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

Sorry for the long delay. I'll try to keep up now that I've advanced the melee. It should be an interesting battle.


Map of the Marchlands | Wintersun Hall

I'm going to be away from my computer from Friday afternoon to Sunday afternoon. Going to the beach for a few days of RnR. Hope it helps my burnout.


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

Thanks for moving me, GM. I’m happy where I am for right now!


Map of the Marchlands | Wintersun Hall

After Anarya's clarification of Fleet Charge mythic ability, I realize I messed up. I'm not going to try to ret-con at this point, mainly because the group has thoroughly trounced the support group in the room. I'll carry on with a post soon. Sorry for messing it up.

The ability strains credulity a bit for although mythic feats are supposed to be superhuman, this one seems to allow a whole lot more action in a single round then normal, effectively allowing a character to move, make an attack, and still do all the things allowed in a normal turn, such as taking a full round action. That effectively allows two turns worth of actions in one turn. Not even the haste spell gives a character that kind of power.

I said when this campaign started that there were rumblings that the Mythic rules were not well designed and tended to create super powered combinations. I'm not ready to change anything about fleet charge, but if other rules call attention to themselves, I may want to make some adjustments.

Does anyone know of any proposals for how to improve the mythic system overall? Has the 2nd edition incorporated mythic rules yet and if so, have they changed much?

Also, I can see questions coming up with using fleet charge while under the effects of a haste spell.

Feedback welcomed here.


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’ve never played a mythic campaign before so this is my only knowledge of those rules. So unfortunately, I’m no help with mythic suggestions.


Map of the Marchlands | Wintersun Hall

I will have a post up Saturday. I've had a few work and health issues lately, but I have the next week off, so should be able to post every day there is posts to reply to.


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Map of the Marchlands | Wintersun Hall

Well done. It's fitting that Ellena was the PC to apply the finishing yet not fatal blow. Marhevok may be captured and delivered to either Drezen or Kenabres for judgment for his sins. His tainted soul is probably beyond redemption, although the book provides no details about that.

This is a good point to level up to 10th level. Anarya and Ellena should already be at mythic tier 4. Successfully defeating the woundwyrm will give everyone another mythic level. Those who are not yet 5th level will have an opportunity to gain a level when dealing with the encounter keyed to zir particular campaign trait.

You are about halfway through Book 3. You will gain another level in dealing with the 3rd part (and Aelith will gain a mythic level).

So everyone will be 11th level at the start of the 4th part, attacking the Ivory Labyrinth, with Guilliame gaining a mythic level during this part). Everyone will go up to 12th level during this part.


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 am only mythic tier three currently. I don’t think I missed one.

But I will work on getting Ellena leveled up to ten when I get a chance!

Edit: ah I posted here before I saw GM’s last Game thread post! I’ll get leveled and tiered!


Male Human Scientist 8

Am without power since noon. Will post once power comes back.


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

Sorry for the delay but had some drop ins this weekend. I’ll try to get Ellena shaped up tomorrow.


Map of the Marchlands | Wintersun Hall

Power took 24 hours to resume. Let me know if you have questions on the level up. Remember, you got some gold for eliminating the threat from Wintersun Hall. Please update your profiles and remember to update the header as well. If you have not done so already, please consider adding a link for each spell and special ability that provides the rules for that ability/spell. It speeds up moderating if I don't have to do the SRD search to find the information.


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Map of the Marchlands | Wintersun Hall

I have to confess I think I'm starting to burn out on moderating this campaign. I don't want to end it, but I would like to suggest that if you know anyone interested in taking over the GM duties, I'd be happy pass the torch. I'm still a few years away from retirement and I have some writing projects I'm starting to work on, which will be easier to manage without having to prioritize GM posts.

When I do retire, I'd consider returning to the campaign as the GM (if needed) or perhaps as a PC. If you know anyone, please reach out and make inquiries. Thanks.


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

Pathfinder 1e GMs are getting hard to find, unfortunately. I completely understand if you need a break, however. We’ve kept this one going a long time!

I’ll level Ellena just in case.

Hit points 1d10 ⇒ 9
+1 BAB
+1 Fort & Will
Smite Evil 4/day now
1 3rd level spell known: Angelic Aspect
2 skills: sense motive x 2
2 background skills: Know Nobility and Prof Soldier

Mythic tier 4
+5 HP
+2 Str
Surge 1d8 11/day


Wiz1/Bloodrager9 | HP: 80/80 | AC 29 (26) | T 18 (16) | FF 20 | CMD 24 (22) | Fort+10, Ref+12 (10), Will+8 |Init: +12 | Bloodrage 22/22 Rounds | Mythic Power 9/9 |

I suppose I should probably say something! So, first of all, thanks a ton for pretty much every post you've ever made. This is a great campaign, and I'm very happy to have been a part of it for the time that I was.

I don't know if there's anyone who'd be willing and able to pick all this up and run it further, but I certainly hope so, because this is a wonderful story with wonderful characters.


Map of the Marchlands | Wintersun Hall

I'll add a post to the recruitment thread and see if anyone responds. I'm happy to keep it going for a while yet, so do level up if you have the time and we'll see what happens.

Thanks for the support.


Map of the Marchlands | Wintersun Hall

The recruitment post already has a nibble. I'll promote the transfer, but the players have the final say as to whether you want to accept the new GM. Look here for the WOTR campaign. Feel free to post things on the recruitment page if you have questions for the applicant.


Map of the Marchlands | Wintersun Hall

Liliyashanina, the potential new GM, has posted some ideas on the recruitment thread. Check it out and ask questions or make suggestions. This doesn't happen unless you approve, so check everything out that you can. Post here or send me a PM when you are ready to approve or reject the new GM.


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 can’t see where the GM is posting. The link takes me to a profile and I don’t see anything in the recruitment or discussion thread applicable to our game. I’m sure I’m missing something but I can’t see it.

The link goes to the profile of mightypion.


Map of the Marchlands | Wintersun Hall

Click on the recruitment tab of our campaign. See the last few postings.

mightypion is the root alias for the GM, whose profile is Liliyashanina


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F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Specifically the gameplay tab where I actually (try to :) ) GM is here:
the campaign

Note: I do not expect you to read it, but I think it can serve as a reasonable impression on how I GM, although my style is certainly evolving.

There is some extra stuff in PMs, and I do have custom mythic abilities for my group of rascals (if I take over this campaign it will be more by the book, but I am absolutely open to houseruling things in favor of players).

Other note: there are certain characterfull but not very effective feats.
For a Paladin, for example unsanctioned detection or detect expertize, if there is a feat that fits your character really well, but that isnt worth a featslot, PM me, we can work something out that doesnt cost you a precious feat.

This also applies to story feats, and I think several of you would qualify for a couple.
For example, battlefield healer or Apotheosis for Anarya, or Champion for Elena


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

That sounds great! I just replied to your pm!

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've been consumed with real life recently and am only just now seeing all this. I'll read through everything and respond to the PM tomorrow, been through the wringer today.

Thank you for hopefully giving us a chance to continue - we've been at this for quite a while, and I am really invested in seeing it through to the end.

Clebsch, you've been beyond amazing running all this for us for so many years. This has - in every sense of the phrase - been an unforgettable, life-changing experience. Longest-running TTRPG I've ever participated in, and has brought me nearly a decade to write and develop a single character and her incredible story.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Assuming you are fine with it: Here are the houserules:
Elephant in the room is in effect.
Results: Ellena gets one free feat (power attack, piranha strike and deadly aim are free in elephant in the room mythic power attack is still a thing though)

Nothing changes for Anarya

Changes for Guillaume: one free feat because deadly aim is free, he has greater two weapon fighting instead of improved two weapon fighting (no direct changes, its just one less feat in the feat chain).

Changes for Aelith:
Character now legal (according to you sheet had mythic power attack without having power attack), one free feat because dodge and mobility are one feat in eitr. (also, you have 9 AoOs per turn not 8, should come up rather rarely though)

Why elephant in the room? I have a lot of custom enemies, which are build using this feat tax rule and they wouldnt work without it.

Anarya gets the story feats battlefield healer and Apotheosis (does not cost feat slots, everyone else got a free feat from elephant in the room, and apotheosis in particular is excellent in this module, thematically, although it is overwise not worth a feat slot.)
Ellena gets the story feat Champion (does not cost a feat slot)
Guillaume and Aelith, pick a story feat you think you qualify for each. These will not cost feat slots.

The following mythic geneva conventions are in effect:

mythic mutual disarmament convention:

Mythic mutual disarmenent convention, as too high numbers bring in the outer gods:
All of these apply for both player characters and adversaries
--Mythic vital strike is banned
--Mythic improved initiative is banned, display of dexterity or display of charisma for a noble scion build does not apply to initiative.
--Foe biter is banned
--Mythic tier 3 characters (including the heroes) get the following mythic ability for free
"
Mythic resilience:
As an immidiate action, when reduced to less then zero hitpoints by an attack or spell, expend a number of mythic points. You heal back, with your HP being the number of invested mythic points *10 in percent, so someomone investing 5 mythic points is back with 50% HP, someone investing 10 mythic points is back to full. Note, you only have one immidiate action per round. You can take this even if flatfooted, paralyzed, stunned etc.
"
--No single damage instance can do more then 400 damage.

The aim of this is to make things less rocket taggy, and hopefully make it so that everyone gets at least a turn.
--The "Beyond morality" universal mythic power is selectable at tier 1. I would expect evil characters to take it. Note, the number of NPCs with this ability will be considerably greater as well.

General change:
For certain enemies (in this module typically outsiders with class levels), racial hit dice count as class levels for purposes of unlocking class features that arent spellcasting or extra attacks. This opens up more diverse and interesting enemies, without them having all that many class levels on top of what they actually do.
For example, a Succubus Bard 3 would count as a Bard (8+3)=11 for purposes of her performance, bardic knowledge etc., but be a bard 3 as far as her Bab and Spellcasting goes.
This overall makes enemies a bit scarier, and more varied, and more fun to fight (or ally with, there are some outsiders you can ally with as well, and they will actually be competent).
You are mythic heroes, with a few exceptions, the module as written wont challenge you all that much :).


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They/Them Half-Elf Rog3/Rng2/SdwDnc5 | HP 76/76 | AC 28 | Flat 19 | Touch 20 | CMD 24 | Fort +8 | Ref +18(+19 vs Traps) | Will +4 (+5 vs Fear, +8 vs Charm/Compulsion)

I too am just now catching up. Thank you Clebsch for letting me participate in your game. You've been running this game for a long time, I salute your ability to run everything for so long.

Thank you, Liliyashanina, for picking up the torch. I will have to look over the Story Feats and make a selection, but Aelith was already legal. They had Power Attack from their Combat Style. I guess I can get Shield of Blades or Cleave with it instead now though?


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Ah, I didnt see it listed. But yeah, you can totally get something else instead.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Do you make specical for escorting the prisoners to Drezen.

Do you bind them? Disarm them? Anything else?


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

Definitely bind and disarm. Might be a good idea to gag them too, what with them maybe being casters.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Note, while you are leveling up, consider putting a background skill rank into Linguistics and grabbing Kellid.


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F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Hehe, I ran the scenario I have upcoming with an AI playing you guys and it liked it, we shall see if you do.


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Wiz1/Bloodrager9 | HP: 80/80 | AC 29 (26) | T 18 (16) | FF 20 | CMD 24 (22) | Fort+10, Ref+12 (10), Will+8 |Init: +12 | Bloodrage 22/22 Rounds | Mythic Power 9/9 |

Well! I'm honestly having a hard time finding any story feats that work for Guillame, but I'm very pleased with Elephant in the Room being added, because I was so feat-starved on this build that I hadn't had a chance to take Precise Shot.


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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
Liliyashanina wrote:

Note, while you are leveling up, consider putting a background skill rank into Linguistics and grabbing Kellid.

I took your advice and did just that, GM.


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Map of the Marchlands | Wintersun Hall

This transition has gone much more quickly and much more smoothly than I expected. I'm delighted that things are moving along so quickly and that all the players appear to have endorsed the new GM and are continuing the great adventure. Thank you, Lilishanina.

To the players, I appreciate the kind words. I have greatly enjoyed this experience and praise all the players, past and present, for creating a great adventure.

One reason I started this was that for me, when interacting with the world of Golarion, the Worldwound has always been at the back of my mind. How could it be stopped? I personally would like to see this carry on to the ultimate conclusion, just to put my mind at peace about the world I have invested a lot of my imagination into.

I will keep following the adventure. I promise not to kibitz. I will ask that if you reach a point in the future where you need a new PC, I'd like a shot at submitting a character. I am due to retire in a few years and will have time.

Fortune favors the brave. Good luck. May you always make our saving throw.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

@Guillaume:
Elephant in the room is pretty big on making combat maneuvers somewhat useful, although doing so from range is uhmm, a lot of feats even with that feat tax hmmm.

I was going to suggest ranged feint, as a Bloodrager can come up with some pretty bonkers bluff boni, but you arent build for that.

Eldritch heritage mythic is a pretty potent option, several sorceror bloodlines that would be questionable at best for a sorceror are pretty decent for your character.

I can be convinced to hand out the neccessary skill focus, which means its just 1 feat and 1 mythic feat.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Feel free to role and RP in the current scene, you dont have to finalize your character and the levelups fully until initative is rolled!


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Other stuff:

Paladins and falling (there is massive table variations about this):

--You do not fall for things committed under compulsion (suggestion, dominate, confusion), unless you have willingly and freely accepted the compulsion. RAW you would fall if Suzie the Succubus dominates you into attacking divilians, but well, its unjust.

--If you are charmed, and whoever charmed you asked you to do something evil, treat him or her like a party member who asked you to do something evil, and you are fine. If Suzie the Succubus charms you, and asks you to f.e. stop the fight non lethally (not an evil request), you dont fall if you try that, if she asks you to attack your allies lethally (an evil request) and you just do that you probably do.

--I do not interpret codes literally, an Iomedean Paladin pledges to be first into combat, and last to leave it, which for me means "dont shirk your duties in combat", and not "I literally need to win initiative and risk falling if somebody else charges first". Likewise, "accept challenge from an equal" does not mean that the tanky dread knights challenge can force you to stop hitting the evil archmage, walk through 7 different AoOs and fight the enemy tank face to face. Good is not stupid.

--You do not fall from entering parleys or making certain deals with evil per se, you can fall if the deals are evil, or involve things that give them a claim on your soul.

Detect alignment:

--Detect alignment is glowing eyes, in a bright light for detect evil, and in a redish light for detect good.

--You are in character aware that there are plenty of ways of getting around it with relatively minimal investment, but also aware that faking a good alignment is much harder then hiding an evil one.

--Strong emotions can strengthen or weaken an alignment in a current moment, as can some class features like for example entering an Abyssal Bloodrage (which may make you ping as an evil outsider, depending on the situation), likewise, if you are evil, but experience something akin to true love, you ping a lot less.

Knowlege checks:
--One knowledge check per turn is a free action. Feel free to spellcraft or kn. arcana for active spell effects as well.

You can use kn. engineering/nature to see if there are possible things in the enviroment you could use, or profession something martial for tactical advice. Note, you are mythic heroes, so most things you could improvise out of the enviroment will pale compared to your normal options.

Spells and diplomacy:
--Actively casting a spell during diplomacy is like drawing a weapon. If you bargain for it, and f.e. want to cast a zone of truth (pretty hard request), and say "I am slowly casting zone of truth" its doable.
--Detect magic and detect alignment are reasonable requests to cast during negotiations. A counter request will often be that they get to cast a comparable spell themselfs.
--Requesting anything that requires a failed will save on the other side to work is a very hard demand, nearly akin to asking them to surrender.
--Moving into a parley with round per level spells on is seen as "they want to fight right now", minutes per level buff spells will raise an eyebrow, 10 minute per level or longer will not. Haste in particular is quite visible as a spell effect, even if you werent seen when the spell was cast.


Wiz1/Bloodrager9 | HP: 80/80 | AC 29 (26) | T 18 (16) | FF 20 | CMD 24 (22) | Fort+10, Ref+12 (10), Will+8 |Init: +12 | Bloodrage 22/22 Rounds | Mythic Power 9/9 |
Liliyashanina wrote:

@Guillaume:

Elephant in the room is pretty big on making combat maneuvers somewhat useful, although doing so from range is uhmm, a lot of feats even with that feat tax hmmm.

I was going to suggest ranged feint, as a Bloodrager can come up with some pretty bonkers bluff boni, but you arent build for that.

Eldritch heritage mythic is a pretty potent option, several sorceror bloodlines that would be questionable at best for a sorceror are pretty decent for your character.

I can be convinced to hand out the neccessary skill focus, which means its just 1 feat and 1 mythic feat.

No no, I'm not looking for more feats! Like I said, I barely had room to take Precise Shot. But you asked us to pick out a free STORY feat, and that's what I'm having a hard time doing!


They/Them Half-Elf Rog3/Rng2/SdwDnc5 | HP 76/76 | AC 28 | Flat 19 | Touch 20 | CMD 24 | Fort +8 | Ref +18(+19 vs Traps) | Will +4 (+5 vs Fear, +8 vs Charm/Compulsion)

Not sure I can find a Story Feat I like for Aelith either. The two that seem best are Gruesome Butcher (organization being cults of either Baphomet or Deskari) or Shamed tying into their isolated and paranoid upbringing and eventually being accepted despite their parent's fears.


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 like the glowing eyes thing for detect Evil ability. That makes me feel Extra Lawful Good!

And GM for the free Elephant in the Room gear, I assume that is a regular and nonmythic feat?


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Yeap, one regular and non mythic feat.

Possible story feat Guillaume:
Foeslayer
Specifically the cult of Deskari has robbed of your father.

Shamed works for Aelith, I will add in some extra suspicions because a) Momma is essentially a shadow? Who would be known by enthusiastic inquisitors as obligarorily evil and b) once you become famous some shadow demons will seek to destroy your reputation in particular.


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F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

General note: I throw NPCs at players and look who gets interacted with. They then get names, pictures, character sheets and progressing amounts of backstory, if the party or individual PCs interacts with them.
If you dont interact with them its fine.
I have zero angst about my "beautifull handcrafted NPCs" being ignored, misunderstood or instantly gibbed.
Plot bearing NPCs shall be made relatively obvious.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage
Guillame Caldere wrote:
Liliyashanina wrote:

@Guillaume:

Elephant in the room is pretty big on making combat maneuvers somewhat useful, although doing so from range is uhmm, a lot of feats even with that feat tax hmmm.

I was going to suggest ranged feint, as a Bloodrager can come up with some pretty bonkers bluff boni, but you arent build for that.

Eldritch heritage mythic is a pretty potent option, several sorceror bloodlines that would be questionable at best for a sorceror are pretty decent for your character.

I can be convinced to hand out the neccessary skill focus, which means its just 1 feat and 1 mythic feat.

No no, I'm not looking for more feats! Like I said, I barely had room to take Precise Shot. But you asked us to pick out a free STORY feat, and that's what I'm having a hard time doing!

Misunderstanding, I was offering that feat as a free feat choice. I overall believe that feats are great to hash out character options, and would love to implement something akin to "background skills" but for feats, but there are simply too many feats to sift through. If its not a staple combat booster, it can be obtained via roleplay in essence.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

@Ellena
You have intereacted with Dyre enough that he now has a picture.
Dyre when normal

Dyre when he Bloodrages:
Dyre Bloodraging (a bit less bling, but you get the idea)

Unsurprisingly, he is super happy he doesnt look like Mahrevok when he bloodrages


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F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

I hope its coming across that well, Dyre is literally a teenager who had close contact with a mythic Succubus, of course he speaks about HER! And she probably never needed to have charmed him as in charm monster for that.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Other note: Some NPCs have well, improvements of what their class abilities would usually get. Once you observe them, there can be ways to make some of that available to you. Either by looting their bodies, or by befriending them and asking how they do it.

For example:

Magic Duelling cape deed:

You know how a normal dueling cape deed has like, 3 hp? Yeah, if its magic it has a bit more! Not entirely riskfree because you are risking your equipment of course! Also, the enemy you entangle is tethered to you, and it counts as having been applied via dirty trick for purposes of dirty trick master.

unsanctioned detection:

Yeah, no detect evil for 24 hours? Seriously, if you only use ONE eye its much less of a strain! So you can keep it going for a minute! Or for one round and use it twice per day! And it only removes your detect evil/good/whatever alignment for 8 hours, not 24!

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 am about to leave for Gen Con tomorrow morning - the last week or so has been a hurricane of last-minute problems cropping up and crashing down.

I'll be back from the convention on Monday, and after I've recovered a bit I'll get back into the swing of things here.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

I will be glad to have the crew assembled, currently, its just some friendly infomining about certain NPCs and their capabilities.


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F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Once all PCs report in I will gladly progress the scene!


Wiz1/Bloodrager9 | HP: 80/80 | AC 29 (26) | T 18 (16) | FF 20 | CMD 24 (22) | Fort+10, Ref+12 (10), Will+8 |Init: +12 | Bloodrage 22/22 Rounds | Mythic Power 9/9 |

Okay! Still got a couple more things to update for my level up, I think. I'll double check everything to be sure. I may have let myself get distracted from finishing that a few times. :)


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Feel free to rp in the current scene if you want, there is info to be had after all!


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Note: NPCs are chatty, both of the ones currently talking also wish to show their usefullness, although the elder one in particular is too proud, by far, to actively butter up to you. He does like living, just like nearly everyone else does.

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