres. The campaign begins on a holy day, so perhaps your character made a pilgrimage to Kenabres to celebrate the day prior to swearing herself or himself to the cause. A short primer on the city of Kenabres is included in this Player’s Guide on page 9.

Paladins: This Adventure Path is an excellent choice for paladin characters—not only are there a lot of foes paladins shine against, but from a roleplaying standpoint, the crusade against the Worldwound is tailor-made for paladins. Keep in mind, though, that there will be points during your adventure where things will look dark, and you will be presented with some difficult moral and ethical choices at times—in addition, make sure to read the notes on redemption on page 11.

Races: Outnumbered and facing an assault from evil outsiders, the crusade today has no compunctions regarding race when it comes to outfitting its forces. Able-bodied men and women from all races are welcome so long as they are willing to fight the good fight. At one time tieflings were distrusted and shunned, but now some of the fiend-blooded fight alongside aasimars while defending Mendev or striking against the horrors of the Worldwound. Many tiefling crusaders claim that their blood makes them the best suited to fighting demons, and they also have defenses that help them shrug off some of the demons’ deadliest attacks.

In addition to defending the continent from demonic horror, a fair number of dwarves who have joined the crusades battle the Worldwound in hopes of reclaiming a lost Sky Citadel within its borders.

While nearly every human ethnicity in the Inner Sea region can be counted among those who fight against the Worldwound, some say the Kellids are the most passionate about healing the Abyssal wound. Their homeland of Sarkoris fell when the Worldwound opened, and many Kellids in Mendev’s army fight not only to ensure the safety of future generations, but also to redeem their ruined homeland.

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 f lavorful 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!

Its 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!

Chance Encounter: 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 awefulness 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 ofwill, 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.

Riftwarden Orphan: 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.

Stolen Fury: 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.

 


Ïîèñê ïî ñàéòó:



Âñå ìàòåðèàëû ïðåäñòàâëåííûå íà ñàéòå èñêëþ÷èòåëüíî ñ öåëüþ îçíàêîìëåíèÿ ÷èòàòåëÿìè è íå ïðåñëåäóþò êîììåð÷åñêèõ öåëåé èëè íàðóøåíèå àâòîðñêèõ ïðàâ. Ñòóäàëë.Îðã (0.007 ñåê.)