Beacons of Hope: Wrath of the Righteous!

Game Master GM the Fifth

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Telerin Quenya wrote:
If we take item creation feats do we now have tine to use them?

Yes, you will have a few days. The next adventure leaves the timeline up to the GM, but it's implied that it's relatively soon afterwards. I'm thinking a week feels right. Sound reasonable?


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

We are 6 level and Mythic 1?


Yes.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

Is anyone else having trouble with the pdf add on with Herolab?


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

I am not a Riftwarden :)


Hero Points: 0|Myth Power: 4/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 40/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

I've got a bit of a to-do list in the coming in-game week, then...


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

I'm going to need a day or two to redo my sheet, since I just got HeroLab myself and I'm finding it VERY helpful!


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

It absolutely is, Arloric. I do all my building there. The only times it isn't that helpful is when you're in a campaign that has some kind of crazy homebrew rules or something.


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion
Aberus Ocellio wrote:

There are enough Paladins here that losing a dedicated healer is probably not going to hurt too much. I'll be conservative at first until I get a feel for your resource management. And I fully expect the Mythic rules will take us into Wackyland, anyway, so it may become moot.

Sario hasn't checked in lately. Does someone want to reach out to them? And Kelly's not spoken up yet, but it sounds like we have a quorum so...I am officially in and will work with JohnnyBlack and Paizo to get this campaign transitioned. I'll get us started this weekend, unless the earth opens up and swallows us all...in which case, maybe Tuesday?

As a GM, I tend to play about the way Aberus has been played in the campaign to date. So, what you saw from him at the start is pretty much what you'll get from me as a GM--basically a straight tone with occasional humor as the situation warrants it. But I also want to meet your needs, so if you want banter in combat, or some other change in tone, just let me know. I want us all to have fun, and for you to have the game you want!

If, like Alexa, you have some personal history or familial ties that you want to weave in, PM me and I'll do what I can. I'll make one promise right up front: I won't kill family or harm family members off screen or put them in danger as plot points unless you agree to scenarios in advance, or it's otherwise something you are specifically wanting. Or, I suppose, if you decide you're related to an NPC in the AP...in which case, you have already agreed in advance. :)

I mean if you want to GMPC, we can still have a cleric. I wouldn't have any issue with it.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

Nor woukd I.


Arloric Dziergas-Highbough wrote:
I'm going to need a day or two to redo my sheet, since I just got HeroLab myself and I'm finding it VERY helpful!

You'll have time. The start of the next book has a wind-up with some RP before it moves on to action.


Hero Points: 0|Myth Power: 4/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 40/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11
Uriel Aurelius wrote:
It absolutely is, Arloric. I do all my building there. The only times it isn't that helpful is when you're in a campaign that has some kind of crazy homebrew rules or something.

Seconded. I'm honestly not sure how I managed to build my NPCs and encounters without it.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

I love it. I just wish it would let me export PDF's. It won't even let me do the plug in.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

Hooray got it to work:
Telerin Quenya
Female tower elf riftwarden 1/abjurer (banishment APG) 5/Archmage 1 ( Pathfinder Campaign Setting: Paths
of Prestige , Pathfinder RPG Advanced Player's Guide 144)
NG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +4 —————
Defense —————
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 34 (6 HD; 5d6+1d8+5)
Fort +2, Ref +3, Will +7 (+1 Trait bonus to disbelieve illusions); +2 vs. enchantments
Defensive Abilities hard to kill, resistance; Immune sleep; Resist fire 5 —————
Offense —————
Speed 0 ft.
Melee mwk cold iron quarterstaff +3 (1d6)
Special Attacks archmage arcana (arcane surge), mythic power (5/day, surge +1d6), unstable bonds
Abjurer Spells Prepared (CL 6th; concentration +12)
3rd—haste, magic circle against evil , magic circle against evil
2nd—acid arrow , lesser angelic aspect , blur, resist energy
1st—mage armor, magic missile , protection from evil , shield, snowballUW
0 (at will)— acid splash , detect magic , read magic , resistance
Opposition Schools Enchantment, Necromancy
M mythic spell —————
Statistics —————
Str 10, Dex 15, Con 10, Int 18, Wis 14, Cha 13
Base Atk +2; CMB +2; CMD 14
Feats Combat Casting, Craft Wand, Mythic Spell Lore M
, Scribe Scroll, Spell Focus (abjuration), Spell
Penetration
Traits iadaran illusionist, magical knack, riftwarden orphan
Skills Diplomacy +1 (+3 to gather information), Fly +0, Knowledge (arcana) +12, Knowledge (geography)
+8, Knowledge (history) +10, Knowledge (planes) +12, Knowledge (religion) +11, Linguistics +12,
Perception +4, Sense Motive +2 (+4 to read a social situation), Spellcraft +12 (+14 to identify magic item
properties), Survival +4; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Elven, First Speech, Gnome, Infernal,
Shoanti, Sylvan
SQ arcane bond (ring of protection +1), arcane focus ARG, counter-summons, elven magic, harmonious
mageMA, urbanite ARG
Other Gear mwk cold iron quarterstaff, ring of protection +1 , wizard starting spellbook, 10,500 gp —————
Special Abilities —————
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) &
roll 2x vs. SR.
Banishment Associated School: Abjuration
Combat Casting +4 to Concentration checks to cast while on the defensive.
Counter-Summons (Su) Can ready summon spells to counterspell any spell of the (summoning)
subschool.
Elven Immunities - Sleep You are immune to magic sleep effects.
p1
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Resistance 5 (Fire) (Ex) When choosing spells, gain Fire resistance 5 until next day.
Spell Focus (Abjuration) Spells from one school of magic have +1 to their save DC.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Unstable Bonds (2 rounds, 7/day) (Su) Melee touch attack shakes and staggers a sumoned or called
creature.
Urbanite +2 Diplomacy to gather information & Sense Motive to read a social situation.


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Just a quick status update.

I am going through the gameplay thread so I can figure out how many days have passed since we started on Armasse. I don't think Asmodina ever specified what year it was, so I propose we use the Paizo formula of 4700+last two digits of the year the AP was published, which would make it 4713.

Next step will be to fill in values for items that we don't have sale values for. I'll pour through the first book after I am done reviewing the game thread.

I think I am still on track for starting us back up tomorrow (Saturday). No rush if you still have things to do, both in-game and OOC, like rebuilding characters or doing stuff during the downtime. The opening post is going to be a giant wall of text, a lot of which comes straight from book 2. So, apologies for that in advance. Then there will be some RP time. And if you still need time to shop or take care of other leveling details, we can retcon as needed.

This next book does have some mass combat encounters and I am neutral on the mass combat rules. If you aren't interested in that subsystem, let me know and I will create some conventional encounters to replace them. A sort of "as your fortunes go, so do the crusaders" approach. Otherwise, I' planning on running them as is.

Any questions?


I checked Sario's other aliases (or about half of them, anyway), and their posts all stopped around the same time: mid June. So I'm confident in saying that Sario is out. That leaves six PC's: Alexa, Arloric, Darya, Kelly, Telerin, and Uriel. And, yup, I just used an Oxford comma.

Loot

Total sale value of all the loot, excluding the Riftwarden cache of items, is $11,096.11, and you have $1,397.00 in cash, for $12,493.11 total. With six players, that means you each have $2,082.18 to spend.

Full list of items is here.

See the "Pending Summary" tab for a more convenient listing of what's on the sale pile. You can "purchase" items off this list for the value shown (be sure to divide by the quantity--we have multiple potions of CLW, for instance). If more than one of you want something, please work it out among yourselves.

The items in the Riftwarden cache are:

Chime of Opening (8 charges)
7x potion of Cure Serious Wounds
4x potion of Restoration, Lesser
10x +1 evil outsider bane arrow
wand of Magic Missile (31 charges, CL5)
wand of Daylight (24 charges)

If you want to sell any of these, let me know.


Hero Points: 0|Myth Power: 4/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 40/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

I'd get the most use out of the invisibility potion.


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 68/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +3; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

I think you're also the only person who uses an actual bow, and would therefore benefit from the arrows.


Hero Points: 0|Myth Power: 4/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 40/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

I'm proficient with it, but I have absolutely no feats that would benefit from it. No PBS, no Precise Shot, nothing.


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 68/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +3; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

Well they're +1 evil outsider bane so that's a +3 to hit and +3 +2d6 to damage right there. Unless we can get the arrows converted to crossbow bolts you'd still get more use out of them than anyone else.


Hero Points: 0|Myth Power: 4/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 40/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Guess I'll be a late-in-build sort of switch-hitter then. I'll need another level up and a couple more mythic tiers to get caught up, though...


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 68/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +3; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

On the plus side, you can Sneak Attack within 30ft


Game Mechanics

Darya and Kelly were in the other group at the start of the campaign(s), so I want to take a moment to sync up on the rules and mechanics we've been using, and introduce my own to eliminate ambiguity.

Background Skills. Azura added the background skills option from PF Unchained. See the list of background vs. adventuring skills. You can spend your "regular" skill points on any skill, but the 2 background skill points/level can only be spent on background skills.

HeroLab supports this option, though you need the Unchained add-on. If you don't want to pay for PFU on HeroLab, you can "simulate" the effect by adding a permanent adjustment of +2 skill points per level.

Hit Points. I don't even remember how each GM was doing HP because everyone did them differently. I like the PFS rules (1/2 Hit Die +1), so if you are a d8 character it's 5 HP/level. I believe this is how Asmodina started us out. You do not need to redo your current hit points because I hate churn. We'll just use this approach going forward, starting at L7.

Hero Points. Let's use Hero Points. Everyone top themselves off at 3 points. You can petition me to spend a Hero Point to do something unusual in the game that would normally break the rules (though I may require a check of some sort, depending on what you plan to do), in addition to the stated uses in the APG. I encourage you to spend your Hero Points, though, and not merely hoard them to cheat death. You are welcome to do that, of course, it's just not as much fun. :)


Annnnd we're off. Again, apologies for the wall-o-text, but there's a lot of exposition and build-up we need to get through.

You have had 7 days to enchant items, do retraining per the UC rules, or do whatever it is you need that might take up to 7 days.

There is also a subsystem in the first book that grants you boons. I need to review it and make judgement calls on where you ended up on that scale (you get points for certain actions). But I didn't want to delay us and we're not into hard mechanics yet, anyway. Once I have it worked out, I'll tell you what your boons are.


Sorry for the rapid-fire posting, but there are some loose ends.

I prefer a clean break when a character has to leave, so let's assume Aberus is not present here. Per his background, he never intended to be a crusader, instead wanting to spend is time with the church supporting those that were. GIven the state of Kenabres, he would be helping rebuild Sarenrae's church here, and also personally helping out with the now-regrowing population of the city (some 6500 people or more), many of whom are ill, wounded, and worse.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

I had forgotten that we had a druid. I keep thinking that Arloric was our druid. I miss his megafauna deer.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

Do I have time to copy the spells from the spellbook in the Crusader place or can I carry the spellbook with me, like I did with the dwarven spellbook?


You've had more than enough time to do it. It takes an hour to study spell, plus 1 hour/level to write it to your book. There are plenty of free hours in the week for you to do this.


GM the Fifth wrote:
There is also a subsystem in the first book that grants you boons. I need to review it and make judgement calls on where you ended up on that scale (you get points for certain actions). But I didn't want to delay us and we're not into hard mechanics yet, anyway. Once I have it worked out, I'll tell you what your boons are.

I have reviewed the first book and found all of the opportunities to earn points for this subsystem, then gone through our game posts with a fine-toothed comb. What I learned is this: we picked up 8 of the 10 possible points. We missed one on our own, but we weren't given the opportunity to earn the 10th because the GM at the time did not introduce it. I don't know if it was an oversight or what, so I am not counting it and adjusting the scale accordingly.

That means you earn the following (permanent) boons:

  • +2 bonus (untyped) to a skill of your choice
  • +5 hit points
  • a bonus feat of your choice (though you must still meet its prerequisites)


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 68/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +3; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

• +2 bonus (untyped) to a skill of your choice (Sense Motive)
• +5 hit points
• a bonus feat of your choice (Heavenly Radiance: Aasimar racial feat)

Heavenly Radiance (Aasimar)
Your heavenly light can be used in a variety of ways.
Prerequisites: Aasimar, daylight spell-like ability, sufficiently high level (see below).
Benefit: You gain one additional use per day of daylight. Choose one spell from the table below; by expending a use of daylight, you may use this spell as a spell-like ability. To select a spell, you must meet the minimum character level for its listing in the table. The save DC for this spell is Charisma-based.

Spell-Like Ability Minimum Character Level
Flare burst 1st
Wake of light 3rd
Searing light 5th
Wandering star motes 7th
Sunbeam (one beam only) 9th


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 68/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +3; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

The only thing on the loot list that I'd pick up currently is the dozen +1 crossbow bolts.


F Halfling Barb 6/Champ 1 | HP 57/74| AC19 (T15 FF15) CMD19 | F+10 R+7 W+4(+2 vs Fear) | Init +6 | Perception +12 | Rage 13/16 | Mythic Power 3/5 | Hero Points 3/3

+2 Skill Bonus: Acrobatics
Bonus Feat: Double Slice

I would like to purchase a masterwork cold iron kukri(316gp) and a Mithril shirt(1100gp)
Nothing on the list really catches my eye at the moment.

76gp start
+2082.18
-316
-1100
=742.18


Kelly Littlekettle wrote:
I would like to purchase a masterwork cold iron kukri(316gp) and a Mithril shirt(1100gp)

This is fine.

Normally, under current conditions, cold iron weapons--much less masterwork ones--would be extraordinarily difficult to find and probably come with inflated prices. But, people are almost-but-not-quite tripping over themselves trying to help you. That, and a large cache of cold iron weapons is coming with Galfrey's army. So you are able to get these items at normal market pricing.


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 68/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +3; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

Oh, heads up for when we consider tactics. One of my Marshal abilities lets me pick a target and grant all allies within 30 ft Sneak attack against them.

Best part....it stacks with any other source of sneak attack


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

Nice. Thanks for Herolab!


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

I learned Craft Weapon and Armor


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

I can craft scrolls, wands and arms and armor now.


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Here's an update in regards to me updating Arloric in HeroLab:

Spoiler:
Arloric Dziergas-Highbough
Male demon-spawn tiefling bard (filidh) 6/Guardian 1 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Bestiary 264, Ultimate Wilderness 40)
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 73 (6d8+40)
Fort +3, Ref +5, Will +5; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities hard to kill; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bardic performance 17 rounds/day (countersong, distraction, divinatory song, echoes of nature's song, fascinate [DC 16], inspire competence +2), guardian's call (beast's fury), marshal's order (advance), mythic power (5/day, surge +1d6)
Spell-Like Abilities (CL 6th; concentration +9)
. . At will—deathwatch
Bard (Filidh) Spells Known (CL 6th; concentration +9)
. . 2nd (4/day)—allegro[UM], glitterdust (DC 15), heroism, silence (DC 15)
. . 1st (5/day)—cure light wounds, grease, saving finale[APG] (DC 14), silent image (DC 14)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 13), prestidigitation, read magic, spark[APG] (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 13, Int 13, Wis 10, Cha 16
Base Atk +4; CMB +6; CMD 16
Feats Apotheosis, Druidic Decoder, Dual Path[M], Exotic Weapon Proficiency (broken-back seax), Green Faith Acolyte[ISWG]
Traits beast bond, exposed to awfulness
Skills Climb +6, Handle Animal +13, Knowledge (nature) +13, Knowledge (religion) +4, Linguistics +10 (+15 on Linguistics checks made to decipher writings in the Druidic language.), Perception +11, Perform (sing) +12, Perform (wind instruments) +12, Ride +1, Spellcraft +10, Survival +8, Use Magic Device +11; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Celestial, Common, Elven, Hallit, Sylvan, Thassilonian, Undercommon
SQ bardic knowledge +3, lightning performance[MA], lore master 1/day, nature's song, versatile performances (sing, wind)
--------------------
Special Abilities
--------------------
Advance (Ex) As a swift action, use 1 power to grant allies in 30 ft a free move action or 5 ft step.
Apotheosis +2 to Con checks to stabilize.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (standard action, 17 rounds/day) Your performances can create magical effects.
Beast's Fury (Su) As a swift action, use 1 power & bonded creature moves speed and attacks (roll 2x, bypass all DR).
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Green Faith Acolyte Your spells work more efficiently on plants
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Lightning Performance (Ex) Start bardic performance as swift action, or spend 1 power to do so as free action.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Nature's Song (6/day) Sacrifice spell slot to gain additional rounds of bardic performance.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Versatile Performance (Singing) +12 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Versatile Performance (Wind Instruments) +12 (Ex) You may substitute the final value of your Perform: Wind Instruments skill for Diplomacy or Handle Animal checks
--------------------
Character Concept and Background
1. Arloric is a druid follower of the Green Faith and assistant groundskeeper for Truestone Park in the city of Kenabres.

2. Physically Arloric is a tall, strapping young man, with stern Kellid features and dark reddish-brown hair, and his beard is just beginning to come in. He wears an eyepatch over his left eye in a small attempt to cover his facial scars and disguise his demonic-looking left eye. His right eye is sky-blue indicating the favor of the spirits, but his left eye is black with a golden iris, surrounded by scars from a mighty demon's claws.

3. Arloric was born on a farmstead outside of Kenabres, which was attacked by a demon that managed to slip past the Wardstones when he was just a child. His parents were slain before his eyes, and he nearly died at its claws as well. The demon was slain by his uncle, the druid Crocris, and the Prelate of Kenabres, Hulrun Shappok, but not before it wounded Arloric and put him in a coma lasting weeks. Arloric awoke with a transformed eye and unusually strong stamina that left him with many questions.

4. The descendant of Sarkorian refugees, and in fact descended from the legendary warlord Uloric Dziergas himself, Arloric has trained himself to fight when he isn't tending the park, hoping to one day join the crusaders out in the Worldwound to battle the demons there and maybe reclaim some small part of what was once Sarkoris for his people.

5. Arloric feels great comfort around growing things, and can be seen tending the Park, rain or shine. He seems to draw as much life from the gentle warmth of the sun as he thrills at the crack of lightning and roll of thunder. Some stormy days he and his megaloceros, Red-Branch, will run in the wilds outside the city like the day they first met.

Goals
1. Arloric's greatest dream, which he's held since he was a boy, is to heal the Worldwound once and for all and build a new Sarkoris from its ruins.

2. As Arloric advances in Mythic Tiers, I plan on having him take Divine Source several times, so I think it'd be pretty cool for him to find the descendants of Sarkorian refugees and some of the crusaders alike rallying to him as Golarion's newest god. I do plan on taking the Apotheosis story feat to reflect this, as well.

Secrets
1. Though Arloric is greatly embarrassed by it, he has quite the crush on Crusader Queen Galfrey.

2. Despite what Arloric believes, he is not truly human. There is an Abyssal taint in his blood, passed down from his ancestors who first fought the demons of the Worldwound. When the demon who injured him spilled his blood, it awoke that taint within him, making Arloric into what can only be described as a tiefling.

Contacts
1. Crocris, the half-elf druid who tends Kenabres' Truestone Park, is Arloric's uncle and foster-father after Aloric lost his parents to the demon that nearly killed him as well. He led the charge to save Arloric, protected him from Prelate Hulrun's wrath, and taught him how to understand the cycles of the world and the wonders of nature. He can interpret old Sarkorian artifacts and druidic lore, and there's always a place at his hearth and table for Arloric.

2. Though the day-to-day affairs of the city take up most of his time, Hulrun Shappok, the Prelate of Kenabres, remains suspicious of demonic taint in Arloric since Crocris persuaded him to spare the lad after the demon who wounded him was slain and Arloric awoke from the coma. As Arloric has proven sincere loyalty to Kenabres and Mendev ever since, Hulrun knows not to send his witch-hunters to bother the pair, lest he give them an actual reason to betray the city, but the old inquisitor's faith in Iomedae makes it hard for him to abide the strange old ways Crocris insisted on teaching Arloric. Should Arloric show sufficient respect to Iomedae and service to the city, Hulrun may soften and offer Arloric limited access to the resources of his witch-hunters.

3. Most crusaders regard Arloric with a disdainful sneer, as they're wont to do to the descendants of the "heathen" refugees. One exception to this has been an older knight named Baleon D'Van, a paladin of Iomedae. He was a member of the posse of crusaders who helped Crocris save Arloric as a child, one of Baleon's earliest acts upon arriving in Mendev, apparently having experienced a similar ritual to the one Arloric had been kidnapped for. In the aftermath of that doomful day, Arloric sought Baleon out, perhaps hoping for answers. Unfortunately, Baleon, or Bale, as Arloric came to call him, couldn't offer anything like that to Arloric. But they came to agree that both of them NEVER wanted someone to suffer through something like that again, and Arloric practically begged Baleon to teach him how to fight. After Crocris gave his permission, Arloric began drilling with Baleon regularly, soon learning how to use the heft and agility of a seax in battle.

Memories
1. Arloric still has nightmares about the demonic cult
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I just have to adjust his gear and stuff...I'm taking a break to do some other stuff but I'll come back to this later today.


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

GM, I'm looking at the HeroLab entry for Radiance. Its clearly copied from elsewhere (Book 1 of the AP I assume) and seems like Radiance can improve over time, but I'm not quite sure how. Could you check that and let me know when/if it improves?


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Skill Bonus: Perception
Feat: Vital Strike

Mythic:
Champion 1:
+5 HP
Fleet Charge
Path Ability: Fires of Dawn*
Mythic Feat: Mythic Power Attack

*Fires of Dawn (Su) [Sarenrae] (Mythic Origins pg. 7): As a swift action, you can expend one use of mythic power to burst into flames. You are protected as though by fire shield (warm shield), except the flames deal a number of points of fire damage equal to 1d8 + double your tier to attackers. A creature wielding a melee weapon with reach is still affected by this damage. These flames last for 1 minute per tier or until you dismiss them as a free action. (JohnnyBlack had approved taking the ability even though it's fluffed as being for Saerenrites in stead of Ragathiel's followers. If you feel differently, I can change it.)

For purchases, I'd like to get a +1 on my Masterwork Heavy Steel shield. Any chance Telerin can do that at cost for the party (if she's willing)? (1000 or 500 GP)

I'd also like to get a Cloak of Resistance +1 (1000 GP)


Uriel Aurelius wrote:
GM, I'm looking at the HeroLab entry for Radiance. Its clearly copied from elsewhere (Book 1 of the AP I assume) and seems like Radiance can improve over time, but I'm not quite sure how. Could you check that and let me know when/if it improves?

Thank you for reminding me.

Radiance does have the ability to upgrade it's bonuses over time. It can also have up to two legendary attributes once it is bonded.

Radiance bonded with you during your fight with Vorlesh, and now that you have your first Mythic tier, you may now select one of the legendary item abilities to apply to Radiance (with two exceptions: you can't select "Upgradable" because Radiance has the ability to upgrade itself based on your actions in the coming adventures, and it's not an artifact so you can't select abilities that only work on artifacts).

Radiance has 2 uses of legendary power/day that it can use to activate legendary abilities.

Its enhancement bonus has not changed.


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Oh, cool. I'll take Returning:

Returning: The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can be taken a second time, allowing the item to cross planes to return to the bonded creature. The item must be a major artifact to take this ability again.

Could come in very hand if it ever gets stolen.

Also, I'd never paid much attention to the Legendary Item stuff before, but dang. There's some good stuff in there. Definitely going to have to use some Path Abilities on that.


Yeah, this is the point where it feels like the AP is piling on all these goodies for the PCs, like you were on Oprah or something. And there's still more to come, no joking.

I suspect it's in part to make up for the lack of treasure--which makes sense, given the context--but a big part is about making you feel pretty heroic.


Uriel Aurelius wrote:
I'd also like to get a Cloak of Resistance +1 (1000 GP)

Easily done.


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AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

I am going to look at some of the protective items that we found, I think that there are several Cloaks of Resistance that we have access to getting.


Hero Points: 0|Myth Power: 4/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 40/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Skill Boost: Stealth
+5 HP
Bonus Feat: Point-Blank Shot


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

I'm a tad stuck figuring out my gear and stuff. How much do I have after copying over the stuff from my profile into HeroLab?


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

Are there Bracers of Armor around? Would anyone mind if I took a Cloak of Resistance?


Arloric Dziergas-Highbough wrote:
I'm a tad stuck figuring out my gear and stuff. How much do I have after copying over the stuff from my profile into HeroLab?

You have 2082.18 gp to spend on Stuff.


Telerin Quenya wrote:
Are there Bracers of Armor around?

Yes, these are available.

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