The Righteous Shall Rise...

Game Master verdigris

Welcome to Drezen Surrounds
Roll20 map
treasure sheet
Defender's Heart Map


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Map

After working with this madness and much whining and gnashing of teeth on my part, I think Cole and I have come up with a change to make the armies more manageable for me. I'm going to make some changes to the map and we'll keep going.


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Serra's Notes about Mythic:

Starting Mythic Power Points, Per Day: 4.
--used for Surge: +1d6 on d20
--used for Special Path Power (switft action)

Mythic Reminder:

Base Mythic Abilities

Every mythic PC gains a number of base abilities common to all mythic characters, in addition to the special abilities granted by each mythic path. These abilities are gained based on the character's mythic tier.

Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. Upon Reaching the 2nd mythic tier, two ability scores of your choice permanently increase by 1. At 4th, 6th, 8th, and 10th tiers, two other ability scores of your choice permanently increases by 1; these can be ability scores you've already increased or a different ability score.

Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (4/day at 1st tier, 5/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier one half your mythic tier, rounded up. In addition, as a free swift action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use two uses of mythic power and resting for 1 hours, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

Force of Will (Ex): At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use two uses of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

Unstoppable (Ex): At 8th tier, you can expend one use of mythic power as a free swift action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.

Immortal (Su): At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.

Legendary Hero (Su): At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.


Map

In meetings all day; I probably won't be able to post.


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

I'm heading out to Florida this afternoon for a week long company event, my posting during the day will be limited but I will check in the morning and evening. DMPC if necessary.


Map

Thanks for the heads up, Jurin. We will be beginning to move again this evening. Sorry for the delays.


Map

Sorry All, I know I am slow right now. I wish I could say that it's only temporary, but until I get settled with the new responsibilities at work, I really can't say. I do know I don't wish to skip over the details trying to keep up, so please bear with me.


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Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

No worries, All that is Evil in our World. Like cultists ourselves, we have patience that the Slumbering Evil will awaken in its own time, and we will revel once more.


Map

Ok, didn't quite see this coming, so it may be a few days before I have things moving again.


Map

While you are waiting on me, you should probably level up.


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Last normal lvl 8/2/14ish.

+1 Mendevian Knight

+7 hp

+moar knightly powers

+7 skillz:
----------
+1 Spellcraft
+1 Perception
+1 Know (Arcana)
+1 Prof (Soldier)
+2 Know (Planes)
+1 Know (Religion)


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Level 6, Sightless Retribution

+6 HP

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

Mystery Spell- Magic Vestment

New 0-Level Spell-Purify Food and Drink
New 3-Level Spell-TBA

Skills(7)
+1 Diplomacy
+1 Heal
+2 Knowledge(Planes)
+2 Perception
+1 Sense Motive


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

NEXT LEVEL:
Total (6) Ranger (6)
+6 HP (+6 class) (total 47)
+1 BAB (extra attack)
+1 All Saves (Fort/Ref/Will)
+8 Skill Points (+6 class, +1 favored class, +1 human) (Disable Device x2, Intimidate, Knowledge Local, Knowledge Planes, Perception, Stealth, Survival)
+1 Ranger Feat (Improved Precise Shot)
Wild Empathy +1 (total +5)
Tracking Bonus +1 (total +3)


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Apologies, sick kid.

Level 6 Magus:

+5 HP, +1/4 Arcane Pool
+Blur
+Frigid Touch
+1 K. Planes
+2 K. Arcana
+1 Fly
+1 Perception
+1 Spellcraft

New Hex Arcana: Evil Eye

Sheet update to follow


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

I find myself in a strange land called The Ville of Nash. Posts until Thursday evening will be spotty at best.

Grand Lodge

female

out sick.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

<Casts Remove Disease as Inspired Spell...>


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Strolling up to Chicago for the day- will be slow in posting til tomorrow...


Map

Sorry, All. I have a couple of big things at work that will probably keep me from moving us forward over the next two days. Please feel free to role play, but do not move from current positions. I look to be able to begin the next leg Wednesday morning.


Map

Hi guys, I need 1-2 more days. But I promise to be back to kill you soon.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

The craziness of Lollapalooza 2015 has descended like drug-induced haze over here in Illinois. I will be largely off-grid in downtown Chitown, losing hearing to Paul McCartney and Metallica. GMPC as necessary :)


Map

Sorry, no post tonight. Stomach flu.


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Last normal lvl 2/9/15ish.

+1 Mendevian Knight

+7 hp

+moar knightly powers

+7 skillz:
----------
+2 Bluff
+1 Spellcraft
+1 Perception
+1 Know (Planes)
+1 Know (Religion)
+1 Fly

+1 Feat: Extend Spell


Male Gnome Fallen Paladin 7 / AC 22

+1 Servant of the Lady I

+5 level +2 Con = +7 hp

Call Lantern Archon & Friends

+ 1 Diplomacy, +1 Ride, +1 Spellcraft, +1 UMD

Feat: Improved Spell Sharing

1 more blessing per day (including Holy Strength)

More:

Holy Mount

HP: +6 level + 2 Con = +8 hp (+4 from Con bump)

+2 Str / +2 Dex

+1 Con

+1 Fort +1 Ref

Arcane Bite & Claws

+2 Natural Armor

+1 Acrobatics, Know (Planes), Perception, Stealth


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

+1 Magus

+5 Level +2 Con = +7 HP

Feat = Extra Arcana = Hex Arcana = Cackle

2 new 3rd Spells = Haste and Vampiric Touch

+1 BAB
Skills
+1 K. Arcana
+1 K. Planes
+1 Perception
+1 Spellcraft
+3 Fly


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

NEXT LEVEL: 7:
Rogue (1)
+5 HP (+5 class) (total 52)
+2 Reflex Save
Sneak Attack +1d6 (total 1d6)
+1 Feat (Skill Focus (Perception))
+9 Skill Points (+8 class, +1 human) (Craft Bows, Disable Device, Knowledge Local, Knowledge Planes, Perception, Profession Soldier, Ride, Stealth, Survival)
Skill Notes (Acrobatics, Disable Device, Knowledge Local, and Linguistics become in class)
Disarm Magical Traps
Disable Device/Locate Trap Bonus +1 (total +1)


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Level 7, Sightless Retribution

+7 HP

+1 BAB

Revelation- Surprising Charge(2/day)

Feat- Extra Revelation- Battlecry

New 1-Level Spell- Bless
New 2-Level Spell- Lesser Restoration
New 3-Level Spell- Prayer

Skills(6)
+1 Diplomacy
+1 Heal
+1 Knowledge(Planes)
+1 Perception
+1 Sense Motive
+1 Spellcraft


Map

Sorry all. Work ate my brain. I will post in the morning.


Map

Sorry all, one more day.


Map

sorry for the delay. i will get thebattle going again tomorrow.


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

GM_Verdigris notified me today that we're on a bit of a hold while her typing arm heals. I don't know what happened, but I'm guessing it was some demon or other getting out of hand...

Anyway, everyone chill a bit, and we'll be back up and running when healing has occurred.


Map

It's doing better now, though still having to slow up when it starts to ache. I'll be back posting today, just bear with me if I'm slow.


Map

Working on the new map. I will try to have it up tonight.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Mythic Tier 2

Chimerical Execution

+1 Strength
+1 Charisma

Mythic Power 5x/day

Amazing Initiative- +1 to Init, Spend 1 Mythic Point for Swift Standard

Path Ability- Legendary Item


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Mythic Tier 2

+1 STR
+1 INT

Mythic Power 5x/day

Mythic Spell: Vampiric Touch

Mythic Path: Longevity


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

MYTHIC LEVEL:
Total (2) Marshal (2)
+4hp
+1 to each of two ability scores (Dexterity, Constitution)
+1 initiative
Mythic Power addition: (swift, extra standard)

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to one half your mythic tier, rounded up. In addition, as a swift action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Mythic Power (Su): (5/day) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus your mythic tier (4/day at 1st tier, 5/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Path Ability
Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.

Legendary Bow
Legendary Power (4/4) (immed., legendary surge)
Legendary Surge (d6) (attack and maneuver rolls with the weapon only)
Powerful (+2 Legendary Power per day, total: 4)
Intelligent (Int/Wis/Cha: 10, Speech (common), Senses 30’, Align: NG)


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

GM AA: Serra's Init is now +4!

Mythic Knighthood 2:

Chimeric Infusion

+1 Int
+1 Dex

Mythic Power 5x/day

Path - Control the Jurin


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Yes, GM, my initiative was wrong on my sheet. My current initiative is +6.


Map

I'm going to be gone tomorrow, and some of Saturday, but I'll try to get an update up before I leave again on Sunday.


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Someone reminded me that we have a crafting arcanist in our retinue as well as a cleric.

Might we want to order up some wands of CLW to be made? Or purchased?


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Totally second CLW wands, totally, purchased or made. Also, Blessing of Fervor. That would be nice.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Slow posting through the weekend. Happy Thanksgiving to all!

Grand Lodge

female

Happy Thanksgiving, everyone. I should surface on Saturday.


Map

Happy Holidays everyone! I would warn you that I may be slow, but it might not seem like there's a difference. Enjoy your families, and we'll continue at whatever pace naturally happens.


Map

Happy uhhh... post valentine's day? I guess I'm late. As a gift to you, please level up.

Btw, Staunton was a mythic trial. You will need to complete another one before you get another tier, but you are half way there. Had you not really really really killed him, he would have popped right back up and come after you later.


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

NEXT LEVEL: 8:
Ranger, Guide (7)
+6 HP (+6 class) (total 69)
+1 BAB (CMB/CMD)
+1 Ability Score (Dexterity, goes to 20 with all that entails)
Woodland Stride (Ex): a ranger may move through any sort of nonmagical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
1 Second Level Spell (usually Hunter's Eye)
+8 Skill Points (+6 class, +1 human, +1 favored class) (Disable Device, Knowledge Planes, Linguistics (Sylvan), Perception, Ride, Spellcraft, Stealth, Survival)

GM Verdigris, my initiative bonus goes to +7 please. Thank you.


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Last normal lvl 2/9/15ish.

+1 Mendevian Knight
+1 Intelligence

+9 hp

+moar knightly powers

+15 skillz:
----------
+1 Bluff
+1 Spellcraft
+1 Perception
+2 Know (Arcana)
+2 Know (Planes)
+2 Know (Religion)
+3 Know (Local)
+3 Know (Engineering)

lvl 1, 2, & 3 spell slots still open.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Level 8, Clouded Mind, Clouded Eye:

+7 HP

+1 BAB
+1 Will

+1 Strength (to accompany Iterative... woot)

Improved Critical- Lucerne Hammer

New 0-Level Spell- Stabilize
New 4-Level Spell- Blessing of Fervor

Skills(6)
+1 Diplomacy
+1 Heal
+1 Knowledge(Planes)
+1 Linguistics
+1 Perception
+1 Sense Motive


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

+1 Magus
+1 Int

+7 HP

+2 Spells

Scorching Ray
Force Punch

+15 skills

+1 K. Arcana
+1 K. Planes
+1 Perception
+1 Spellcraft
+4 Fly
+7 UMD


Map

Can I get an update on everyone's daily reserves, please?


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

I'm close to full power still.

I have all my spells (3/3), a ranger focus (1/2), two bolsterings (2/3), most of my mythic (4/5) and half of my bow's legendary boost (2/4).

- - -

I am growing concerned about my arrow supply, but hopefully I can get some cold iron arrows from the weapons we raided? Is it OK to grab a couple quivers (40) cold iron arrows when we get back to camp?

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