GM Niles Wrath of the Righteous (Inactive)

Game Master nilesr

Wrath of the Righteous
15 Rova 4714 Day 35
Dramatis Personae
Overland Map of The Worldwound
Loot Log


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Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Merry Christmas, everyone!


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Merry Christmas!

I am without hero forge at least till next Monday, so I hope I will not forget anything. I am unable to access my advancement spreadsheet as well, so I will leave some things not decided for now.

Level Up: Rogue lvl 6

HP 1: 1d8 ⇒ 3
HP 2: 1d8 ⇒ 5 +2 +1= 8 hp (total: 66 hp)

BAB +1
Fort +1
Ref +1
Will +1

Rogue talent: TBA
Trap Sense +1 (+2 total)

Feat: TBA

Favored class bonus: +1 hp

Skills: 9 ranks
Acrobatics +2
Disable Device +2
Perception +1
Stealth +2
Knowledge (Planes) +2


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Hey Konny, the Ranged Tactics Toolbox includes a new Rogue Talent that lets you make Alchemist Bombs.

Ranged Tactics Toolbox, pg. 7 wrote:
Bomber (Su): A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs (Pathfinder RPG Advanced Player’s Guide 28), except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage).

It also adds one that let's you pick up Alchemist Discoveries that specifically apply to bombs, like the ones which change the damage type of the bomb.

Belledonna Advancement : Sorcerer +1 (Sorcerer 7 {Favored Class})

Hit Die Option 1: 1d6 + 1 ⇒ (1) + 1 = 2
Hit Die Option 2: 1d6 + 1 ⇒ (4) + 1 = 5 This one.

BAB, Saves... Nada

Skill Points:
+1 Knowledge (Arcane)
+1 Linguistics (Dwarven)
+1 Spellcraft

Spellcasting:
+1 Second Level Spell per day
+1 Third Level Spell per day

Spells Known:
1st Level: TBD
2nd Level: TBD
3rd Level: Magic Circle against Evil
Bloodline: Heroism

Feats:
7th Level: Spell Penetration
Bloodline: TBD (Choices are Diehard, Endurance, Heroic Defiance, Heroic Recovery, Leadership, Persuasive, Skill Focus {Perform}, Toughness)

I genuinely have no idea what to select for my additional First & Second Level Spells. While I would prefer Magic Circle, I'm not set on it if somebody has a better idea. As to Bloodline Feats, Leadership is my first preference (Thinking a Green Faith Initiate Druid who can provide healing for us...), with either Toughness or Endurance if Leadership is a no-go.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Here is Belledonna's cohort if she takes Leadership. I figure he is an expatriate Sarkorian Green Faith Druid who wound up hearing about Belledonna's efforts & decided to investigate. While he admires her efforts, he is concerned about her (after all, who with sense wouldn't be?..) and has decided to help guide her moral development.


Drezen Citadel Drezen Dungeon of Drezen

Leadership is almost certainly a GO. Brighton will be departing, or at least taking a lesser role very soon.


Retired - Adventure Path Complete!

For spells, I'd pick fly, to be honest.

Mainly because we don't have any ranged weapons, save for spells that create them.

Anyway:

HP Gain 1: 1d12 + 2 ⇒ (9) + 2 = 11
HP Gain 2: 1d12 + 2 ⇒ (10) + 2 = 12 <-- This one!

+1 BAB

Feat: TBD, but leaning towards Leadership

Skills: +5 +1 (Favoured Class Bonus)

--+2 Knowledge (Religion)
--+1 Perception
--+1 Sense Motive
--+1 Intimidate
--+1 Diplomacy

One question about Mythic Abilities--I'm planning to get the Legendary Item path ability when I next get a mythic tier--preferably a suit of armour.

How, exactly, would that work?


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Well choosing the ability once at MT2 would give you a Legendary item with 2 abilities and a Legendary power pool.


Retired - Adventure Path Complete!

So, does that mean I choose the abilities my armour gets or do you pick them out?


Drezen Citadel Drezen Dungeon of Drezen

Oh, no you can pick them.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Alright, I went ahead & chose Fly instead of Magic Circle against Evil. I also gave Brud a bit of a ranged focus, so we will have a bit more utility there. Any ideas for my additional First & Second level spells?


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Thank you Bel, but with Konny's intelligence that would be exactly one bomb per day. Also I do not expect we will become swarm hunters ;-)
Fly is perfect choice. We might need it a lot.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

So.

I was informed today that my Mother, with whom I have had a tumultuous relationship & only just recently were we on anything resembling 'good' terms, died.

I'm afraid I am going to have to ask you to 'bot' me for a while, DM Niles.


Retired - Adventure Path Complete!

My sincerest apologies. :(

Take your time--we'll still be here.


Drezen Citadel Drezen Dungeon of Drezen

Wow. I am so sorry dude.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

I am sorry.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Deepest sympathies for your loss. For what it may mean to you, I will remember you and yours in my prayers.

-Posted with Wayfinder


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

New level: +1 Paladin (Stonelord)

+1 BAB to +7/+2

Favored class: +1 HP

hit die 1: 1d10 + 6 ⇒ (8) + 6 = 14
hit die 2: 1d10 + 6 ⇒ (7) + 6 = 13

Let's go with the first one.

Skills:
+1 Diplomacy
+1 K:Religion
+1 Spellcraft

-Posted with Wayfinder


Retired - Adventure Path Complete!

I think I'll take Quick Draw as my feat for Level 7.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

I'm having a really hard time deciding what feat I want to take for level 7.

I'm thinking that I might take Lunge just to give Barundar some extra combat utility. If you'd allow it DM Niles, I'd also perhaps like to pick up a Dwarven Boulder Helmet at our next step so that I could also make melee attacks if I have Lunge active. Up to you, of course.

EDIT: Sorry about the name confusion. Fixed it now. Also, plate gauntlets do give you an unarmed attack for 1d3 damage; I'd neglected that. Thanks for pointing it out.


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Wrong Gm brother. And in Platemail don't you always have gauntlets that allow unarmed attacks?


Drezen Citadel Drezen Dungeon of Drezen

What do you guys think about recruiting someone to replace Brighton? I know that Belle took leadership to add some healing to the party, but I think adding another PC will help with the posting rate, which I have been very disappointed in for a while now.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

I know it's been a while since my last in-character post but Christmas is an extremely busy time for me with no less than six or seven family gatherings to prepare for both before and after Christmas. Honestly, yesterday and today are the first days I've had time free to actually come online and check my PbPs.

With the major holiday season past my posting rate will come back up.


Retired - Adventure Path Complete!

I don't see why not--the only problem that I think will come up is someone bringing in a character that fits with the group, and is also mythic.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

The more, the merrier! So let us have a new companion.


Drezen Citadel Drezen Dungeon of Drezen

Well there are two ways to do it

1) Crazy magic stuff that I concoct
2) Pretend they were there all along...


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

I strongly lean toward the first option.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Agreed. It could very well be that one of the gods decides that we need a bit of a booster and grants someone else in the group of crusaders a measure of divine power. Or we find someone along the way to Drezen. Or something.


Retired - Adventure Path Complete!

Happy New Year!


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Seconded ;-)


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Happy new year everyone!

-Posted with Wayfinder


Drezen Citadel Drezen Dungeon of Drezen

Would you guys rather that I recruit openly on the boards or choose someone that I know or do you guys know someone?

My only real qualification is post rate and consistency.

Also, I need Barundar and Konny to make sure their stat block is up to date in their profile.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Sorry about that! Should be updated now, GM Niles. Please give it a look and make sure everything matches up.


Encounter Map

How'd you gain 20HP in one level....


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

I've been examining it to try and figure that out myself. I use HeroLab to handle all my leveling up stuff and that's the info it gave me.

I know that 14 of it has to come from the HD roll and the Con modifier, so there's 6 more to figure out. I'm pretty sure it comes from Toughness/Mythic Toughness, but I'm honestly not sure how it breaks down and I can't figure out how to get HL to tell me.

My understanding of the way that Toughness/(M)Toughness interact is that I should get +1 HP from Toughness, which (M)Toughness doubles to +2 HP. That still would only give me +16 HP and not +20.

I'm still trying to figure it out so if anybody else has any ideas, please let me know. I want to be sure I've got all my stats right.

EDIT: Removing the (M)Toughness feat reduces my HP total by 7, so that should be right, shouldn't it? I'm still trying to figure it out, but removing Toughness also takes some of the bonus HP from (M)Toughness out and that makes it hard to tell where one stops and the other begins.

If I completely get rid of the Mythic thing, then my HP bonus is a total of +56, which breaks down to +8 per level. That works out right because it's +6 from Con, +1 from Favored class, +1 from Toughness for seven levels (HP Total: 108).

Adding the Guardian path in gives me an HP total of 134, with 82 of that being non-HD; a jump of 26 HP. Sheesh, where does that come from? I can't figure it out. Putting the Mythic Toughness back in is a +7 HP bonus, which is also correct.

The extra that I can't find the source of has to come from the first tier of Guardian but I can't figure out where, specifically, it comes in. I should only get +5 HP from the first tier, not +26.


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I'm going to put your HP down as 120...let me know if it ends up differently.

108+MythicToughness 7+Guardian Tier 1 bonus 5


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Will do. I'm still digging, so I'll let you know what I find out.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

My stat block is finally updated.

Konny Hammerhead wrote:


[dice=HP 2]1d8 +2 +1= 8 hp (total: 66 hp)

Rogue talent: TBA

Feat: TBA

I previously forgot about toughness, so it is 1 more hit point (67 total).

The missing pieces:
Rogue talent: Resiliency: (1/day)(Ex)When brought to 0 Hp or less, gain 6 (=rogue level) temporary Hp for 1 min.

Feat: Disorienting Maneuver (from Ultimate Combat): If you successfully use Acrobatics to tumble through an opponent’s space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your next turn. If you choose to make a trip attempt against that opponent, you gain a +4 circumstance bonus on your combat maneuver check. This bonus on trip also lasts until the start of your next turn.

Edit: As far as recruiting goes, I do not care if it is open or closed, but I would like to have a chance to comment on the character(s) before they are chosen (the players are up to you as far as I am concerned). I do not have any suggestions.


Retired - Adventure Path Complete!

On bus right now. Will post when I have access to a computer.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

GM, Konny's Will save is incorrect on the battle map. It should be +8.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Eureka! Someone on the HeroLab forums pointed me to the right place. On the last page of the Worldwound Incursion adventure, under the heading "Concluding the Adventure" heading and the "Mythic Campaign Traits" subheading it says that a character with the Exposed to Awfulness campaign trait who chooses the Guardian mythic path receives an additional 3 hit points per level. That is where the other 21 hit points come from.


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Cool, so the 141HP is legit. That's...impressive.

Ancillary note: I've asked a friend of mine from some other games to play in this one. He is a really solid guy, he posts very consistently (like me, he usually posts from work) and he is a good roleplayer. He is interested in some sort of cleric. I'll invite him onto the thread to discuss character options. He had reservations about joining a party so far into a campaign, so please feel free to give him ideas for how he can fit his character into our campaign as seamlessly as possible.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1
GM Niles WotR wrote:
Cool, so the 141HP is legit. That's...impressive. Ancillary note: I've asked a friend of mine from some other games to play in this one. He is a really solid guy, he posts very consistently (like me, he usually posts from work) and he is a good roleplayer. He is interested in some sort of cleric. I'll invite him onto the thread to discuss character options. He had reservations about joining a party so far into a campaign, so please feel free to give him ideas for how he can fit his character into our campaign as seamlessly as possible.

Yeah, that struck me as nuts when I really realized it was legit. My level-up hp bonus alone is nearly in the teens.

Also, I think I speak for us all when I say that we will do all we can to bring him into the fold seamlessly and painlessly. I look forward to meeting him!

And in my own ancillary note, GM Niles, I've totally neglected the fact that Barundar has had access to a small earth Elemental companion for two levels. If we could work his (its?) arrival in at some point that would be appreciated

-Posted with Wayfinder


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

If your friend is looking to play a cleric, the most obvious choices for deity would be Torag, Iomedae & possibly Shelyn. Mythic would be a bit harder, though if the character followed Torag, perhaps the Forgefather might pass the blessing from Brighton onto them.

Really, there are a lot of possibilities. I'm sure we can find ways to assist him.


Retired - Adventure Path Complete!

I'll be more than happy to help the new guy settle in! :)

Who'd ya have in mind?


Hi everyone, Niles tells me you need a divine caster :) Clerics (and oracles) are very flexible and can be built to do just about anything (summoning, buffing, blasting, front line melee, archery, control, and of course healing).

I'd be interested to know what you think the party needs the most.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Welcome FangDragon. I am looking forward to you joining this campaign.

As far as I am concerned I would appreciate buffing, healing and archery - as in our last combat it became quite obvious that range combat is not our suit... (not even weak one)


Drezen Citadel Drezen Dungeon of Drezen

@Barundar, sure You can work it in whenever you want. I just figured that like Belle you were waiting to take that Mythic Companion feat.

@Konny Don't forget about swarms....you guys main adversary is Deskari, demon lord of...swarms.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

S'actually a good idea and probably what I'll be waiting on. No reason to bring someone into the group that won't be able to contribute in a significant way...though truthfully at this stage I think the elemental would be most useful as a scout than anything else. Perhaps a flanking buddy, too, but most definitely a scout.

Regarding what the party needs, I think the others have already stated the things we are most in need of. I'd say that buffing isn't a huge issue, really...at least, not the priority. Healing and some kind of ranged combat are big issues and, as GM Niles mentioned, some way of dealing damage to swarms would be very helpful, as well.


So the party is lacking ranged damage and has trouble with swarms. Archery won't help vs swarms which probably leaves blasting or maybe summons.

Blasting is entirely possible E.g. Sarenrae has the fire domain and a Theoligist Cleric perhaps entering the Divine Scion PRC.

Another option might be a Storm Druid with the Air Domain or perhaps an oracle. I'll do some research and try to find something interesting that's on a similar power level to everyone else. I'll also make sure it still able to heal :)


Drezen Citadel Drezen Dungeon of Drezen

Belle is deeply into the Green Faith, so a druid could fit in there. Pulura has the Weather domain and the Stars domain, which seems cool. An Oracle would be awesome imo because the Mythic power allows you to cast spells that you don't already know.

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