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Thread: Bink's Wrath of the Righteous OOC

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    Default Re: Bink's Wrath of the Righteous OOC

    Campaign trait stuff: In the interest of protecting spoilers, I've left out the increased fluff that you discover in this book and the next.

    Spoiler: Chance Encounter (Trickster)
    Show
    Chance Encounter mechanics: 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. 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.

    Fluff: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.

    Book 1 upgrade: The PC gains a +2
    trait bonus on Reflex saves. By expending one use of
    mythic power, the PC can take 20 on an Acrobatics, Bluff,
    Disguise, Sleight of Hand, or Stealth check without an
    increase in the time required to make the check.


    Spoiler: Child of the Crusades (Marshal)
    Show
    Child of the Crusades (Marshal) mechanics: 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.

    Fluff: Your parents were members of
    the crusade, as were their parents before them. The righteousness of the crusades
    sometimes feels as if it runs in your very blood, and
    it bolsters you against demonic influence. This strong family tie bolsters
    your mind and sense of belonging to the crusade.

    Book 1 upgrade: The PC gains a +2
    trait bonus on Will saves. Whenever he successfully saves against a mind-affecting effect from a demon,
    as an immediate action the PC can expend one use of
    mythic power to cause the demon to become staggered
    for a number of rounds equal to the PC’s mythic tier.


    Spoiler: Exposed to Awfulness (Guardian
    Show
    Exposed to Awfulness mechanics: 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.

    Fluff: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.

    Book 1 upgrade:The PC gains +3 hit
    points per level. When she is reduced to negative hit points
    by an attack or effect from a demon, as an immediate action
    the PC can expend one use of mythic power to heal damage
    equal to 2d6 + twice her mythic tier. This healing occurs
    after the damage is done—if the damage is enough to kill
    the PC, she cannot activate this ability.


    Spoiler: Riftwarden Orphan (Archmage)
    Show
    Riftwarden Orphan mechanics: You gain a +2 trait bonus on all
    concentration checks.

    Fluff: 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 conf irmed 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!

    Book one upgrade: The PC gains a +4
    trait bonus on caster level checks to penetrate a demon’s
    spell resistance. Once per day, he can recharge a charged
    magic item by expending one use of mythic power. Doing
    so adds a number of charges equal to 1d10 + his mythic
    tier to the item, up to its normal maximum number
    of charges.


    Spoiler: Stolen Fury (Champion)
    Show
    Mechanics: 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.

    Fluff: 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 f inally 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.

    Book 1 upgrade: The PC gains a +2 trait bonus
    on Fortitude saves. By expending one use of mythic
    power as a swift action, she can ignore a single demon’s
    damage reduction for 1 minute, and increases the critical
    multiplier of any weapon she wields against that demon
    by 1.


    Spoiler: Touched by Divinity (Hierophant)
    Show
    Mechanics: 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).

    Fluff: 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...

    Book one upgrade: The PC can select a
    second domain granted by his affiliated deity. He can use
    the 1st-level spells of both domains as spell-like abilities
    a number of times per day each equal to his mythic tier.
    By expending one use of mythic power, he may use any
    of these two domains’ spells as a spell-like ability, but
    may only use spells of a level equal to or less than his
    mythic tier.