Clebsch GM Wrath of the Righteous Adventure Path (Inactive)

Game Master Clebsch73

The Sword of Valor relic reclaimed and the demonic forces on the defensive, Queen Galfrey orders six heroes of Drezen to explore the Worldwound near the citadel for pockets of resistance and information on what the demons may be planning.

Greengates Map

Party Loot

Drezen Citadel Entrance | Aron's Map of Drezen Fortress


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Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

"In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll." under "Touch Spells in Combat. I only know this rule as I had a very similar analogue with a cleric once.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Yeah, that's correct.

I have a level 11 magus, so I am very familiar with the touch spell rules, as they come up a lot.


Map of the Marchlands | Wintersun Hall

Okay, so Anarya could have returned to the square she started in if she wants. That would mean Avelina remained in the square she was in when she attacked the mongrelman. If that's what Anarya would prefer, move her icon back and move Avelina one square west. If Franti wanted to move the square Anarya is now in, he could have done that.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Personally I will stay where I am for now. Good flanking spot, and all my gear is on the floor here. The only better spot for me to bounce to is behind the barricade.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Was about to post, Franti totally beat me to it.

So! I've been stuck in Airline Hell all day after my flight got delayed, cancelled, rescheduled, and cancelled again. I finally made it to my parents' place for the holidays but I'm exhausted and haven't been able to check the thread until just now. Luckily, it looks like I didn't hold anyone up!

I'm comfortable staying where Anarya is right now, so we don't need to retcon any movements. I kinda like that I'm cutting Sinsek(?) off from an escape route! We just need to make sure he goes down before the fact that I'm flanked now starts paying off for them.

Anarya has her mace out in this battle, by the way, rather than her sling.

Silver Crusade

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Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Sidenote: Franti, drawing weapons does not provoke an AoO. Retrieving other items from your possessions does, but not weapons. You could attack instead - especially because you have flanking (if Avelina threatens) on the small Mongrelman.


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Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

On another sidenote. Sheathing, on the otherhand, DOES provoke an AoO.


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Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

These are all new things to me. I would have sworn on my life that drawing a weapon provokes. Unfortunately, I believe I still do provoke in this circumstance.

D20PFSRD wrote:
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

The bandolier text even says "You can use the "retrieve a stored item" action to take an item from a bandolier," so technically I am not drawing here. Retrieving a stored item does provoke. Still, good to know. I'll have to have the saps at my side and put a another sunrod or potion in the good ol' bando.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Here's the relevant rules for ability damage, if people need to check something to figure out the wisdom damage most of us just took. Unlike ability drain, damage doesn't cause penalties except in increments of two, so only Ellena and Avelina will take any penalties to will saves or perception checks from the damage (though Shaken does that for the rest of us).


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Map of the Marchlands | Wintersun Hall

I have house rules listed on the campaign tab. Here is what I wrote for drawing items:
Drawing non-weapon items: Rules for drawing potions, scrolls, wands, and other magic items which must be held in hand to use are the same as rules for drawing weapons, as long as the item is kept in a pocket, pouch, or other easy to get to container or location on the body (not inside a backpack). Drawing these items is a move action if the character’s BAB is 0. Once the BAB reaches +1, the character can draw the item as part of a move action. Drawing these items does not provoke an AOO, although using the item might.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Oh okay, I missed the part on "easy to get container." Still, that +1 Bab cannot come soon enough.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Reading the campaign tab reminded me that we're using hero points. I've never played in a game with those before, so I need to look up what those even do!

If I'm reading this right, we all have 1 hero point each right now?

I also noticed the section for "Antiheroes" who get no hero points and instead get a bonus feat. Anarya is really feat-hungry - would being an antihero (however un-thematic that name is) be an option? I might be tempted to give up hero points entirely in exchange for Selective Channeling, for instance.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

I wouldn't get to hung up on the baggage of the term "anti-hero." The idea of an anti-hero being a kind of amoral jerkass a la the Punisher is a relatively recent phenomenon. In a classical sense, an anti-hero is just a hero that has some deviations from the traditional hero archetype.

This article explains it well and gives examples.


Map of the Marchlands | Wintersun Hall

You do have a level increase coming soon. I don't think Anarya is anti-hero material. It is good to be familiar with what hero points will buy. I would hold them in reserve for getting out of serious trouble, but it's up to you.

I'm waiting for Tauni to post before advancing the gameplay action.

Since it's the holidays for most, I'm not expecting steady posts for the next few days so post only if you have time. I will be checking regularly as I'm not traveling or doing anything that will take up large blocks of time.

If you have time, you may want to start working out what you will do for your level increase. I will probably let people level up even if they are in the middle of the underground complex, just to keep things moving. I would encourage everyone to consider putting at least one rank in an appropriate knowledge skill, since the party is somewhat weak in certain knowledge areas and it can really help to have the information that can bring.

Hope everyone has a happy and safe time.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena is ready to level!

With my cruddy Int and Wis scores, any advice for my two skills? I think Avelina has Diplomacy covered pretty well. I could dump a point there to help though. I kind of think Sense Motive might be a good idea as well, since it makes sense for Ellena's story, in my opinion.

Those are my early front runners for my skills this level. Any thoughts or suggestions?

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

I am probably going to get a rank in Spellcraft, as Anarya is rapidly discovering that her divine gift is a lot more expansive than she originally thought, and opening her eyes to a wider world of magic. I also think I need ranks in Perception. I'd love to get some more Knowledges, but I'm not sure which ones would be the best choice for her.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

I have arcana, someone having planes would probably be good.

I'm going to continue raising spellcraft and arcana and perception. The other points i don't know yet.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

I'm going to get Knowledge (Planes), Sense Motive, Spellcraft, and Use Magic Device. (My intelligence isn't the best though, so I may have difficulty making the DCs regardless of ranks in Knowledge.)


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Man, what ever will I spend my eleven ranks on? I'll probably add at least a point in all my trained skills so I get that +3 trained bonus, so Know. Local/Dungeoneering will be mine. Ill be adding a couple ranks in intimidate, as I see the Sap Master/Shattering Defenses line of feats being my mid level goals.

I did the math, and 10th level Franti is literally terrifying. Every hit comes with a free intimidate to demoralize for a number of rounds equal to damage, I sneak attack 10d6 per hit damage to Flat Footed Foes, I treat all shaken foes as Flat Footed, and can attack four times. Then Mythic becomes involved, and everything gets a bit crazier.

I have been thinking about toning my mythic advancement down a notch, I've heard the PCs can get a little much by the end of thisAP. While I find that Trickster abilities are more situational and less great than some other paths (looking at you, Archmage), I'd like not to break the game by the middle/end. I think I am not going to go down the Legendary Item path, and instead see how fun I can make Franti with Shadow Bouncing, having my own inter-dimensional storage space, laughing in people's ears to frighten them.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

I'm probbly picking up Intimidate, Knowledge (history), Linguistics, and putting another point in UMD.

I get to add an insight bonus equal to my charisma on history, local, nobility, linguistics, and diplomacy when it's on a check relating to humans, so that helps, even though my int is only 12.


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Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ooo Avelina, I never noticed that you were Imperious bloodlined! I had a sorcerer that I was really fond of with that bloodline make it to about 4th level before the game petered out. She was sort of the town gossip/information broker, that knew a little something about everyone in her mostly human town.

That was shaping up to be one of my most favorite bloodlines, I think.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

I have an entire Kingdom of Imperious Bloodlines sorcerers in homebrew game I run. It is one of my personal favorites, and when you have a hundred of them fighting together sharing their improved morale and competence bonuses, it gets pretty wild.

Works well when you have thousands, if not millions of them with the bloodline. All preaching their own greatness, all able to share their abilities.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Glad you guys like it, too! It's one of my favorites, if not the favorite.

It fits Avelina's personality perfectly, and the extra class skills synergizes well with her becoming an Evangelist at 6th level and going up to a total of 8 skill points per level.

The increased bonus is just so nice. I plan on getting her a wand of bless to use for awhile, as that has worked pretty well in PFS on her at early levels. Heroic Echo also ends up being a +2 to all saves if you have the +1 competence bonus to saves ioun stone and keep heroism up all the time.

Honestly, my only complaint would be that the bonus feats are kinda lame overall, but I otherwise love it.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Happy holidays everyone! I'm at work all night so I will be around here out of boredom lol.

Karas is taking the spelleater archetype at level up with GM approval, swapping uncanny Dodge and DR for fast healing and burst healing by saccing a spell slot


I am sorry, for the delay; my internet has been down. Barring more issues with Comcast, I should be posting regularly again.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

AHH! @Ellena! Flanking position, I can Full-round Action TWF Sneak Attack this! I feel good rolls coming!


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Moved you up Tauni, tell me if that is the wrong spot.


Franti the Fool wrote:
Moved you up Tauni, tell me if that is the wrong spot.

That's perfect, thanks! I'm not sure why I couldn't get past the area of the spell overlay. My tech fu must be way too rusty.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

I had to move it out of the way then put it back.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Tauni, your post is in present tense if you have time to edit it, fyi.


Map of the Marchlands | Wintersun Hall

Map Notes:

When dealing with overlays, you can just pull them aside, or right click and move them down one step at a time until you icon comes above it.

Upside down icons are unconscious, dead, dying, or otherwise immobilized. Icons sideways are prone but conscious.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Someone please remind me, what light sources do we have currently active?


Map of the Marchlands | Wintersun Hall

I think it's Anarya's halo (light spell) and Avelina's sword tip (light spell). Back in the mist Horgus has a torch.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Do the mongrels have any response to Ellena's attempt at parley?


Map of the Marchlands | Wintersun Hall

That will have to wait until their turn in initiative. At the moment, you have surprise, but they can talk during their turn.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ah, gotcha. Ellena isn't going to make any drastic moves, and will ready an action to attack when and if they get up angry and close to melee then.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

You haven't moved into the room yet, right Ellena? Avelina will stay in delay to wait with you until you move in.


Map of the Marchlands | Wintersun Hall

I've added light indicators onto the map with characters who have a light source, assumed to be a light spell or torch. Move the source with your character.

Also, I am keeping track of the bleed damage on dying opponents, but I will not indicate changes to status on the melee summary unless someone makes a heal check to determine if they are stable, bleeding, or dead. In most cases, it won't change things much, but just letting you know the situation.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Yeah, I think I'm going to wait until the one opponent I know that's in here gets to its feet and responds. With Ellena's low and now reduced wisdom, I think that's the tact she will take, as off the wall as it seems !

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Are you going to move up? I assume if Karas is charging in, and you're readying to attack them, you'll need to be close enough to hit. I'll be moving in too once more than one other melee character has entered.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Nope. I'm staying where I am for now. If things devolve I will move up quickly.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

I will be busy most of tomorrow flying back home from vacation, fyi. I shouldn't have trouble checking in the evening though.


Map of the Marchlands | Wintersun Hall

Safe travels.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Only a fool would have this question:
Can I change my Craft(Props) skill into an actual Craft ability, such as Craft(Alchemy). The RP is exactly the same, me making goodies to enhance my performances, and flows well with my Stage Magic trait. If not, I am getting close to a dozen skill points next level, so it isn't essential, just trying to minimize waste.

Going off that, what are your thoughts on Spontaneous Alchemy?


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Map of the Marchlands | Wintersun Hall

I'll get back to you on these questions. I'm off to see Star Wars, TFA, wearing my "May the mass times acceleration be with you."


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Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Guess who has two thumbs, two saps, and has been reading Flanking rules wrong for the past three/four years? I am marking my own post as a favorite so I don't forget this moment.


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Map of the Marchlands | Wintersun Hall
Clebsch GM wrote:
I'll get back to you on these questions. I'm off to see Star Wars, TFA, wearing my "May the mass times acceleration be with you."

That sentence should end ... "wearing my 'May the mass times acceleration be with you' T-shirt."

And it was great, if not very original. Nice to see a female action hero in the series after six movies where there were very few female characters who mattered, let alone one who was a true fighter and a hero on a level with Luke Skywalker. And two of the characters felt like first levels who advanced to perhaps level 3 or 4 by the end, with more to come.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

I have company over for a big new years' weekend, so I'm going to be posting sparsely for the next few days.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

I wonder if it might be an appropriate and/or wise move to capture one or more of the mongrels and bring them back to Neatholm for justice/questioning (could conceivably reform them if they are repentant, and possibly learn more about their defenses). If we have to make a fighting retreat, it will be much more difficult to bring a prisoner with us.

We still are high on resources, but that might be something to consider if we start running low after a few more fights and decide to quit while we're ahead, rest up, and return to the traitor mongrels' encampment another day.

Thoughts?


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

I think it wouldn't be too much trouble to grab one on the way out if We know it's still alive. As it Is Karas isn't paying much attention once they stop moving.

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