Clebsch GM Wrath of the Righteous Adventure Path

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.

Party Loot

Drezen Citadel Entrance | Aron's Map of Drezen Fortress


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Map of the Marchlands | Wintersun Hall

Karas: If you want to make some changes, go ahead. Just let me know what they are. If you need a weapon, you could pick up a longsword that belonged to one of the crusaders who fell and were killed.

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

@GM Oh, that reminds me. Are there any other weapons that fell nearby? Avelina could use a crossbow if there are any. I couldn't see a good in-character reason why she would already have one and she didn't have enough starting money for one anyways....

If not, it's all good. Just gotta check!


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

Alright, roughly two weeks in and I am having a great time for the record, DM and everyone!


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

@ Avelina: Its totally ok lol

@GM: I think i'll swap feats for extra rage and pick up a random longsword. +6 rounds of rage should fix any real issue as most fights shouldn't last that long.


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 pray it was a coincident that snakes are down here. It is either going to work out, or add to the joke of Franti. The Tinder-rock may scare them though...

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

I'm having trouble visualizing the tinder-rock. What's it intended to do?


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
Anarya wrote:
I'm having trouble visualizing the tinder-rock. What's it intended to do?

Glad I'm not the only one. I didn't follow the tinder rock, either.


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

No worries, suppose it was a long shot of an idea.

Tindertwigs are these small twigs with a combustible alchemist substance on them. They light on impact with a hard surface. Didn't figure a twig could be thrown too far, but weighed with a rock and secured with some thread and they might be able to provide a little light for an instant further off. Want to see if I can make anything out before we start walking.

Will it work? No idea, was just working with what I had and didn't want to sacrifice a torch or a sunrod.


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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

Ah, I follow the idea now! That just might work!

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

A good idea is to cast light on a pebble, and throw/sling it into the darkness. I've done that with arrows on my archer wizard in Kingmaker to get some illumination down dark tunnels.


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

Was considering taking Light (or Ghost Sounds, Detect Magic, Mage Hand) if I take Minor Magic as a rogue talent, but for now cheap tricks and mundane trickery are my spells.

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

Given that we practically illuminated this cave to the brightness of the sun with like five light effects when we got down here, I think ghost sound would be more useful than light, heh.

Silver Crusade

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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

Avelina had to get Light, since holy people are always glowing, and she's totally holy.

Kinda wish I had gotten Mage Hand already though so she could have slapped Gwerm with that....

"Gwerm" is a really, really unfortunate name to have, btw.


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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

I'm looking forward to skulking in shadows for sneak attacks as the team walks around like a vagrant bonfire.

I've been holding in quite a few Gwerm/squirm/germ/worm rhymes.

Silver Crusade

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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

So, I know this a long ways away, but I like to plan things (and I often don't have much else to do while I'm sitting in lectures), and this whole mythic thing is a totally new set of rules to wrangle, so I wanted to get started early.

As our party's Marshal, the path all about helping the party, I wanted to run abilities past you guys to let you guys have an idea of what fanciness you'll have to work with. If you have any specific requests for Marshal abilities that would be particularly useful to you, please speak up.

Avelina Tier Abilities Progression v1.0:

For my base Marshal's Order ability, I'm thinking Advance. Extra move actions can help set people up for full-attacks, and extra 5-foot steps can help with getting out of difficult positioning.

The base Archmage Arcana I'm picking is Wild Arcana because it's clearly the best option of the lot.

Tier Abilities
1 Mythic Spellcasting
I mean, it's kinda required as a mythic full caster.

2 Focus
It looks like a solid ability that conveniently doesn't require an action and is always on.

3 Arcane Metamastery
It's too good to not take if you are going to be using any kind of metamagic, and Avelina is going to have several feats with a +1 adjustment

4 Mythic Bloodline
This ability will allow me to get Inspire Greatness and Inspire Heroics several levels earlier.

5 Menacing Presence + Component Freedom
I'm mainly thinking Menacing Presence because I'm going to be good enough at intimidating to make it (hopefully) a guaranteed debuff. Component Freedom will make it easier to do fancy expensive buffs like Stoneskin.

6 Fight On
I like this because it sounds like a good “oh, s#@$!” ability in case someone(s) gets taken down suddenly by an unlucky crit or failed save.

7 Channel Power
Avelina is focused on evocation, and it's another empower effect, so it's kind of a must-have.

8 Beacon of Hope
The buffs from the aura you get are okay, but I would mainly be getting this for the increased healing. I know it's hard to get extra static on channels, so a buff to the life oracle's channels sounds like a good thing.

9 Competent Caster
Between this and Component Freedom, Avelina can guaranteed cast spells in grapples, the bane of any spellcaster.

10 Words of Valor
The heroism effect can get buffed by Avelina's Heroic Echo into a +3, and fear immunity sounds very useful.


Map of the Marchlands | Wintersun Hall

So, first melee begins. I'd like to try to keep people posting in initiative order, so let's try that first. If your turn is not yet up but you may not get an opportunity to post for a while, you can make a post of what you intend to do when your turn comes up and keep it under a spoiler.

After each post I'll try to post the results of the actions, such as whether or not an attack hit or not, as well as colorful descriptions of what happens.

I'm feeling a bit under the weather, with a sore throat and cold, right now, so I may be a little slow to respond the next few days, but I'll try to keep up. I'm teaching a class from 6 PM to 10:30 PM (EDT, US), but I may get something posted during breaks.

Have fun!


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

Very clean. I think I'm going to like how combats run here.


Map of the Marchlands | Wintersun Hall

Karas and Ellena: I've sent you each a PM. Please take note and let me know if you have any questions or concerns. It concerns a few small changes to your background stories to better fit later events.


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

Background edited. Let me know what you think.


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

I will edit the background tomorrow after noon. Had a crazy day sneak up on me at work!


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Map of the Marchlands | Wintersun Hall

No rush. These background details won't matter until you get a lot further along into the AP. I just wanted you to know so if you role played telling someone in the group your story, you would have it adjusted and would not have to retcon any of that.


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

DM, there are three people before Ellena acts and I'm going to go grab some sleep. If Ellena's turn hits tonight, she will take out a torch and her flint and try to light her torch and use it to attack the swarm next round.

If it doesn't get to Ellena's turn tonight, I'll make a morning post. Just wanted to make sure I didn't slow down the train.

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've had a busy day - was able to log on just in time to take my turn. Perfect timing.

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

Not sure whose turn it is. Anarya's probably going to try and heal Karas if she's able when her turn comes back around, or send a sling bullet at them if she can't.


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

As far as I have it, it goes Ellena, to Aravashnial, to me, I think Tauni got a little excited but it shouldn't interrupt things.


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 pulled her torch and tried to light it with her most recent action. Has it made its way back to me already? I don't see the rats have taken their action this round, and I don't get to go until they act.


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

It has not.we are starting round 2 effectively

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

Actually, I think you just ended round 2 effectively. ;)

Tauni, let me know what you think of my idea about sign language. It'd give a bit more plausible of an explanation for your character just suddenly knowing sign.


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Just replied to your post, Anarya. I think that makes great sense. In a Skull and Shackles game I'm in, my dwarven wizard is trying to learn a cannibal crew member's native language. Leading up to my guy putting a point in the language, I've had him occasionally saying things that are close to gibberish, or deliberately misunderstanding some of the things the cannibal says.

Silver Crusade

4 people marked this as a favorite.
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 to say, I've become very accustomed to starting a Play-by-Post and discovering shortly after the game begins that there's that one player who just doesn't live up to their application and doesn't contribute much to the party. It tends to happen a whole lot, and it can really break a game.

It is an incredible relief to have a party entirely made up of awesome characters and awesome players. I am really falling in love with this party and I don't think we could have gotten a better group. This is really, really awesome.


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
Tauni "Rabbit" Desba wrote:
Just replied to your post, Anarya. I think that makes great sense. In a Skull and Shackles game I'm in, my dwarven wizard is trying to learn a cannibal crew member's native language. Leading up to my guy putting a point in the language, I've had him occasionally saying things that are close to gibberish, or deliberately misunderstanding some of the things the cannibal says.

In a Star Wars game I played PBP many moons ago, I spent two levels trying to teach everyone in my party to understand Shyriiwook with charades and the voice box speech thing that existed in that game. It was much more fun when they put ranks in Linguistics after our months of charades, rather than them just wake up knowing it one day.

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 completely agree with Anarya. I am having a delightful time thus far, and I am very much enjoying everyone and their characters.

Just let me know if Avelina is being too annoying! I'm trying to keep her from being too insufferable until she starts having her character development.


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 am sure my rhyming will wear its welcome far before anything else becomes too much.


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Map of the Marchlands | Wintersun Hall

It can make a big difference playing with a group such as this that cares about role playing and not only has a background and personality in mind from the start, but applies these elements to the posts. Just having in mind some character flaws that will change and mature as the play progresses is a big deal. I've played with characters who don't seem to change and they don't really role play anything to indicate their larger motivations or goals nor anything to indicate the influence of their past. That gets very boring very fast.

So I second what others have said: this is a spirited group that will have a great adventure ahead.

I recently was looking a couple of books ahead in the AP to get some sense of how the campaign traits will be picked up on and it is going to frustrating having to wait so long to see how it plays out. I know you're all going to get a kick out of certain elements. It's a little like finding an awesome birthday present for someone you love 9 months before her birthday, having to wait so long to see how pleased the recipient will be.

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

Avelina's hilarious quirks make me laugh excitedly. Applauding for Karas almost made me fall out of my chair.


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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

lol Why thank you :)


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Yeah, I have to agree that we are really off to a solid start. I've can only recall one game start like this. That's the Age of Worms game I'm in on these boards. And that one is still going after three years with 11th level characters.


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

Does Horgus have a weapon? All are armed save for him, correct?


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Map of the Marchlands | Wintersun Hall

I rolled some diplomacy rolls for the NPCs, even though PCs are not obligated to change their attitudes based on such rolls. It is just an indication of how persuasive they are being. For characters with low wisdom, it might provide a nudge toward being more cooperative. But role play it how you see fit.

In general, when PCs are doing things that are diplomatic, I will roll their diplomacy checks behind the screen and use the results to influence the attitudes of the NPCs. I'm not a slave to the results, however. If a PC makes a particularly good argument, it might have a positive effect, even if the roll is low.


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

This really is a great start.

@Tauni: I've played that whole adventure tabletop. Enjoy that game lol

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 jealous of anyone getting to play Age of Worms. I GM'd a large chunk of it for an IRL group, and it was an incredibly epic experience.

Clebsch GM wrote:
In general, when PCs are doing things that are diplomatic, I will roll their diplomacy checks behind the screen and use the results to influence the attitudes of the NPCs. I'm not a slave to the results, however. If a PC makes a particularly good argument, it might have a positive effect, even if the roll is low.

That's a great way to handle such things for PbP.

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

Is the levitate scale like the levitate spell where it can target any creature or object, or is it self-only?

Actually, now that I look at them, that question applies to several of the scales. Can Tauni cast sanctuary on a creature touched, or is it self-only?

Edit: Just noticed the wording "target object or creature." Guess that answers my question. :P


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

Alter Self merely changes my form, providing me with either a +2 Dex/Str bonus and some of the listed abilities on the spell. In addition, Paizo lists this quote in its Magic/Polymorph section.

Paizo wrote:
If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.

For Instance, Bugbear Franti:

I am now a bugbear with:
  • +10 disguise bonus to appear as such a member of the race as per polymorph spells
  • the outfit of a fool still donned, as well as my gear.This would likely result in someone questioning by bugbear identity, with a Disguise vs. Perception
  • +2 strength as it is medium
  • Scent and Darkvision.

Second Example, Gnome Franti:
I am now a Gnome with:

  • +10 disguise bonus to appear as a member of the race as per polymorph spells.
  • A Gnome fool wouldn't be too suspicious, but strange activities may have someone question my Gnome identity.
  • +2 Dex as it is small
  • Low-light vision.
  • As I am now small, with a +1 AC, ATT, +4 Stealth, -1 CMB/CMD, in addition to my +2 Dex bonus.

Does this all look right? I just want to make sure before I turn into something ridiculous.

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

You seem to have a good grasp of how the spell works, Franti.


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

Can Alter Self change your size? I'll admit it has been awhile since I looked the spell up. Otherwise awesome grasp on it.


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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

Just between Medium and Small. But that allows me to do some fun things.

Quick Picture of Franti, Bugbear Franti, Grippli Franti. I will usually these forms I take it, being my default "Medium" or "Small" form. I may take on other races as I encounter scenarios that have a call for it.

Small seems to be the best option for me. The Dex bonus gives me a boost in all the right places, ending up giving me a +2 to attack, +2 AC, +5 Stealth (+4 + Dex) and Darkvision for just under two minutes. 19 AC at first level as a Rogue ain't bad, and neither are two saps attacking at +5/+5 or a single sap at +7. Fear the frog, fellas, fear the frog.


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

Out of curiosity, What time zone is everyone posting from?

I am on Eastern.

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

Eastern time here. I think that Clebsch and I might actually live in the same city, amazingly enough.


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

Eastern Time, Upstate New York, but my sleep cycle is often erratic. That'd be strange, Anarya, what're the chances (unless it is NYC, then the chances are rather high.)

Oh, alter self is minutes per day. Oh I am going to have fun with this.

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

Pacific standard time here. Sunny Socal!

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