Avelina of House Galfrey |
Acrobatics only eliminates the first 10 ft of falling damage, and only then if you are intentionally falling, and if you take ANY damage from a fall, you land prone.
Max falling damage is 20d6 so with boots of the cat, you can literally jump off a 500 ft cliff, take 20 damage, and land on your feet. You could do all kinds of crazy things!
Clebsch GM |
Unless anyone objects, I'll assume the party is attending to the check of the two side rooms before going on. I'll do that on Wednesday, although perhaps not until the afternoon (EST, US).
Anarya |
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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 BoFFort +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
You said to get any last roleplay in Neatholm in, I'm doin' it. :)
Franti the Fool |
Franti is ready. I suppose I'll activate my scale.
1 Goblin, 2 Kobold: 1d2 ⇒ 1
Fortune favors the big-faced fool. I guess I'll start with the bow out, have my saps in the bandolier for quick access.
Dex to 20, Attack Rolls +2, smaller weapon damage die, AC adjusted to 18, Darkvision, -1 CMD/B, +4 to Stealth from size, +1 Init from Dex. My disguise bonus to appear as a Goblin is at +16.
Anarya |
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 BoFFort +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
Sorry if I have a lull in posting frequency suddenly - I just accepted a job offer for a new position, and I have a ton of paperwork to get done all at once, which is keeping me distracted from the forums a bit.
Avelina of House Galfrey |
I apologize if I'm a bit sparse over these next couple weeks, too. Next week is the last week of the quarter and the week after is finals week, so I will be quite busy D:
Clebsch GM |
Thank you both for the updates. Post as you can. If we get to a point in melee where your action is needed, I'll wait up to 24 hours and then make a reasonable choice for your action. Feel free to list contingency preferences if you anticipate you won't be able to post as your character's turn is approaching.
Be sure to indicate any buffs that you will activate as you approach the door in room H14, where the demons are said to be.
Good luck with new job and finals.
I'm very good at math and science, in case I can be of any assistance, just send me a PM.
Avelina of House Galfrey |
Avelina will cast Armor of Faith Mage Armor and activate her scale for the Shield spell.
I'm a senior on my second-to-last quarter as an English major (creative writing emphasis), so I escaped all that math and science years ago, but I appreciate the offer :)
Anarya |
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 BoFFort +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
Anarya will cast veil of heaven, shield (from her campaign trait spell-like ability), and corruption resistance on herself before the group enters H14, and will use a charge from the wand of bless on the entire party immediately before the door is opened.
I am probably able to post frequently enough to act in combat, but if not, I think you can guess Anarya's actions. She heals allies before all other pursuits, and is willing to include enemies in her channels if necessary to keep allies alive.
Tauni "Rabbit" Desba |
I need to update Tauni's selected spells after the new additions to her book; I will try to do that today before she's engaged in combat.
Avelina of House Galfrey |
I have always seen the sleeves run as an ongoing usage item. They were faq'd to say that their effect is entirely illusory, so they dont provide the mechanical benefits of the outfits they produce, only the appearance, and if you dont wear anything else, people with true seeing will have, ahem, quite a show.
Since they are basically a pure flavor item, 200 gp seems perfectly reasonable for ongoing usage imo
Franti the Fool |
I've personally ruled that they worked many times, single use Wondrous Items such as the Tokens or the Catching Cape usually have some text indicating they turn mundane or can only be used once. That said, they can be pretty strong for the disguising / infiltrating types if they aren't single use. "Luckily" they provide no bonus to disguise checks, I've mostly seen them used to blend in and not allow an opposed perception check when not doing anything suspicious in a place you don't belong.
Anarya |
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 BoFFort +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
Yeah, sleeves of many garments have been universally accepted, both online and in all the games I've run, to be unlimited-use.
Franti the Fool |
I have that Invisibility Potion, there are some dretches here. Should I spot ahead with the potion, attempt to lure them out or get an idea on their numbers? With my bow, I might be able to get them to come to us instead of walking into a possible ambush.
Anarya |
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 BoFFort +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
Sounds as feasible a plan as any. We have no clue where they are, and we haven't seen them yet, right? Being invisible might let you get close enough to get eyes on them.
Be careful. We don't want you to get caught and not able to escape back to us!
Clebsch GM |
Avelina will cast
Armor of FaithMage Armor and activate her scale for the Shield spell.I'm a senior on my second-to-last quarter as an English major (creative writing emphasis), so I escaped all that math and science years ago, but I appreciate the offer :)
Probably not much I can do, but I also taught English composition for college freshman for six years. Good luck
Clebsch GM |
Yeah, sleeves of many garments have been universally accepted, both online and in all the games I've run, to be unlimited-use.
That's acceptable. I've never run them or used them before. Just curious, do they take the form the wearer chooses or is the form set by the crafter and the same every use?
Tauni "Rabbit" Desba |
The description says
The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other nonmagical set of clothing.
So it looks like you can choose the garment each time, but you can't just put them on and cycle through garments. The biggest debate I saw about them was whether they are appearance only (as suggest by the illusion aura and the prerequisite spell), or whether they are functionally changed as suggested by the "transform" reference in the description. It can make a difference if you change it to hot weather clothes, etc. I think the illusion aura makes the intent pretty clear, and not getting bonuses for the change does seem overpowered for such an economical item.
Karas Argentus |
Sorry for my posting lull, didn't manage to get a lot of sleep the last 2 days. will pick it back up.
Clebsch GM |
No rush. I made all the stealth rolls and perception checks. If there was anything else you needed to mention doing prior to first contact, you can add it. Otherwise, we're into the melee. Good luck.
Franti the Fool |
As I am nauseated, I am effectively out of this fight for three rounds. I am going to likely flee, and spend my subsequent rounds gagging or vomitting. To be fair though, I intended to flee as soon as I saw dretches anyway ;)
Clebsch GM |
I had a PC in the same situation in a game yesterday. Nauseated is a pretty incapacitating condition. Let me know if he will move into the nearest non-cloud affected square or go further back.
Anarya |
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 BoFFort +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
Yeah, nausea sucks. I have a PC who inflicts it on enemies (an Elder God-worshiping oracle who shows enemies nausea-inducing illusions of his Lovecraftian patrons' homeworlds), and it is brutal.
Clebsch GM |
Clebsch GM wrote:I got in some table-top Pathfinder Society play this past weekend. Might try to do that more often. I have also registered for Raven Con in Williamsburg, VA., at end of April. If anyone else will be there, let me know.I will be there! I am GMing two tables. If you're going to play Pathfinder there, you should consider registering on the warhorn page (https://warhorn.net/events/ravencon-2016) to reserve spots at the tables you're interested in.
I'll be running Ancients' Anguish from 3:00 PM to 7:00 PM on Friday and Serpents Rise (which is played with evil, pregenerated characters) from 8:30 AM to 12:30 PM on Saturday.
I'm registered, but I won't have any 7th level characters given my current stable of characters, so I signed up for something a little lower. I have signed up for a 3-part adventure that runs Fri night and Saturday morning and night. I'll try to stop by to look in on one of your games if I can.
I'm likely to be running semi-regularly at the PFS table at One-Eyed Jacques on Saturdays, so if you're playing there, let me know. I may instead hit the Dragon's Den on Sundays on occasion.
Anarya |
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 BoFFort +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
I'm registered, but I won't have any 7th level characters given my current stable of characters, so I signed up for something a little lower. I have signed up for a 3-part adventure that runs Fri night and Saturday morning and night. I'll try to stop by to look in on one of your games if I can.
I'm likely to be running semi-regularly at the PFS table at One-Eyed Jacques on Saturdays, so if you're playing there, let me know. I may instead hit the Dragon's Den on Sundays on occasion.
I don't usually go to One-Eyed Jacques since I hate parking downtown, but it'd be fun to play at one of your tables in person! Most of my PFS happens at Battlegrounds on Fridays, but I also occasionally attend at Dragon's Den.
Franti the Fool |
It was a great difficulty not retreating back to the others and vomiting between Avelina and Tauni. That was my initial instinct when I received the nauseated condition, and it took much reflection to think "hey, maybe I shouldn't vomit on another player..."
So I know I cannot attack or cast spells, and am limited to a move action each turn, but do I technically threaten for the purposes of flanking? When holding a melee weapon, I mean, not with my currently-out-bow.
Tauni "Rabbit" Desba |
It was a great difficulty not retreating back to the others and vomiting between Avelina and Tauni. That was my initial instinct when I received the nauseated condition, and it took much reflection to think "hey, maybe I shouldn't vomit on another player..."
Yeah, vomiting on another player is bad form. Another character, though, is another matter altogether. Our characters have presdigitation spells to deal with such things.
Franti the Fool |
Franti the Fool wrote:It was a great difficulty not retreating back to the others and vomiting between Avelina and Tauni. That was my initial instinct when I received the nauseated condition, and it took much reflection to think "hey, maybe I shouldn't vomit on another player..."Yeah, vomiting on another player is bad form. Another character, though, is another matter altogether. Our characters have presdigitation spells to deal with such things.
Expect many vomit-based antics in the future ;)
If I was a witch, I would capitalize on that sweet, sweet, Vomit Swarm. I've always wanted to play a Good Witch, though using only the twisted magic witches get for the purposes of good. Using the terrifying Skinsend to carry the children out of the burning Orphanage, liberal use of Vomit Swarm, have the Child Scent to locate kids to help, Lipstitch to quiet those who speak unkind words. Help everyone in whatever way I can, though the spells would always seem dubious, or ill conceived for the situation. A well meaning but terrifying presence.
I guess the concept would work for WotW, like a challenge against the Crusade's perceived notions of witches. Coupled with a possibly maligned patron like Plague, Death, Shadow or Vengeance, it could make an interesting inner turmoil. And as a plus, the class works well with the Archmage mythic path.
Ellena Lovain |
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I'm playing a Neutral goblin witch in a RoW game, and shes been a blast so far. She is making copious use of Vomit Swarm since hitting level three, much to the chagrin of most of the other party. She dances with glee when she hexes her opponents. I still don't think the party is that crazy about her, lol.
Clebsch GM |
2 people marked this as a favorite. |
So I know I cannot attack or cast spells, and am limited to a move action each turn, but do I technically threaten for the purposes of flanking? When holding a melee weapon, I mean, not with my currently-out-bow.
"You threaten all squares into which you can make a melee attack, even when it is not your turn."
My interpretation is that if you cannot make a melee attack, you don't threaten. Being nauseated precludes making melee attacks, so I'd rule a nauseated character does not threaten adjacent squares.
Clebsch GM |
I'm assuming Wenduag is not tied up and that she does not have any weapons. She has not been asked to help in the fighting and has not volunteered as much either. She's mostly sullen and quiet, speaks only when spoken to and then as briefly as she can. Anevia and Horgus can keep an eye on her during fights if you ask them to.
Anarya |
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 BoFFort +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
My interpretation is that if you cannot make a melee attack, you don't threaten. Being nauseated precludes making melee attacks, so I'd rule a nauseated character does not threaten adjacent squares.
That's my read too.
I'm assuming Wenduag is not tied up and that she does not have any weapons. She has not been asked to help in the fighting and has not volunteered as much either. She's mostly sullen and quiet, speaks only when spoken to and then as briefly as she can. Anevia and Horgus can keep an eye on her during fights if you ask them to.
Since she's our prisoner, her safety is our responsibility, so she shouldn't need to fight. (We might let her join combat later though if she wants to, if we grow to trust her further.)
Clebsch GM |
Anyone know of any references that say what happens when a demon dies? I know that a summoned outsider simply vanishes if killed in the material plane, but if the demon came through a rift, such as the Worldwound, is there anything special that happens when they die? The only suggestion I found was that if killed outside their home plane, they are not destroyed, just prevented from returning to the material plane for a year. Since you all will be killing a lot of such demons, I would like to be consistent.
Karas Argentus |
I've had the same issue in my games. I need to peruse my Worldwound book for this.
Anarya |
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 BoFFort +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
Here's what I understand it as - I believe this to be correct, but I am not certain of the details:
If the demon is summoned, it vanishes instantly when killed. Any other kind, they leave a corpse normally. In fact, there's a number of demon hunters out there in the Worldwound who harvest the body parts and sell them as trophies or for magical purposes.
When slain, they re-form in the Abyss, a time-consuming process which might take as long as a year or more. Sometimes, being defeated can mean demotion - a powerful demon might return in a lesser form.
Franti the Fool |
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HP: 1d8 + 2 ⇒ (1) + 2 = 3, we have a Half +1 rule, right?
Main differences for third level: I apply Dex to Damage with my sap and 1/2 Dex to damage with my offhand sap. I am at Sneak Attack 2d6. My feat, Sap Adept, adds damage to sneak attacks equal to the dice I roll, in this case +2, when using blunt weapons.
My attacks should look like this now:
Attack: 1d20 + 6 ⇒ (17) + 6 = 23 for Damage: 1d6 + 4 + 2d6 + 2 ⇒ (4) + 4 + (4, 3) + 2 = 17, nonlethal
Attack: 1d20 + 5 ⇒ (18) + 5 = 23 for Damage: 1d6 + 2 + 2d6 + 2 ⇒ (3) + 2 + (6, 4) + 2 = 17, nonlethal
Hell yeah. My average sneak attack hit goes from 7 damage to 16.5 damage, or 14.5 with my off hand. My average TWF Sneak Attack goes from 14 average (2d6+2d6) to 31 (2d6+4d6+10).
New rolls updated on Gear/Rolls page and alias update going up now.
[dice=Initiative, Small]1d20 + 9[dice]
[Dice=Fort]1d20 + 3[dice]
[Dice=Ref]1d20 + 8[dice]
[Dice=Ref, Small]1d20 + 9[dice]
Additional +1 Reflex vs. Traps
[Dice=Wis]1d20 + 1[dice]
“If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.“
[Dice=Primary Melee Attack]1d20 + 8[dice]
[Dice=Damage]1d6+4[dice]
[Dice=Sneak Damage]2d6[dice]
[Dice=Small Primary Melee Attack]1d20 + 10[dice]
[Dice=Damage]1d4+2[dice]
[Dice=Sneak Damage]2d6+2[dice]
Two Weapon fighting is two attack rolls, both with a -2 modifier to my attack rolls!
The Below Assumes using Blunt Arrows.
[Dice=Primary Ranged Attack]1d20 + 7[dice] (20/3x)
[Dice=Damage]1d6[dice]
[Dice=Sneak Damage]2d6+2[dice]
[Dice=Small Primary Ranged Attack]1d20 + 9[dice] (20/3x)
[Dice=Damage]1d4[dice]
[Dice=Sneak Damage]2d6+2[dice]
Skills
[Dice=Acrobatics]1d20 + 10[dice]
[Dice=Tumbling]1d20 + 14[dice]
[Dice=Acrobatics, Small]1d20 + 11[dice]
[Dice=Acrobatics, Small Tumbling]1d20 + 15[dice]
[Dice=Appraise]1d20 +5 [dice]
[Dice=Bluff]1d20 + 6[dice]
[Dice=Craft(Devices)]1d20 + 6[dice]
[Dice=Craft(Alchemy)]1d20 + 5[dice]
[dice=Diplomacy]1d20+6[dice]
[Dice=Disable Device]1d20 + 13[dice]
[Dice=Disable Device, Small]1d20 + 14[dice]
[Dice=Disguise]1d20 + 7[dice]
[Dice=Escape Artist]1d20 + 8[dice]
[Dice=Escape Artist, Small]1d20 + 9[dice]
[Dice=Intimidate]1d20 + 6[dice]
[Dice=Knowledge(Dungeoneering)]1d20 + 6[dice]
[Dice=Knowledge(Local)]1d20 + 6[dice]
[Dice=Linguistics]1d20 + 5[dice]
[Dice=Perception]1d20 + 5[dice]
[Dice=Perception for Traps]1d20 + 6[dice]
[Dice=Perform (Comedy)]1d20 + 7[dice]
[Dice=Sleight of Hand]1d20 + 10[dice]
[Dice=Sleight of Hand, Small]1d20 + 11[dice]
[Dice=Stealth]1d20 + 11[dice]
[Dice=Stealth, Small]1d20 + 15[dice]
[Dice=Use Magic Device]1d20 + 6[dice]
Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse
[dice=Str]1d20 + 0[dice]
[dice=Dex]1d20 + 4[dice]
[dice=Dex, Small]1d20 + 5[dice]
[dice=Con]1d20 + 2[dice]
[dice=Int]1d20 + 1[dice]
[dice=Wis]1d20 - 1[dice]
[dice=Cha]1d20 + 2[dice]
Perception was bumped to +5, Diplomacy added to +6, Key Franti/Rogue skills bumped up.
Tauni "Rabbit" Desba |
Most GMs I've played with outside of Pathfinder Society do hit points at new levels as a roll but with a minimum of half plus 1.
Let's try the following: roll twice and take the higher. It may sometimes be below average, but more often then not it should be more than 1 or 2.
This is what we did at second level. Did you want us to continue using this methodology?
Ellena Lovain |
Level 3
HP: 11. Roll one 1d10 ⇒ 4. Roll two 1d10 ⇒ 9. (9 from class, 1 from con , 1 from FC)
+1 BAB
+1 Reflex
Aura of Courage: immune to fear. Allies within 10' gain a +4 morale bonus on saves versus fear.
Divine Health: immune to all diseases.
Mercy: sickened.
Skills: Know. Religion, Sense Motive, Profession (Soldier)
Franti the Fool |
HP: 1d8 + 2 ⇒ (2) + 2 = 4, I'll take it, my last one was just at 8+2 anyway. Besides making sure that all my records have the updated data, I am ready to go.
Ellena Lovain |
Oh, I forgot my level three feat. Weapon Focus (Longsword).
Karas Argentus |
I'll level up at home after work on about 3 hours
Karas Argentus |
Level Up
HP: 1d10 ⇒ 1
HP: 1d10 ⇒ 7
Use the 7.
7HP, +1 ConHP, Favored +1 HP, +1 Ref, +1 Will, +1 BAB, 4 skills, Blood Sanctuary, 2 rage rounds, Feat: Power Attack
Blood Sanctuary
At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Avelina of House Galfrey |
HP: 1d6 ⇒ 2
HP: 1d6 ⇒ 1
UGH. Not good D:
In happier news, Avelina now knows Arrows of the Inheritor Magic Missile and Dramatic Surge Moment of Greatness :)
Franti the Fool |
I don't know about downtime (I imagine not much with what I am assuming is a large invasion of demons), but I do know that mythic crafting feats do speed up the process quite a bit (spend a mythic point when you wake up to spend a "day" of working in that instant). Mythic Craft Wand also lets you make 3/Day wands instead of 50 Charges.
Clebsch GM |
Clebsch GM wrote:Let's try the following: roll twice and take the higher. It may sometimes be below average, but more often then not it should be more than 1 or 2.This is what we did at second level. Did you want us to continue using this methodology?
Yes, roll twice and take the higher. By the time you are 6th level, you'll begin to get extra ability boosts, and other mythic benefits, so I think this will preserve the sense of randomness but no one should suffer unusually low results more than once in the long run up to level 20.
If you're rolling a d6, the average with this method is 4.5, which is one higher than the average for rolling 1 die. It's a 75% chance of getting a result of higher than 3.
Clebsch GM |
2d6
Does anyone know if this AP allows for any crafting time? I'm considering Craft Wondrous Items for my third level feat, but I don't know if I'd actually get to use it or not.
Yes it does, between books.
Anarya |
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 BoFFort +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
Hit Points: 2d8 ⇒ (2, 4) = 6 Taking the 4.
I have to decide on a spell to pick up. I've got in mind two of them in particular - protection from evil, liberating command.
Protection from evil is a fantastic buff, protects from evil mind control, and gives an immediate reroll if cast on someone currently under a mind-controlling spell.
Liberating command is an immediate action, and lets me give people an instant "second chance" to get out of a grapple or other restraints with a big bonus.
It'd kinda be nice to get an offensive spell too, but I'm not sure oracles have many options there at level 1. Burst of radiance, a personal favorite, doesn't come until 2nd level spells.