GM Kiora's Wrath of the Righteous

Game Master Kiora Atua

Chosen heroes have arrived in Kenabres at the dawn of the Fifth Crusade. Will they be the ones to end a century long war?

Battlemap


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WotR Global Buffs/Debuffs: ----

@Ehren -

Looks good.

Remember that the agile mythic template for PCs has been nerfed.


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Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

I've updated the mythic unlocks cheatsheet I made a bit ago to include Anevia (in my foresight, I had already done so and just blacked it out. HAXX!), but here is a short list of the misc bonuses that are always on for each character based on your unlocks!

Anevia:
Misc Bonuses:
Acrobatics: +1 to avoid falling to doom. -1 Round to escape bonds.
Athletics: +1 to constitution v. Suffocation, +1 Jump, +1 to climb checks for accelerated climbing.
Appraise: Can detect forgeries with appraise. +2 v. Saves that glamer or create fake objects.
Diplomacy: -1 round to influence attitude.
Disable Device: -1 round to disarm a trap or open a lock.
K(Local, Planes): +1 to additional information when you successfully identify a creature. +2 circumstance when using a library, +4 when the library pertains to your subject.
Perception: +1 to Perception as a move action. Search a five foot square as a swift action. +1 perception while asleep.
Sense Motive: +1 to intercepting secret messages v. Nonmythic. -1 round to make a sense motive check.
Sleight of Hand: +1 to DC for nonmythic characters to frisk you, to the DC to notice when you steal from a nonmythic creature, +2 CMB to steal, and -2 DC to perform sleight of hand as a move action.
Stealth: You may make a bluff check to create a diversion to hide as a move action. Reduce the penalty for sniping by 1.

Ary:
Misc Bonuses:
K(Dungeoneering, Nature, Planes, Religion): +2 to additional information when you successfully identify a creature. +2 circumstance when using a library, +4 when the library pertains to your subject.
Perception: +2 to Perception as a move action. Search a five foot square as a swift action. +2 perception while asleep.
Profession: Increase the trust level of soldier contacts by 1.
Survival: Gather food while moving at full speed at -8 penalty. You predict weather for one additional day on a successful roll. +1 to tracking nonmythic creatures. +1 to tracking when you do so at full speed.

Rocky:
Misc Bonuses:
Heal: Treat 2 additional patients with longterm care. Treat deadly wounds in 10 minutes. Use heal to treat supernatural diseases. If the target succeeds by 5 or more, the disease is cured.
K(Geography, Menhir, Sarkoris, Nature): +2 to additional information when you successfully identify a creature. +2 circumstance when using a library, +4 when the library pertains to your subject.
Perception: +2 to Perception as a move action. Search a five foot square as a swift action. +2 perception while asleep.
Spellcraft: Identify nonmythic magic items in one round, and identify the same within 5 feet without handling them with a -10 penalty by expending 1 minute examining them. +2 to crafting nonmythic magic items.
Survival: Gather food while moving at full speed at -8 penalty. You predict weather for one additional day on a successful roll. +1 to tracking nonmythic creatures. +1 to tracking when you do so at full speed.

Daisy:
Misc Bonuses:
Acrobatics: +2 to avoid falling to doom. -2 Rounds to escape bonds.
K(History): : +2 to additional information when you successfully identify a creature. +2 circumstance when using a library, +4 when the library pertains to your subject.
Perception: +2 to Perception as a move action. Search a five foot square as a swift action. +2 perception while asleep.

Isilme:
Misc Bonuses:
Acrobatics: +2 to avoid falling to doom. -2 Rounds to escape bonds.
Bluff: Relay hidden messages at the speed of talking. +2 to bluff when lying to nonmythic. +1 to feint v. Abnormal foes.
Diplomacy: -2 rounds to influence attitude. -1 Hour to gather information.
Disguise: Reduce penalties for abnormal disguises by 1. (Race, Age, Gender, Size, each separately reduced).
Linguistics: +2 to DC to break your ciphers. +2 to detect forgeries. Double languages known from linguistics ranks.
Perception: +2 to Perception as a move action. Search a five foot square as a swift action. +2 perception while asleep.
Perform: +2 to Sphere of Influence checks. You may perform in place of diplomacy at a -10 penalty against any target with int 1 or higher, no language necessary.
Sense Motive: +2 to intercept secret messages of nonmythic creatures. -2 rounds to use sense motive.
Spellcraft: Identify nonmythic magic items in one round, and identify the same within 5 feet without handling them with a -10 penalty by expending 1 minute examining them. +2 to crafting nonmythic magic items.
Stealth: +1 to stealth when moving more than half your speed. You may make a bluff check to create a diversion to hide as a move action. Reduce the penalty for sniping by 2.

Val:
Misc Bonuses:
Acrobatics: +2 to avoid falling to doom. -2 Rounds to escape bonds.
Disable Device: -2 rounds to disarm a trap or open a lock.
Intimidate: -2 rounds to influence attitude. Nonmythic Creatures that you demoralize and that have fewer hitdice than you are instead frightened for the first round. If they are half your HD, they are instead panicked and then frightened.
Perception: +2 to Perception as a move action. Search a five foot square as a swift action. +2 perception while asleep.
Perform: +2 to Sphere of Influence checks. You may perform in place of diplomacy at a -10 penalty against any target with int 1 or higher, no language necessary.
Sense Motive: +2 to intercept secret messages of nonmythic creatures. -2 rounds to use sense motive.
Sleight of Hand: Hide or draw a hidden weapon as a move action. +2 to DC for nonmythic characters to frisk you, to the DC to notice when you steal from a nonmythic creature, +2 CMB to steal, and -4 DC to perform sleight of hand as a move action.
Stealth: +1 to stealth when moving more than half your speed. You may make a bluff check to create a diversion to hide as a move action. Reduce the penalty for sniping by 2.

Xander:
Misc Bonuses:
K(Arcana, Geography, History, Planes, Religion):: +2 to additional information when you successfully identify a creature. +2 circumstance when using a library, +4 when the library pertains to your subject.
Linguistics: +2 to DC to break your ciphers. +2 to detect forgeries. Double languages known from linguistics ranks.
Perception: +2 to Perception as a move action. Search a five foot square as a swift action. +2 perception while asleep.
Profession: Increase the trust level of any contact you have by 1.
Spellcraft: Identify nonmythic magic items in one round, and identify the same within 5 feet without handling them with a -10 penalty by expending 1 minute examining them. +2 to crafting nonmythic magic items.
Survival: Gather food while moving at full speed at -8 penalty. You predict weather for one additional day on a successful roll. +1 to tracking nonmythic creatures. +1 to tracking when you do so at full speed.


WotR Global Buffs/Debuffs: ----
Ary Bishop wrote:

Ary, Tier 2

+4 HP, +1 Max MP (Anevia Eated it)
Mythic Path Ability: Extra Feat (Mythic Leadership)
Amazing Initiative +1
Ability Score Bonus: Strength +1 (+1 Hit, Damage with M/H, +1 Hit with OH, +TonsofCapacity (466/933/1400/1400/2800/7000), +1 Athletics, +CMB/CMD)
Bonus Feat: Vanguard Style
Mythic Helpingness: +5 from Aid Another!

Anevia, Tier 1
+4 HP, +5 Max MP
Mythic Path Ability: No One of Consequence (AKA, Whodat)
Mythic Feat: Mythic Precise Shot (AKA, made with bits of real love)
Trickster Attack: Fleet Charge (AKA, waist-high-walls shooters)
See Also: Surge +1d6 and hard to Kill (AKA, :|)

** spoiler omitted **


  • Lore Drezen is missing from your character sheet.
  • Your Lore check is a +7 (+4 rank, +1 INT, +2 class skill)
  • I believe your STR is 21? (18 + 1 (lvl 8) + 2 (ABP) + 1 (tier 2)
  • The lucerne hammer is a 1d12 weapon (surprised I didn't catch this already :P)
  • Please update Anevia's statblock and header. Your choices for her are good, however.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

16 str, +2 ABP, +1 level 8, +1 tier 2 = 20
Her +2 racial is in Int now, cause this body is lame. :P

I'll update the lucerne hammer! I probably grabbed the small sized stats. I'll update the lore.

To verify: Does Anevia have full HP now? :P


WotR Global Buffs/Debuffs: ----

Anevia has full HP now.

@Ary

If your STR bonus is only 19, then your CMD is only 26. Faith's attack roll is a +13 (8 BAB + 4 STR + 1 enhancement) with damage 1d4+5. The hammer should likewise be +13/+8 on attacks and 1d12+6 for damage.


WotR Global Buffs/Debuffs: ----
Hinagiku wrote:


Tier 2
+1 charisma
+1 init (amazing init.)
+5 hp
Retributive reach (increase reach of AoO by 5’)
Serene stride


  • In instances where I am rolling an AoO for you, I am OK with you using MP for Retributive Reach after the AoO has been rolled.
  • Your diplomacy is now a +9 due to the charisma increase.

Hinagiku wrote:

Also, I was curious to know, Kiora, how a legendary item that does not have upgradable would work. How would it gain new abilities?

What do you mean by this? Upgradeable just allows you to increase the enhancement bonus, which is not totally necessary with ABP. You add legendary item abilities by taking the legendary item path ability multiple times.


Buffs | Char. Sheet |

Thanks! That answers my question!


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Some things I noticed that I missed, remember that there are other things that you can do with DC rolls or mythic power that are totally worth looking into. :) There are likely more things you can do :O

Mythic Addendum:
Acrobatics: Escape Grapples as a move action. DC 12 or lower Balance Checks: Retain your Dex to AC. Reduce fall damage when falling accidentally at -10 penalty. Ignore 10 feet of fall distance for every 10 feet you exceed the dc by. You are one size category higher v. Wind effects. Reduce the penalty for dealing with high winds by 1. +2 to stay aloft when you take damage.
Athletics: Landing in water is safer. Hold your breath twice as long as normal. Jump while climbing at least 10 feet. -10 to climb to keep a hand free. Retain dex while swimming, foes don’t gain +2 to hit against you if you fail. Take 10 on swim checks in stormy waters.
Appraise: Your estimates are never wildly inaccurate.
Survival: As long as you don’t move, you are always treated as having the benefits of endure elements.

Re: Kiora: I just showed the math :P it was 16, +2 from ABP, +1 at level 8, +1 at tier 2, for a total of 20. :)


WotR Global Buffs/Debuffs: ----

@Ary ok :)


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

I'm hesitant to leave the tower defended only by a couple of troops. We very much should assume that there will be a joint attack with the ghouls, that will hit while we're away if we head down there. We definitely need Ehren or Xander on the troll situation, as we don't have any other reliable way of dealing a lot of fire or a little acid reliably.

We can't have both scouting troops moved forward without infantry to guard them. We need to know how fast the cavalry could be made mobile and hit where they're crossing - if they cross at the bridge.

Do we have a good group of archers (not just passable) other than the Banshee's and Ilivan's troop? If not, we should probably hold Ilivan's troop back. Thoughts?


WRONG ALIAS

What about using Ehren to render most of the roads from the bridge up difficult terrain? That'd give us some more chokepoint.

Hinagiku: I'm worried about delaying until nightfall overall because of the speed at which they could cross the river with trolls. Our assumption prior to now has been that they would take quite a while to cross safely, as the casualties if they were rushing across would be terrible. But if they can literally just order the trolls to set off all the traps, they lose nothing by going quickly. If we aren't prepared for that we'll have their entire forces on top of us before we have a chance to really prepare.

I feel like some sort of sortie is needed. Damaging and/or killing their trolls and giants would be a huge setback for them. Alternatively we could try to bait the trolls into attacking early by showing up on the shore and taunting them? If Ehren prepared windwall, we'd be protected from direct assaults at range.


WRONG ALIAS

Idea: What does everyone think of switching our catapults to firing material that's on fire? The idea would be to set most of the buildings in the south bank on fire, which would a) spook the trolls b) leave the cultist forces scrambling to deal with the fire and smoke, disrupting their plans.

Kiora: What's the weather like? Is it windy?


Buffs | Char. Sheet |

I like it much better than us mounting an attack!


WotR Global Buffs/Debuffs: ----

Moderate winds per wind chart


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 85/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +18 | MP 0/11 | LP 2/2 | PM 6/11 | SP 5/10

Do we have ammunition that can be set aflame? We'd need large containers that could filled with tar or pitch, assuming we have either. And if Xanderghul's Knowledge checks are anything to go by, trolls don't fear fire so much as loathe it. If we have the ammo though, I still think it is a worthwhile idea.


WRONG ALIAS

The army should have ptich, both for making torches and waterproofing. We could conserve by making ammo from wood coated in pitch, which should extend how long it burns and make it more likely that they catch things aflame. Obviously pure pitch would be ideal but I doubt we have siege level quantities

We also have 6 flasks of alchemist's fire which can help get stuff burning well. Along with some smokestacks which could further cause confusion given the wind conditions.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

I'm uncertain how I (or Ary) feels about setting the city on fire. :P

I don't know that delaying them does much, either, besides makes them come hit us while we're busy and after they've put out their favorite drinking establishments. :P

If we have something we need time to do, I support the idea more, but the damage to the enemy forces would be small due to 'tiefling' and 'abyssal' filling most of their ranks, only doing property damage, I think.


WRONG ALIAS

There is no property to damage. The buildings all have to be torn down.

Direct damage is not a goal, it is inability to organize. A serious fire sweeping through the south bank would prevent them from gathering and preparing to attack for most of the day and might keep the trolls at Bay long enough for us to begin our assault on the citadel. Once the battle for the citadel begins they will be trying to get their troops back to the citadel instead of paradise hill.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Why do they all have to be torn down? :(


WRONG ALIAS

Because all the wood buildings have been sitting unmaintained for the better part of a century? Even the stonework buildings will need work, but none of the ruined buildings are likely to be safe or salvageable after all this time. Honestly between the towers, Gates and citadel we will have plenty of housing at the start. The rest can be torn down and rebuilt as needed, recycling any materials that somehow are still in passable condition.


WRONG ALIAS

Ok, Ehren and I came up with a revised plan:

1) Catapults begin to set southbank on fire.
2) We move two troops of paladins plus banshees to the tower I have circled in green on the map. This is done only moderately stealthily, with the assumption they'll see it coming.
3) Once southbank is really on fire, an illusion of our troops come out of the tower, and we use magic to make it look like we're making a path to south bank for our troops.
4) Hopefully this baits them into moving quickly to rush us with the trolls, assuming they'll easily overwhelm our troops.
5) Once the trolls are crossing, we hit the path they clear with spike stones and the trolls themselves with confusion. This should cause most of them to begin fighting each other in the middle of the river.
6) Our archers open fire from the tower, and we make use of flaming orb to burn down any of the trolls that go unconscious. The tower gives us cover in case the drakes attack, and we'll have windwall in case we need to deal with archers.

End result: rolls wiped out, path they tried to clear is protected by spike stones.

This will make it seem like we're using the fire to launch an attack in the confusion, and that we're overconfident and overextending ourselves after our victory against the Beast.


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

You paint a compelling picture. Assuming they fall for the bluff, we might be able to do a lot of damage. We can't really afford a major fight with a large chunk of their forces so we have to try something.


Buffs | Char. Sheet |

I like it!


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

I have no problem contributing a major image and a fireball to that plan.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

What causes the trolls to actually come across instead of just waiting to rip us apart on the other side with superior numbers and allies?

Do you think that we'll be able to KO the trolls without engaging them at all? Or do you plan to have -someone- engage the trolls in melee?

I think that we absolutely have to plan to engage them in some way, else they'll likely just double back once they've forced us to use resources.

What do you think of readying cavalry to charge them if they're still in the open?


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Also, I wonder: Do we have access to flaming sphere? Do we have the range capacity to fire at enemies who are in the middle of a 600' river?

What makes you think that they'll "rush" specifically the trolls out there? As opposed to, for example, just wait on their side of the river?

What makes you think that they won't just turn around?


WRONG ALIAS

Those are all pretty good questions.

Assumptions:

1) The trolls are their shock troops and brute-force trap disarmers

Assuming they have a troop, the troop could literally double-move their way across the river without any worries, thus opening up a path for their entire army. They are also likely to be fiendish trolls, which means the #1 means of killing them, normal fire, is almost useless against them.

2) The gathering of forces means that they still like their odds against us in a direct confrontation, and plan to attack

They wouldn't be gathering if they weren't planning to cross and attack (probably at dusk or early evening).

3) They are likely to buy a bluff that we are overconfident after killing the beast.

The truth is that in a straight up fight between our paladins and the trolls, the trolls would likely slaughter our forces. Mundane fire like a torch only has a 1:6 chance of working any given round on fiendish trolls, meaning the paladins can't stop their regen. Trolls have absurd amounts of damage given their strength and size, and a single troop is probably worth 6 of our paladin troops.

4) Apart from the drake riders, the trolls are the best thing their forces have.

It's unlikely their forces have any other troops that pose a significant threat to our army. If we engage and kill off their trolls, the enemy forces are significantly less likely to risk an outright attack. The trolls would be able to break into the paradise hill tower just by charging it, making it possible to not have to siege it over an extended period.

Answers:

1) What causes the trolls to actually come across instead of just waiting to rip us apart on the other side with superior numbers and allies?

If they think that we've over-extended and that we've partly cleared a path for them, they will jump at the chance to engage and take out several troops separated from our main army. They can easily disarm the remaining traps in a few rounds, leaving a path for their main army to cross right behind them. They can soak up pretty much any number of arrows without dying, and they can destroy pretty much any number of troops in melee.

2) Why won't they turn around?

The trolls, once they commit to crossing, aren't going to turn around. Per trolls stat block, they're "fearless berserkers" who will fight to the death. The enemy forces might want them to turn around, but the trolls will not listen at that point. They are pretty much dumb shock troops who are convinced of their own invicibility. Additionally, they will still have drake riders to back them up, which means they will be pretty dangerous.

2) Do you think that we'll be able to KO the trolls without engaging them at all? Or do you plan to have -someone- engage the trolls in melee?

While the goal is to end up with a situation where the majority of the trolls are trapped mid-river by confusion and hampered by spike stones, it is likely that we will still need to fight some. They have a s%@+load of hitpoints, and we will be dependent upon having trolls KO'd before we can even really attempt to permanently kill them. 2-3 troops of paladins plus the banshees is betting that the majority of the damage will be done by our traps and engaging them. Consider that if they're half-way across when they get hit by confusion/stone spikes, they need to take 10d8 damage to get to us, not counting additional damage from the original traps. If they try to move outside of the path they've cleared, they'll get hit by additional traps which will only make it worse.

Do we have access to flaming sphere? Do we have the range capacity to fire at enemies who are in the middle of a 600' river?

Ehren has full MP, and mentioned that he could summon a flaming sphere w/o issue if we want. It's an absurdly good means of finishing off individual trolls once they start dying.

The river should be roughly 100' across, as that's what the bridge was. Even if somehow the river were significantly wider at this point vs the bridge, which would be super strange, it isn't going to be more than 200'. That places the entire crossing well within our spell range. It also means archers on the other bank are a significant threat, but that's why we'll be doing it near a tower that our troops can shelter in, and why we'll be committing Ehren's 3rd level slot to wind wall instead of mirage. In place of mirage we'll use a silent image to create the appearance of a dirt path being created for our troops to cross on.

4) What do you think of readying cavalry to charge them if they're still in the open?

The cavalary only work if the trolls get to the main roads. The banks are too steep and the bottom of the river is mud, which means it's likely difficult terrain all the way across. There is no way for our cavalry to cross or fight effectively. I'm not opposed to part of our cavalry being ready, but they should remain at Paradise hill. If enemy troops make it across and hit the streets, hitting with the cavarly will give us an opportunity to get things back under control.

Dangers:

1) The drakes attack while we fight.

This is the most immediate threat, and we need to be prepared for a pretty serious battle. We will depend on the paladins being able to smite and bow down the drakes quickly while we use magic to keep the trolls at bay and whittle them down.

2) They have a babau or other dispelling troop.

This is the biggest threat overall. Getting rid of spike stones means their army could continue rushing across. Our only chance would be to figure out *who* dispelled, kill them quickly, and then burn MP to re-apply spike stones.

In the end, I think the biggest thing to note is that if we don't choose the when and where of the coming battle, they will do so instead. That means their entire army will be across the river before we can really retaliate.


WRONG ALIAS

Two Three more things occur to me:

1) Anderegg and maybe one or two other boss types will be around. We need to be prepared for that, as they'll require us to fight them directly.

2) Ary's Prof(Soldier) is really useful for checking for wrong assumptions and things I've missed in planning. Make use of it :o

3) We need dancing lights signaling set up with Irabeth. If we get into trouble or need reinforcements, we need to have a quick way to send a message. Xanderghul's idea to use colors of dancing lights like we did when we attacked Arta's garrison is a spectacularly effective means of that.


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Unfortunately, Xanderghul does not have dancing lights prepared. However, he does have flare prepared, which might be a decent option. In addition, he has silent image, which he can use as a gigantic flaming WE NEED REINFORCEMENTS in case of emergencies. I think signaling for emergency reinforcements is handled.

We know for certain that there are at least six babaus in the city, although they are in the Citadel. The chances of one or more coming to help reinforce us are nonzero, although I doubt that dispelling the spike stones will be their first move as it is difficult to even see the stones and not obvious that they are magical.

I think that if we pick a fight here, it's going to be dangerous. However, Xanderghul is at full health and still has most of his spells, and we haven't really been given a reason not to trust Isilme at this point. I'm all for the plan.


WRONG ALIAS

Yeah, I agree it's going to be dangerous. We'll be taking a beast-level risk I think. But it's either we pick a fight, or they do, and I'd rather have the former :p

I think maybe we should bring 3 paladin troops instead of 2 and either the banshees or rangers.


WotR Global Buffs/Debuffs: ----

Okay someone needs to let your NPCs know more officially in gameplay and we can move forwards with this. It looks like the majority of you are onboard (Isilme/Hinagiku/Xanderghul/Valaria/Ehren).


WRONG ALIAS

Ary: They aren't homes. :P

The small wood buildings just aren't in-tact. We're not setting a subdivision on fire. We're setting ruins which still have wood on fire. If there were buildings we'd have to use doors and stuff on them when we're fighting, but we have been able to move freely through the "buildings" because there's very little there there. The "buildings" don't even allow us to hide paladins from sight. :P Note: The towers and garrisons are stonework, which is why they're mostly in good shape.

As far as the "why" of it, it makes them think we're using it to create confusion and move during that. Without it they might go "do they really think they can win with only 3 squads of paladins? That's not right, something's fishy." With it they should instead go "Oh, this is a diversion, and they think they're going to sneak across with 3 groups of paladins and hit us while we're running around confused. They're pretty overconfident after the beast."

The goal is to on a show for the enemy that makes them feel smarter than us. Like when you watch a show with a bad plot and you immediately know the ending. Ours just has a M Night Shyamalan twist at the end ;o


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Here's a thing that some of you might find interesting, in regards to coin collecting. I think the 25k mark is gonna be far too high to be successful, though, especially with a 55 dollar price tag just to get a single coin.


WRONG ALIAS

Yeah, that's way too much.

I'd be way more interested in fake coins that were usable for tabletop gaming to represent in-game currency, so you could do silly things like have a small chest full of gold for the players to count out. :p

Real metal coins just aren't worth it. Consider that an oz of silver is 16 bucks. You're paying $55 for $32 of silver in this case. It won't "hold its value" like they say, because you've already taken a loss of ~33% when you buy it. The price of silver may go up a little over the next decades, but not enough to account for loss of value due to inflation.

Edit: That's not to say that if you like collecting coins *and* pathfinder it's not a cool thing to get. It's just not an investment.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Just to verify: Everyone but Ary is on board with the fire, assuming that Isilme is right that no one actually lives in the houses?


Buffs | Char. Sheet |

I know I am (with the caveat of no one living there).


WRONG ALIAS

If I was gonna run something for y'all, what would you guys be interested in?

I'm kicking around Ruins of Azlant, Kingmaker, Jade Regent and Reign of Winter right now. I'd definitely want to make Azlant start off pretty heavy on the colonization aspect, haven't looked at the book to see what they do in it.


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Personally, I don't think that Kingmaker works on PBP. I've seen it tried and I've tried it lots of times.

Despite the fact that I'm running it right now, I don't really like Jade Regent that much, especially the first chapter (which seems just... completely extra).

I've never played Ruins of Azlant or Reign of Winter, though the concepts for both seem pretty fun and interesting. Especially Ruins of Azlant, if only because it allows you (and encourages you) to play aquatic-type characters, which don't typically come into play.


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

I would be interested in Ruins of Azlant most I think. I've been interested in the idea ever since the campaign was announced.

I'm playing a Kingmaker game already, though it's kinda slow, and Reign of Winter so I don't think I'd want to do it twice at once. Jade Regent... honestly kind of frustrates me. It's the only Tian Xia AP, but it encourages you to be from not Tian Xia so it feels like wasted potential.


WotR Global Buffs/Debuffs: ----

I would be most excited about RoW.

Ruins of Azlant could be cool too. I'd want to play an amphibious undine :) I COULD EVEN NAME HER KIORA.


Buffs | Char. Sheet |

Well, full disclosure, I would only participate in another game by dropping one of my two... which won't happen. But, if I were to choose I would say Jade Regent. I've always been curious to get to know the major NPCs of that AP, and I think you could do them justice.

Second favorite would be Reign of Winter, just because it's the first AP I have tried on the forums and I really enjoyed the character I made for it.


WRONG ALIAS

If I end up doing it, it probably won't be before September, so we'll see then how things are going for everyone.

I like the NPCs in Jade Regent a lot too. I think if I wanted to do Jade Regent though I'd want to take time to rework it to be Tian-Xia start instead of Sandpoint, and that'd take a lot of work to make it feel good.


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 85/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +18 | MP 0/11 | LP 2/2 | PM 6/11 | SP 5/10

Reign of Winter would probably be my favorite, closely followed by Ruins of Azlant. Jade Regent would be cool, though to be honest, I wouldn't be terribly enthusiastic about it being moved to Tian Xia.

Kingmaker is the only one that I am not really a fan of. It just feels really bland and takes forever to get to the really interesting parts, but at the same time just skipping to said parts would be taking the "maker" part out of the name. :P


WRONG ALIAS

Posting with Kule alias for Kiora :o


WRONG ALIAS

Xanderghul, check in in thread so we can start the fight :P


WRONG ALIAS

Hey Val, you have Sniper's Eye Stance right? With an initiator level of 8?

Is the -6 after adjusting for that?


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Initiator level is Warlord Level + 1/2 non-warlord levels (so it should be 4).


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

Xan's right. My initiator level is 4, which decreases my penalties by a total of 4. My range with throwing knives is 100 ft (10 base + 10 from Flying Blade x5 for Limitless Range), which means that I can throw 300 feet before applying penalties. I'm assuming that 500 feet up doesn't mean directly above us, so that would likely put it in my fifth range tier at the absolute minimum. So maybe I might only be at a -4 to hit, but that's being very generous.


WRONG ALIAS

Val: Gotcha. I was surprised that multiclassing has a lower initiator level than taking the feats. The feats give you 1/2 + your mental stat, which ends up making it possible to be full level.

Ehren: Is that the wind wall on their side? I'm worried if you summon it there they're just going to walk over to the right a bit and fire from there instead. It should be on our side to prevent that. Also having it on our side prevents the rift drakes from breathing on us before they circle around, as their breath is explicitly a gas weapon. Also careful not to block the tower itself, or our archers won't be able to fire out of it.


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 85/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +18 | MP 0/11 | LP 2/2 | PM 6/11 | SP 5/10

Where should it be placed then? The idea is to make sure the illusion is covered as well. And how high is the tower with the archers in it? I’ll move it later when I get the chance.

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