Beacons of Hope: Wrath of the Righteous!

Game Master GM the Fifth

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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

Speaking of Mythic, I don't know that I've ever actually used Fires of Dawn, my 1st tier path ability (see below). It's cool and thematic, but just...not terribly worth it, especially considering how many things have fire resistance. Could I swap that out for something?

Quote:


Fires of Dawn (Su): 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.


Yeah swapping that for something more useful is fine. Most demons have resistances across the board so stuff like this has limited utility in this campaign.


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

Some of the mythic abilities, at least at this level, are kind of underwhelming.


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

Ok, so. I took Legendary Item instead of Fires of Dawn. The Masterwork Cold Iron bastard sword he started the campaign with (inherited from his grandfather) is going to become very special indeed. Also, so long as the GM's ok with it, Mortal Herald. Mythic Origins does suggest that a potential Herald needs to undergo a special trial for this so if you want to nix it (or delay it until later), I get it. But it's cool fluff, and useful (but not incredible) benefits:

Mortal Herald (Sp): You become a mortal herald of your chosen deity. Choose a domain granted by your deity. Once chosen, this cannot be changed. By expending one use of mythic power, you may cast a domain spell granted by that domain as a spell-like ability (caster level equal to your character level), provided the spell's level is not greater than your tier. In addition, if you are at least 6th tier, once per day you may commune with your deity (as the commune spell). If you expend one use of mythic power while doing so, this ability is a free action and time stops (from the point of view of everyone else) to allow you to ask your questions and receive answers instantly.

(I certainly don't intend Ragathiel to be popping in all the time for Communing once we hit 6th tier, to be clear. Not sure I'll ever use that feature, actually.) I'll take the Destruction Domain, whose spell list is as follows (though at Tier 2, I only get the first two right now, ofc):

Destruction:

1st—true strike
2nd—shatter
3rd—rage
4th—inflict critical wounds
5th—shout
6th—harm
7th—disintegrate
8th—earthquake
9th—implosion.

For a Paladin (of an archetype that gives up spells, no less), those are some useful spells to have, especially later on.

Also, btw, at 7th I'm starting down the Crimson Templar prestige class.

Also, regarding Legendary Item: in addition to Returning, I took Upgradable:

Upgradable:

Upgradable: This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1 longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword.

I won't have the gold immediately, of course, but I plan on incrementally upgrading it, hopefully eventually making it a bastard sword version of a Sacred Avenger or perhaps a Sword of Inner Fire.

Took Angelic Flesh for my feat at this level. Going with the Steel option; the +1 AC is nice, but natural attacks counting as cold iron is hilarious in an AP where we're facing demons. "Ah, you've disarmed me! I'm out of Smites! I'm out of MP and can't recall my sword! What ever shall I do? Oh, wait. My hands ignore your DR. *Pummels demon to death*


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)

Damn!!! Considering Ragathiel's obedience is to perform an execution daily.

"I've got nothing left....except THESE HANDS!!!"


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

Amusingly, resorting to fisticuffs is a bit of an RPG tradition of mine; my first D&D character, a half-orc barbarian, mostly used a longspear but on several occasions resorted to punches (I’d taken IUS just in case someone got too close and I couldn’t 5-foot step away and use my reach weapon). He punched a Xill to death once, and on another occasion got into a grapple with an owlbear, ended up breaking its neck. Kept its skull and wore it as a helmet (we eventually enchanted it with see invisibility and something else I forget).


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 the Crimson Templar PRC~Ragathiel is one of my favorite PF gods.


LG Half-Orc Bloodrager 7 Champion 2| Status: Ok |
Stats(Raging):
AC 17(15), T 11(9), FF 16(14) | CMB +13(+15), CMD 24 | Init +1 | Speed 60ft | F +12(+15, R +6 W +8(+10) | Perc +13, SM +0 (Darkvision)
HP 89(110) | Damage 0 | Stingy 44/44 | Spells 1st 2/2 | Spells 2nd 1/1 | Bloodrage 25/27 | MP 9/9

I'm okay with you dealing with the mass combat, GM.


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

Okay, I have some questions for those of you with a bit more work force corporate experience than I have:

So when I interviewed last Wed. I was told that I should hear something by Friday from HR and if I did not I was to call the Site Director on Monday. Nothing on Friday so I called the Site Director who seemed surprised that I had not been contacted. He told me that I should be getting some good news from HR and that he was going to call them and tell them that I was still interested in the job.

Not hearing anything on Monday, I let yesterday go waiting for the call and most of today. I left the Site Manager a message this afternoon saying I still had not heard anything from HR but that I was still interested.

How can the silence from HR be interpreted? How much do I but the Site Manager about it? Is calling on Friday okay or waiting until next Monday? Do I take it on the word of the Site Manager that I have the position?

The waiting is killing me, especially since I have not had a job since the end of December.


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'd leave a message on Friday if you haven't heard anything, and mention something along the lines of, you'd like to have an idea, of where things stand since you're still scheduling interviews.

Maybe do some digging online and see what their onboarding process is like. Some companies are abysmally slow in their hiring process. The company I work for now (and have for the last 13 years), I had 2 weeks between my last interview, and the call that I was hired and to go in for drug testing, then about a month before I started.


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

That is helpful advice, thank you.


Most HR departments move slower than the hiring manager would like to. In part that is because they have to verify things like eligibility for employment and your identity, and the latter probably involves a background check. And then there are the company's own internal procedures for a new employee, e.g. getting an employee ID assigned, security access if it's a restricted access building, computer equipment, an office location, etc. You don't want to be doing those things after the employee's start date, since you are then paying them to wait.

The hiring manager typically has no visibility into any of this and is probably not even aware of how long it takes. The larger the company, the more opaque it can be.


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

That makes sense. The good thing is that I have an interview on Monday to become part of the Education Dept at the local community college and 2 of the schools that I interviewed with, one last week, emailed this week letting me know that they are strongly interested and are looking at staffing possibilities.


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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

HR called about 6 pm my time. We are beginning salary negations.


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, when do you want Uriel back in? Do I need to wait for something or should I jump in now?


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)
Telerin Quenya wrote:
HR called about 6 pm my time. We are beginning salary negations.

Awesome!


Uriel Aurelius wrote:
Gm, when do you want Uriel back in? Do I need to wait for something or should I jump in now?

I'll bring you in during the next scene. I'll also PM you so you can have a story to tell.


Uriel, check your private messages.

Apologies for the delays folks, but I wanted a way to slip Uriel back into the campaign that would fit in with the story rather than be some awkward "he's gone; he's back" thing. And that meant I had some reading to do.

That's done, and I am ready to move on. Update and the next scene coming in the morning. Uriel will be there.


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 note of the Loot sheet, I'd like to claim the +1 Breastplate. Anyone without a weapon, there are also 3 cold iron daggers available as an "in case of emergency"


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

What IS our loot like at this time, anyway?


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

She could use one of those daggers!


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)
Arloric Dziergas-Highbough wrote:
What IS our loot like at this time, anyway?

Click on the Loot Sheet link above.

Telerin Quenya wrote:
She could use one of those daggers!

Go for it!

Right now it's set so we can only view or comment, so I guess just claim what you want. Moe anyone with a bow, there's 10 +1 evil outsider bane arrows.

Also, casters, there are wands of Magic Missile, Hold Person and Daylight


There are still a few items on the loot sheet that are magic which have not been identified:

- chain shirt
- dagger
- pennon

The march to Drezen was not exactly a windfall. Only the chapel had anything of value. There were mundane arms & armor from taking the bridge which I did not include. I'll just add the requisite cash to the loot total once you all identify what you want to keep and what you want to sell.


Darya Flamekissed wrote:
Right now it's set so we can only view or comment, so I guess just claim what you want.

I'll just toss this out there: my philosophy on loot is that everything of value (that is obviously not a campaign item, or that you want to hold for general party use) goes into the pot, and you divide by the number of party members. That is your share. You can then buy items from the loot pile at their sale price, with the money coming from your personal finances.

Of course, you can manage loot however you want. Just let me know what I can do to support you.

If someone wants to take ownership of the loot sheet, I am happy to give them write permission.


I just went through the loot sheet and filled in values for items that have been identified. Assuming Alexa, Arloric, Darya, Telerin, and Uriel, and that everything goes into the sale pile, that works out to about 2140 gp each.


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)

If we were just disabling them, Alexa could probably do so pretty easily with a +15 to Disable Device.

Disabling Siege Engines: A siege engine is considered a difficult device to disable, requiring 2d4 rounds of effort and a DC 20 Disable Device check to do so. When a siege engine is disabled, it either doesn’t work or is sabotaged and stops working 1d4 minutes after use. Fixing a disabled siege engine requires a DC 20 Craft (siege engine), Disable Device, or Knowledge (engineering) check. It takes 10 minutes to fix the device, and the check can be retried if the fix fails.

But if we're looking to destroy them, then probably burning them might be best.


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)
GM the Fifth wrote:
I just went through the loot sheet and filled in values for items that have been identified. Assuming Alexa, Arloric, Darya, Telerin, and Uriel, and that everything goes into the sale pile, that works out to about 2140 gp each.

We can definitely do it that way if that's what everyone prefers, though I think ensuring everyone has access to the items that might better keep them alive or make them more effective takes priority over if they can afford said item after a split.


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

It is not like we have time to really buy or make things.


You have time to buy things, and Drezen does have a functioning economy. Relevant stats are:

Base Value 2,200 gp; Purchase Limit 5,000 gp; Spellcasting 5th


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!


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

If no one else needs the +1 chain shirt, I'd like to have it.


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

Fine by me, I've got a breastplate already.


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

You take it, Alexa. I'm gonna need some non-metal armor since I'll qualify for Green Faith Acolyte at our next level-up!

Scarab Sages

Female Human Cleric (Merciful Healer) 7 | HP 52/52| AC 17 T 11 FF 16 | Fort +7 Ref +4 Will +9 | Initiative +1 | Perception +4 | Channel 5/7 | Healer's Hands 4/6 | Rebuke Death 6/6

Sounds good!


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)

Okay to purchasing the +1 Breastplate (1,200g) from the loot out of my 2,100g share leaving me with 940g


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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)
Alexa Dorne wrote:

Alexa blinks at Uriel's display, seemingly not as awed as the others.

Heh, that's because she's seen that pattern before:

Those who would have the opportunity so see her undressed would see the tattoo taking up the majority of her back, six skillfully done wings, spanning from her shoulder-blades to the small of her back, five of them a blazing red with fiery gold highlights, while the upper left is black.


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 think my interview with the community college went well.I should hear back on Wednesday if I go to the second round.


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
Darya Flamekissed wrote:
Alexa Dorne wrote:

Alexa blinks at Uriel's display, seemingly not as awed as the others.

Heh, that's because she's seen that pattern before:

Those who would have the opportunity so see her undressed would see the tattoo taking up the majority of her back, six skillfully done wings, spanning from her shoulder-blades to the small of her back, five of them a blazing red with fiery gold highlights, while the upper left is black.

I would rather not, lol.


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)

Okay so to pull off a full aerial assault we've got 7 party members, 6 of whom need access to flight. Best immediate options:

2x scrolls of Air Walk, 700gp ea
- 2x potions of Fly, 750gp ea
- 1x scroll of Fly, 375gp

Which has 4 of us flying (including Uriel) and 2 more walking on air. One other person can either go with spider climb, or be carried by a flier.

Any thoughts?


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

That should be plenty. Who’s the lightest?

We might be able to cut costs a bit by having more people carried, but I don’t know that we really need to be that cheap.


I believe Telerin and Kemat are the lightest. Alexa is probably next.

Spider Climb gives you a climb rate of 20'. The towers are only 40' high so you can scale them in 1 round.


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LG Half-Orc Bloodrager 7 Champion 2| Status: Ok |
Stats(Raging):
AC 17(15), T 11(9), FF 16(14) | CMB +13(+15), CMD 24 | Init +1 | Speed 60ft | F +12(+15, R +6 W +8(+10) | Perc +13, SM +0 (Darkvision)
HP 89(110) | Damage 0 | Stingy 44/44 | Spells 1st 2/2 | Spells 2nd 1/1 | Bloodrage 25/27 | MP 9/9
GM the Fifth wrote:
Spider Climb gives you a climb rate of 20'. The towers are only 40' high so you can scale them in 1 round.

That sounds good enough - and cheap enough. I'm okay with climbing.


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

It might be better if she was flying so can be more mobile when using her spells.


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'd think the fly spells priority would be the people who need to get into melee range immediately, for us to hit hard and fast, Casting can happen from some distance and airwalk should cover that.

Bron if you're good with spider-climb that works, looks like you're way faster on foot than most of us anyway.


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 think it's important to have a reminder that Alexa's hatred for demonkind runs very deep--a little deeper than her hatred for Iomedae.


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)

Yeah. That's gonna be a hard sell. If it was anyone but Uriel saying it, Darya probably wouldn't be buying it either.


FYI.

For those who are familiar with this AP (I am not spoiling anything if you aren't), we are touching on book 3 a little bit. It felt right to adjust the timing since it allowed for Uriel's return to fit smoothly with the story.

Some aspects of this are meant to tie in with the "Child of the Crusades" campaign trait. No one in the party took that, though, and Uriel's backstory ended up being a perfect fit so I went a little off script.


Alexa Dorne wrote:
a little deeper than her hatred for Iomedae.

Sometimes I miss playing Aberus in this campaign.


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

Yeah, Alexa kind of needs a therapist...


LG Half-Orc Bloodrager 7 Champion 2| Status: Ok |
Stats(Raging):
AC 17(15), T 11(9), FF 16(14) | CMB +13(+15), CMD 24 | Init +1 | Speed 60ft | F +12(+15, R +6 W +8(+10) | Perc +13, SM +0 (Darkvision)
HP 89(110) | Damage 0 | Stingy 44/44 | Spells 1st 2/2 | Spells 2nd 1/1 | Bloodrage 25/27 | MP 9/9
Darya Flamekissed wrote:
Bron if you're good with spider-climb that works, looks like you're way faster on foot than most of us anyway.

Yeah, once I can reach the top I should be able to engage the Brimorak and start slicing it like cured ham.

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