Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]
After reviewing, I think Garith is likely most wounded and not terribly so. Nasira will hold her position and conserve her resources while her spiritual ally tries to remember which end of the sword is which. ;P
Garith easily blocks the incoming swing and follows up after Morgrym's brutal attack laying into the enemy, slashing till the target is finished them stepping up to V 22 and threatening the next one.
Var, do they have glaives and reach or are they using standard reach weapons?
.
If they have no reach I'd like to bash with my itterative and may use cage the enemy, but if they have reach I CtE won't be useful
Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)
Pakak tries to position himself to pick at one of the foes that appears near dead, and he releases a spell only his foe can hear...
Ear piercing scream on which ever is already wounded and close by. DC 16 Fort to half damage. If Save no made, target takes full and is also stunned for one round. Dmg4d6 ⇒ (5, 4, 5, 3) = 17
So'rien unleashes another fireball manipulating the power to keep Morgrm and Garith from harm. The flames and heat wash over the Templars but 3 remain standing.
Nasira's spiritual ally continues to attack the Templar that has withstood the fire and blade thus far. It must be graced by a god though as the 2 strikes were wide of its mark.
Morgrym steps up then and with few powerful blows sends the Templar in front of Garith to Baphomet's court.
Maelchar steps up to attack the Templar gaining a flank bonus from the spiritual ally. The greatsword comes around in a large arc and smashes into the armor of the cultist. Yet it found a weak spot and bit deep of the blood of the Templar.
Without a foe to attack next to him Garith moves over to the same foe as Maelchar. Radiance flashes in the light and the Templar is no longer of this world. (Garith they have glaives so have reach)
fort save 1d20 + 8 ⇒ (15) + 8 = 23
Pakak gets into the action casting a (silent) spell to all but the target of his wrath. The Templar claps both hands over his ears shaking his head from the sound. Moments later he refocuses with lethal intent on the group.
Zeriax moves up a step and targets one of the Templars at the back of the room. 4 arrows zip past Morgrym shaving a few hairs off of his beard. 2 of the arrows lands with soft thwacks as they hit soft spots. Another arrow missed but then you can hear the sound of metal punching through metal as the arrow penetrates the armor and enters the chest killing him.
Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)
Taken slightly aback by the arrow shot that nearly took his chin off, "Careful!" the dwarf yells as an unseen wry smile forms just before he unloads on the nearest Templar.
Let me know if this one is smiting me due to the DR issue. That way I'll know whether or not to include it.
AC 29; Hp's 148(Either 132 or 136/172; Acid/Cold resist 5, Fire 2; Attacks: Good aligned, DR 4-; Rage 4/32; Mythic Power(1/9 used); Negated PA penalties: Rnd 4/10; Armor of the Pious(Rnd 3/10)
hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
Maelchar casts grace on himself and moves up beyond Garith and around his opponent to gain flank and strikes once, using power attack and vital strike.
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) ||AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18
I actually had another shot last round due to spending the ki point... Never mind :P
Another step forward brings the monk in line again with the one engaging Morgrym, and again he unleashes - "Always, master Ironfist"
Going to Z:19, and targeting the one on Morgrym - if it is dead, then Zeriax will move to X:21, and attack the one on Garith (thus shooting only a single arrow)
Flurry of Arrows 1:1d20 + 16 ⇒ (19) + 16 = 35 Damage if it hits:2d6 + 17 + 3 ⇒ (3, 1) + 17 + 3 = 24
Flurry of Arrows 2:1d20 + 16 ⇒ (1) + 16 = 17 Damage if it hits:2d6 + 17 + 3 ⇒ (3, 2) + 17 + 3 = 25
Flurry of Arrows 3:1d20 + 16 ⇒ (19) + 16 = 35 Damage if it hits:2d6 + 17 + 3 ⇒ (2, 1) + 17 + 3 = 23
Flurry of Arrows 4:1d20 + 11 ⇒ (10) + 11 = 21 Damage if it hits:2d6 + 17 + 3 ⇒ (3, 6) + 17 + 3 = 29
With the combined efforts of the group the last 2 Templars are put to an eternal sleep leaving the immediate visible area free to the heroes. From where you are positioned you can see that there are 2 side rooms with the curtain separating them destroyed thanks to Pakak and So'rien. It also seems as if there are further areas north of each of those areas as well but you can't tell for certain what is there.
Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)
Perception:1d20 + 15 ⇒ (15) + 15 = 30Mythic Surge:1d6 ⇒ 4 = 34! Yes! Just under the wire!
As the last cultist falls, Morgrym's rage recedes. Looking at the fallen cultist at his feet, he raises his hammer high and smashes his him one more time for good measure. "I hope ya felt that in Hell." As he glances around, his eyes narrow as he manages to catch a faint sound. "Shhh!" Morgrym exclaims, raising a hand for quiet. "Do ya hear that? It's chantin'! Blast! We got one weavin' magic and I can't determine from where!"
Hp's 109/145; Rage 4 of 32(8 rounds of fatigue); Mythic Power(2/9 used)
hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]
The spiritual ally comes to hover near Nasira as she searches the cultists for potions and the like. She will spend little time on each one, maintaining concentration on a detect magic and just checking for potions stored on bandoliers, on belts, or in belt pouches. She knows that at least some of them appear to have been able to heal themselves, so they may not have needed potions, but she's always on the lookout for resources that can be turned to the cause of good. At this point, she will only view something long enough to identify an aura exists, not long enough to determine strength or type.
Zeriax you see nothing that registers as invisible.
Maelchar you approach the left door and do not hear anything coming from behind the door.
Nasira the weapons register as magical but you think that is attributed to the antipaladin's bond with the weapon. Otherwise you do find a small ping of magical aura on each of them but nothing powerful.
Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)
"I can't hear it, and I think it must be beyond my range of detecting magic... but can you at least guess a direction stone brother?" *He says to the other dwarf*
Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)
The dwarf attempts to discern the direction but can only shake his head in frustration. "Blast it all I can't. It's too faint ta figure out where it's comin' from." He looks around and finds himself staring at the northern wall. He slowly walks toward it, listening intently to see if it may be coming from there.
Move 25' north toward the big statue like thing that is on the north wall.
Here's the Last Map link I'm going by that I got from Variel's post about 5 or 6 posts up. Basically move right up to the edge of it.
Both side rooms are similar. A row of beds, each with a footlocker beside it, lines one wall of this barrack. The walls are covered in carvings that depict humans being tortured by demons or horned minotaurs
performing lewd and profane acts in a vast labyrinth.
Moving quickly to the curtains Zeriax takes a look at the chamber behind to the northeast. He sees a large oak table covered with sits against the north wall, with four round stools placed around it. To the side squats a five-foot tall and five-foot-wide cabinet with a solid-looking lock.
hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
Maelchar does not expect much, but opens a footlocker just to take a cursory look inside... casting detect magic.. If there's nothing of interest, he'll go look into the northeast chamber with Zeriax.
Haha, I copy and pasted the wording from the peg and nev noticed the typo in there. The table should be covered with papers.
The cabinet is locked but does not seem trapped Zeriax.
Maelchar the foot lockers are mostly empty but some have some basic traveling supplies like rations, rope, a few daggers, backpacks etc. Combined all of the lockers hold a total of 75 gp in mundane gear.
hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
Maelchar checks a couple of the footlockers just to confirm they contain common mundane equipment, then joins Zeriax, after taking nothing from the footlockers.
So'rien joins Maelchar and Zeriax at the cabinet, standing right behind them in case of explosion so that he might be able to throw a protective sphere over them should the need arise.
Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)
Whoa! Had me tripping there a moment, Immortal. I'm thinking: "Oh man, I clicked on the wrong game. I meant to go to the Wrath game." :P
Morgrym moves over to where the others are, curious as to what it is they've found, if anything. "Anything, Zeriax?" he asks as he glances around the room.
Zeriax spends a few seconds analyzing the cabinet and lock before pulling out his lock picks. Working between the tumblers Zeriax feels the reassuring final click as the doors bust open. From within the cabinet were two held and compressed outsiders full of tentacles and malice.
Surprise round
The creatures lash out with a tentacle each at Zeriax and Maelchar. Fortunately So'rien was behind the and ready as he casts an emergency force sphere encasing all 3 in a sphere of force.
With the sphere of fore preventing any attacks at Zeriax, Maelchar or So'rien the outsiders fly to Morgrym and start to lay into him with their tentacles.
Morgrym gets hit twice but his protection from Pakak prevents any true damage to him. However the first outsider wraps a tentacle around him grappling him tightly preventing him from using his two handed weapon.
Good guys up. The outsiders are just to the left of Morgrym.
These creatures are advanced Mihstu. Air outsiders that can compress inside extremely small areas. Being air they an fly through the the smallest of cracks as well.
hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
know planes:1d20 + 9 ⇒ (10) + 9 = 19wow, I took 10 and didn't even know it, lol
"They are Mihstu, air outsiders that can compress in small areas and fly through even the smallest cracks! And apparently they can grapple with those tentacles too... coming Morgrym!"
Maelchar moves to Morgrym and tries to free him from the grappling creature.
to hit w/Braceheart:1d20 + 11 ⇒ (3) + 11 = 14grrrrr dmg if hits:1d10 + 6 ⇒ (10) + 6 = 16
Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)
Narrowing his eyes at the annoying bugs Morgrym drops his hammer as he goes into a rage, his fingers extending into sharp claws as he attacks the one that has him grappled.
Maelchar you try to move but find that you are stuck inside an invisible shell just large enough to hold you, Zeriax, and So'rien.
Morgrym rates as his nails extend into razor sharp claws. Slashing them at the outsider he is appalled to see that both swipes miss the creature leaving hm still grappled and in peril.
hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
Morgrym - Maelchar cast liberating command on you... - If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).... Maelchar is 9th lvl so that is +18 to your roll
I will allow you to wait till after the sphere is dispelled to cast the spell. Morgrym go ahead and roll your escape artist check with Morgrym's +18 bonus.
In the other room you all can hear the shouts of combat coming from the northeast. However...
perception Dc 26:
You also hear the sound of casting and movement coming from the large statue in the middle of the northern wall.
hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
Believe it or not Morgrym you escape but barely. These things are nasty and grappling is their forte.
Thanks to Maelchar's divine intervention Morgrym is able to wiggle free just enough to get away from the tentacles. Still the threat is there and now that the force shield is gone it leaves the others vulnerable to the attacks from the second mihstu.
With the sphere down Zeriax unloads on the nearest creature hoping to distract it enough from Morgrym. 3 arrows are launched but the first and last miss. The second gets picked up by the swirling winds of the air outsider but still has enough force to cause a hit on the creature.
This is not a concealment issue but rather a defensive ability and thus improved precise shot does not apply in this case Zeriax.
Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
Ok so here are the build guidelines...
20pt buy
No third party material
2 traits 1 of which must be a campaign trait as these tie in to the mythic rules.
Average starting gp for you character
All characters receive 1 bonus skill point to be used in perform, profession or craft unless you are a bard then it must be profession or craft. This represents what you are able to do when not part of the crusade effort. Included in this are the normal tools needed for your skill point. Thus if you took craft weapons, you would have a basic set of craftsman tools, you can pay the 50gp to upgrade to MW but that is up to you.
Speaking of the crusade effort, everyone starts in Kenabras but this does not mean you are directly involved in the fighting. You could be a healer restoring people to get back out and fight or a scholar looking for ways to create more potent weapons against the demons etc. your back story does need to place you in Kenabras for about 5 months prior to the start of this AP.
Since we are discussion characters here ahead of time I would recommend that all areas are covered if possible. Melee, arcane, divine, skill.
I know we will run into specific problems or house rules as we go along so just ask and I will try to answer them for you. Likewise if you have a build question please ask and I will try to help if it doesn't give too much away from the AP.
I'm thinking id llike the paladin-slot. Gonna look at the guide for story, uness someone ese wants Melee. But I'm looking at maybe making a minor Diplomancer (not Dhaavan)
If you play a combat Oracle, i could go Sacred Shield Paladin going Guardian path. Build for SHield Master at 11th and tank for us. Still damaging, but leaves room for other heavy strikers. Im thinking Perform Sing, as a Man who's not about fighting and works to assist behind battle lines but is compelled to take up a shield and protect his peeps. Im Digging either Child of the Crusades or Exposed to Awefulness Traits, to have either been born into a family of crusaders and be one of the other players Brother or something, or having the shared trauma of being attacked by a Demon.
Jiro, Are you thinking of going Party Face-Diplomancer/commander or other Cha based social stuff like intimitating or clever (bluff) Dont' want to step on your toes.
AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10
Not necessarily being party commander, but was definitely thinking about face in re: diplomacy, but if our paladin wants to take on that role, I can definitely be there to assist or put my points in other skills happily.
You'll likely have the Cha for stringer Diplomancy as an oracle, but we could coordinate so you have the Diplomatic soft touch and i bring the Intimidate when i get ticked off.
I'm also thinking i could roll a Bard cause they're mad fun, if neither Imm nor Ridge/adular are interested in being skill monkies. Still leaves the skill question tho as another non-primary Cha guy.
Jiro, what personality are you thinking with your Oracle? Cause i'm still super up-in-the-air, and can go just about anywhere.
Var:
I like a "Commander" idea, and if Leadership is allowed, I'd like to take that and spec for mass-combat, but that doesn't necessarily take "diplomacy" per-say, although the Sacred Shield concept is kindof a Reluctant Crusader idea.
Hey guys, if you’d still like to have me on board, I think I’d like to give this world a shot.
It feels more “good” oriented, and I think it’s more open to teamly-ness, which is a bit of a relief :)
If everything is cool, I should add there is a program called “WinZip”.
It seems that this program is needed to open the free downloaded content from Paizo to check out the game. I had downloaded that several years ago when I was reading over some Kingmaker material, but the 30 day period expired many years and I don’t know how to open the Player’s Guide for the Wrath of the Righteous game without it.
Does anyone know how I can see or find this file without WinZip – or, failing that, how I can get WinZip? If someone can assist me, that would be great.
Thanks!
FYI - I'm thinking of doing a Ranged Fighter, if that's okay with everyone via tactics?
Waiph had suggested our characters knew each other and that I might be trying to "recruit him" to come along with the group. I'm down for that if everyone else is okay with it.
Variel, if you’re okay with that, please let me know.
Regarding this matter, I sent you an additional PM.
AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10
Hadn't really decided on a personality per se. Still working on the character build and a backstory - but thinking about a generally nice guy, maybe a little rigid in his thinking (LG), with the potential to multi-class dip into paladin for a level or two - but not as primary class and not til much later... maybe around 5th or 6th lvl - haven't really decided on that or not... but maybe... might be interesting to play a tiefling paladin, eh?
Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
Waiph, for now the leadership feat is off the board. I will tell you that the commander persona will be a possibility later from what I have read thus far when dealing with others outside of the group.
Also as a bonus feat everyone gets strike back at BAB of +6 when dealing with foes with natural attacks and reach. This does not work on weapons that have the reach ability.
Spellcraft checks are modified by distance like perception checks are.
I use a 4th edition mechanic for sense motive and perception checks called passive checks. I find that this speeds things up and gives a larger benefit to those who invest in these skills. How this works is you are assumed to take ten on each skill at all times. You can still roll to possibly get higher or when an encounter calls for opposed rolls. This helps when traveling past a wall with a secret door and the perception guru notices the hidden door even though it wasn't specified he was actively looking.
Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
Question for you all, we have tried the hero point system thus far and wondering or opinion on it.
If we include it then you gain 1 per level max of 3. Used the same as in Shackels. The twist is that 3 times per book I can use them as well. Tis will not be used to hose you guys over but to avoid any anticlimactic events to make the story go better. Ex, mid level boss being entangled and stuck for 2 rounds due to really low rolls and you all killing him before he can do anything. These will not be used to gain extra attacks, offensive spells, confirm crits etc.
Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
Going through the first half of the book I will tell you that I have come across 14 different skills used. It also looks like the first book will take you to level 6!! This is mythic after all.
AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10
Tiefling Oracle, LG, and I think we can get along just fine... my character wouldn't have any trouble with yours... Nothing says tieflings and aasimars can't get along, and the player's guide said tieflings were suited for the campaign so I think it would work. I'd have no prejudices in character.
Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
Not to mention waiph is thinking angelkin Aasimar. If you guys can find common ground go ahead with it. Just need to find a way in your backstory to get along and help each other. All races are fighting the demons so it can work just how is the question.
hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10
Rain, I hope you're not bowing out because of my tiefling - if that's the case, I will play something else... please let me know. I don't want you to quit because of that.
F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19
'Tis okay. :) After some background discussions, I am returning and building my Aasimar Inquisitor. Thank you all for your patience and sorry for the hold up.
hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
I'm curious to what traits/mythic roles folks are taken by who. Some of them indicate siblings and the like if more than one takes them for example. So I'm hesitant to step on anyone's toes.