DM-Camris' WRATH of the RIGHTEOUS Part 1: The Worldwound Gambit (table 2) (Inactive)

Game Master Camris

Current Tactical Map: TACTICAL OVERVIEW
Map of Kenabres: Link
Flex Time Thread: LINK

Loot Tracking: Link


1,201 to 1,250 of 1,273 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>

Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12

Sorry to bother you but we could use a new post in gameplay... :P


1 person marked this as a favorite.

OK, Paizocon was fun, and we've waited long enough for the others I think...


Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

I just realized that we don't even have to actually bother rolling for the acid damage because we all have Resist Acid 10. XD


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Does that carry over to your weapons? I know we don't so long as we don't physically attack. But steel weapons are all but immune, unless they have wooden hafts I think. Then I am not sure lol.


Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

Using my claws anyway, so I'm fine. ;)


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Oic haha missed that ^^;apologies for the wait, work hasn't been giving me great internet. the internet is free and about 30kbps. maybe. I average a glorious 6.2 lately........


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

This fight is one of my favorite ever.

Boom.

Your demigod like!

Now cream these punks!

Love it~ Best scene I know so far in the adventures I have done from Paizo. :)


Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)

Happy Fourth everyone.


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Happy American Independence Day!


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Happy Fourth of July for those thatcelebrate it! For thoe that don't have a wonderful day alway! :D


Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

Indeed, Happy Fourth (or Happy Tuesday)!


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

If Karthak is at 21 hp, then I need to get over to him to heal him.


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Don't forget your regeneration guys and DR. ;3


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

I didn't. I make sure to check the damage for reduction and add 5 hp to my total.


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Me too!

So exciting news, just got back from work and had a doctors appointment with my wife to see what the next addition to our families going to be and its a Girl. So two boys and a girl is pretty perfect combo. :3


Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

Congrats, Danua! That's lovely. :)


Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12

Congrats! :)


Congratulations Danua!


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Congrats Danua!


Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)

That's great.


Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)

1d10 ⇒ 10 hit points


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

1d8 + 2 ⇒ (3) + 2 = 5


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Hmm I don't think I can use the shard on my blackblade. xD


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

I just realized something. Last level, I took Remove Disease as one of my spells. However, at level 6, I get it from my patron. I completely forgot about that. So, I'm not sure what to do because I doubt that I'm allowed to have duplicates of spells for spells known. Am I allowed to swap out my regular witch spell version of Remove Disease for something out so I can take my patron version of Remove Disease? I thought that I'd run it by the GM.


Voren: You can swap out spells. This is an excellent chance to make changes to a character.


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Aside from the cloak of resistance only the scythe seems interesting as a backup weapon since I can be disarmed. The Amulet of Natural Armor could help me but I will soon have 25 AC so I'd rather see someone else get it. Get our AC up together would be nice.


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

So took the trickster path. (Per my trait) Took some artistic liberties in changing her appearance after being a demi god temporarily. haha changes as followed.

Mythic: 1 Tier Trickster
Put my bonus skill point +2 to Stealth
Ability score bonus to Int (Int now 20)
Choose Fleet Charge, Mythic Spell Lore (Magic Missile (XD)) and Treacherous Critical.
Bonus Feat - Foresight Alacrity

Magus lvl 6
HP 5 HP total to 66 with mythic hp included.
Skill points gained 12
Skills increased - Stealth, Perception Knowledge (all +1 point) Use Magic Device, Spellcraft, climb, swim.
Spells - gained Storm of Blades, Glitterdust
Magus Arcana Gained - Close Range
BAB increased by +1 and Saves increased by +1 for +7/+8/+6

*Hence why the Cloak of resistance interests me, low will save is a bad thing. But I can't blame anyone else from wanting it too haha.*

Didn't add anymore items or anything until we get everything settled. :)


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Mythic Magic Missile is awesome btw. :3


Male Human (taldan) Fighter (Aldori Swordlord) 03

I don't need any item from what we got here (besides Karthak's share of the loot of course :P).

Just added lvl 6th to Karthak's sheet, Mythic will require some time more.

By the way:

-Inproved to hit and all the base saving throws.
-Gained 7 skill points (not going to list what I increased, let's just say Knowledge Planes and Perception are maxed out).
-Chosen Resist Energy as Karthak's new lvl 2 spell. Will help.
-Added 5 extra hp.
-Pushed Know Religion by +2 (for a grand total of +10).
-Added +2 to Karthak's str
-EDIT:Chosen Dodge as extra feat, it allows Karthak to gain Mythic Dodge

Later I will post the mythic level adjustment.


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Question: That bonus feat that we got from the dream. Could it be used for a mythic feat? Or does it have to a normal feat?

Also, other than the scrolls, there isn't much in this room Voren would want. There's also all of the loot throughout the keep. Voren has alchemy equipment. He'll need a cauldron for potions though. But, I'm sure I can just buy that.

EDIT: I'm also debating about what to chose for a mythic power. There are so many that could help Voren.


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Are you going Archmage I am assuming?

Coupled Arcana and Mythic Hex - Slumber Hex would be great starting combos and would make Voren really BA! :)


Question: That bonus feat that we got from the dream. Could it be used for a mythic feat? Or does it have to a normal feat?
Answer: That is for a NORMAL Feat only.


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Danua: I was planning on dual pathing archmage and hierophant to pick up some more healing abilities. However, given that there are so many abilities that can help me and that it would require a mythic feat to dual path, I'm having trouble narrowing it down. These are my possible choices.

Archmage Choices:
1st: Abundant Casting, Arcane Endurance, Competent Caster, Coupled Arcana, Enduring Armor, Mythic Hexes
3rd: Speedy Summons
6th: Channel Power

Hierophant Choices:
1st: Mighty Summons, Overflowing Grace, Relentless Healing
3rd: Abundant Healing, Blessed Companion
6th: Undying Healer

Also, I'm a little confused on how a coupled arcana and mythic hex combo would work? I'm guessing that I could use it to trigger some of my mythic abilities for free. Could I get a little clarification?

Camris: Thank you for the specification. I have some choices to think about for feats. I'm currently debating between Reach Spell (could be good to use with my cure spells) and Summon Good Monster (could use this to summon better monsters).


Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12

Ok, everything should be fine but for one detail:

-Added the mythic template (Hard to Kill, Mythic Power, Surge 1d6)
-Karthak is a Guardian so he has Guardian's call. I chose "Absorb Blow" should synergize well with Resist Energy. Guardian also gave Karthak another +5 hp.
-For Mythic Feat I took "Mythic Dodge", should help with the whole "tank" mojo...
-For Path Ability I chose Legendary Item. To finalize it I need guidelines from our GM though.


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Apologies there Voren for me being unclear.

Coupled Arcana would allow you to cast multiple spells with the same action.

While Mythic Hexes +Slumber Hex would allow penetration/affects on creatures not normally affected by those hexes.

I was just meaning either one would be really great for your character but Dual Pathing is a bit more tricky.

I did that witha Gestalt Alch/Magus I have in this similar adventure and the options are astronomical with that combo. But I digress, back on point. I will look at your options above and give feedback if I can help.


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

I see. That's actually a pretty good idea. I apologize for getting it confused. You are convincing me to go pure archmage. It may be hard considering that I wanted to snag some more healing abilities to be a more effective healer. However, I'm open to suggestions.

Level Up!

Witch level 6!

Lose Temporary Template!

A permanent +2 devotional bonus to Heal skill! Heal at +11!
Five permanent hit points!
A permanent bonus feat! I'm debating between Summon Good Monster, Accursed Hex, and Reach Spell. I'll make a decision later.
A permanent +2 increase to Intelligence! Intelligence now at 19 (+4)!

HP: 1d6 + 1 ⇒ (1) + 1 = 2
Try 2: 1d6 + 1 ⇒ (6) + 1 = 7

8 hp (7 + 1 (FCB))!
HP now at 48!

BAB: +3!
+1 to all saves!
Fortutide now at +4!
Reflex now at +5!
Will now at +7!

All INT skills increase by 1!
Craft (alchemy) at +14!
Knowledge (arcana) at +11!
Knowledge (history) at +9!
Knowledge (planes) at +12!
Linguistics at +9!
Spellcraft at +9!

6 skill points!
*1 to Craft (alchemy)! Now at +14!
*1 to Heal! Now at +12!
*1 to Knowledge (arcana)! Now at +12!
*1 to Knowledge (history)! Now at +10!
*1 to Knowledge (planes)! Now at +13!
*1 to Spellcraft! Now at +10!

New Spells!
CL 6th
Can cast 3rd level spells (3/day)!
Replace Remove Disease with Pugwampi's Grace!
Gain 2 spells! (Fly & Bestow Curse)
New Patron Spell: Remove Disease
Darkness CL 6th!
Concentration now +12!
CMW (2d8+6+1)
Healing Hex at 2d8+6+1

Double checked on bonus spells per day! Voren can cast 4 cantrips, 4 1st level spells, 4 2nd level spells, and 3 3rd level spells per day!

Gain Cackle Hex!

Leveling Ayne!

Hit Dice: 6
Hit Points: 24
Skills: Climb +7, Craft (alchemy) +1, Fly +4, Heal +1, Intimidate -3, Knowledge (arcana) +2, Knowledge (history) +0, Knowledge (planes) +3, Linguistics +1, Perception +4, Spellcraft +0, Stealth +15, Use Magic Device -3

Double checked the saving throws! looks like each saving throw is marked separately! So Fortitude uses Familiar base bonus saves and is at +2, Reflex uses Familiar base bonus save and is at +5, and Will uses the Master's base saving throw bonus and is now +5!

I'll update my alias and get a post in tomorrow.


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Dual Path is neat to Voren Just takes a lot of work sometimes too because it gives you more options but it costs you that first mythic feat to do.

However I would look up some Mythic Witch guides before you get your heart set and do a little pre planning while there is still some time.

This time, with Danua, I am going straight Trickster, hopefully it works out haha.


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

I updated my profile as well to reflect her new changes, stat bar updated too. Danua is going to be beastly!


Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12

I knew I had forgotten something...

HP increase lvl 6th: 1d8 ⇒ 7

edit: Well... not bad. Karthak +10 hp for a grand total of 71. I'm tempted to spend his favored class bonus for increased judgment levels

Question: the dwarven racial favored bonus gives an inquisitor +½ to his Judgement effects' level and Karthak has the Judgment surge feat allowing him to add +3 to his Judgment effects once a day. Does this go beyond lvl 20 (or, does a lvl 20 inquisitor with Judgment Surge count as a lvl 23 inquisitor for effects like judgment of destruction adding +8 to dmg instead of +7)?


Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

Ooof. Yay mythic! On the other hand, this week is a singularly poor time for me to try to update Jokum...he'll be going Champion, though!


Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12

Another question: can dual path be taken after you gain mythic tier 1?


Question: the dwarven racial favored bonus gives an inquisitor +½ to his Judgement effects' level and Karthak has the Judgment surge feat allowing him to add +3 to his Judgment effects once a day. Does this go beyond lvl 20 (or, does a lvl 20 inquisitor with Judgment Surge count as a lvl 23 inquisitor for effects like judgment of destruction adding +8 to dmg instead of +7)?
Answer: I would pencil in a 'OK yes' for now.

Another question: can dual path be taken after you gain mythic tier 1?
Answer: I see no rule against it. Yes.


Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12

Ok, ty for the answers.

I think I'll keep things as they are now (so dodge as extra feat and mythic dodge as mythic feat). Later on I'll get dual path, but I'm torn between Guardian/Champion (what Karthak was meant for) or Guardian/Hierophant (although Inquisitor's spells are mostly for buffing, getting to cast a huge number of them for MP is really huge).


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Okay. I have thought about it. I will take Reach Spell for my bonus feat. I have noticed that I made a note to take Accursed Hex at level 7. As for mythic path, I think I might go with pure archmage. I'll upgrade to mythic and post in character tomorrow.

Also, correction on my part, Craft (alchemy) is at +15.


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Okay. After much thought, I have decided to go pure archmage. I feel that with mythic spell lore helping me get mythic cure spells, we might be good. However, if we are all in agreement that a bit more healing options, then I can dual path later in the game. So, with that, the final upgrades to Voren.

Mythic Path chosen: Archmage!
3 bonus hp! Hp now at 51!
Ayne now at 25 hp!
Archmage Arcana: Wild Arcana!
Mythic Path Ability: Mythic Hexes!
Mythic Feat: Mythic Spell Lore (Cure Moderate Wounds)!


And Arthas? How about you?


Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12

I need your opinion on developing Karthak.
He took the "Exposed to awfulness" trait, which means he's a defender.
As I envision Karthak he's someone able to take an hit and strike back, hard, so I built him with defense in mind but also with the power to go "nova" effectively (Judgment + Bane).
Now that he reached mythic I'm tempted to take the dual path feat but the question is what path. My first instinct would be to go champion and make him hit harder (after all a dead enemy threatens no one). On the other hand I realize how the party has a lot of melee and probably needs more magical support.
So Hierophant would be a good choice, making Karthak's spellcasting much more useful (getting to cast any spell on his list as long as he can spend a MP is pretty huge imo, even if the Inquisitor's spell list is not as extensive or powerful as the cleric's) although more ofthen than not Karthak will be in the thick of things anyway.
So, what do you think? What path should Karthak choose?


Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)

Arthas at 6th:
Arthas Sword of Ragathiel
Male human (Taldan) paladin 6
LG Medium humanoid (human)
Init +2; Senses Perception +5
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 21 (+7 armor, +1 deflection, +2 Dex, +3 shield)
hp 72 (6d10+12)
Fort +9, Ref +7, Will +8
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 heavy shield bash +11/+6 (1d6+5) or
mwk cold iron cestus +11/+6 (1d4+4/19-20) or
radiance +11/+6 (1d10+5/19-20)
Ranged +1 composite longbow +9/+4 (1d8+4/×3)
Special Attacks channel positive energy 2/day (DC 15, 3d6), smite evil 2/day (+2 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 6th; concentration +8)
At will—detect evil
Paladin Spells Prepared (CL 3rd; concentration +5)
1st—fallback strategy, shield of fortification[ACG]
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 13, Int 10, Wis 10, Cha 15
Base Atk +6; CMB +10; CMD 23
Feats Exotic Weapon Proficiency (bastard sword), Improved Shield Bash, Power Attack, Quick Draw, Two-weapon Fighting
Traits armor expert, exposed to awfulness, eyes and ears of the city
Skills Acrobatics +1 (-3 to jump), Climb +4, Diplomacy +8, Handle Animal +6, Heal +4, Knowledge (nobility) +4, Knowledge (religion) +7, Perception +5, Profession (engineer) +4, Ride +3, Sense Motive +6, Spellcraft +4
Languages Common
SQ divine bond (weapon +1, 1/day), lay on hands 5/day (3d6), mercies (diseased, sickened)
Combat Gear potion of cure light wounds (3), alchemist's kindness[APG] (2), antiplague[APG] (2), antitoxin (2), bloodblock[APG] (2), healer's kit, smelling salts[APG], soothe syrup[APG] (2); Other Gear +1 agile breastplate[APG], +1 quickdraw darkwood shield with coldiron spikes, +1 composite longbow (+3 Str), radiance, mwk cold iron cestus[APG], cloak of resistance +1, ring of protection +1, backpack, bedroll, belt pouch, belt pouch, bottle of strong brandy (1.5 lb), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Ragathiel, 634 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Lay on Hands (3d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 3d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Smite Evil (2/day) (Su) +2 to hit, +6 to damage, +2 deflection bonus to AC when used.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Can someone help me with the mythic stuff?

And I would like to advance Radience as much as possible.


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

@Karthak

The issue with Mythic is it assumes you are one of the main classes and sometimes the Gish classes get hurt by it.

I would probably look into Dual Path Hierophant/Champion. But you Exposed To AWefulness means that as you said, Defender (Guardian) Which Guardian isn't bad for you either. Getting the Heirpohants Caster ability Inspired Spell is an awesome ability. The guardians Absorb Blow ability is decent, allowing you to use it First before applying any other debuff/sources of reduction. Can make for a very tanky character.

The ability to gain fast heal, sacrifice your shield to avoid hits and Legendary Item are all solid choices. There is also Fast Healing, Retributive Reach and Avenging Maneuver to consider as well.

However Karthak is an up close and beat down type right? He isn't a ranged type as well is he?

Arthas

You are an up close and beat down type of paladin, your trait is like Karthaks. Guardian Mythic Path (Preferred by the game design).

However Champion/Guardian isn't a bad option.

Karthak and Arthas

I'd really look over your builds and read over the Mythic paths that apply to you and figure out what will give you the most play value. However if you don't take the path that is associated to your trait it could have negative repercussions later on in the game. That is up to you.

However I share your pain with Magus, being a Gish class Trickster/Archmage fits. I may never fully benefit from the OMGWTFBBQ power like a straight wizard would. But I am going straight trickster this time in the hopes of making a fun run at it.


Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12

@Arthas: -Depends on what you want to do. I see you have the "exposed to awfulness" trait, so you start as a guardian. Originally all 6 of us had a different path but that changed with the players, so it's fine.
-Guardian may be considered the worst path by many (a lot of people claim in PF the best defense is killing your opponent first not tanking his blows, yet sometimes you can't just kill enemies first as we saw during the last encounters), but it surely has good stuff too.
-Guardian's call options give you Absorb Blow and Sudden Block, and those are pretty good abilities to have. The first allows you reduce damage and gain resistances and DR (epic) that stacks. The second is good as well if you plan for high AC. Someone attacks you in melee? They roll twice and take the worse result. Whatever happens you gain an attack against that foe that ignores any type of DR.
-Useful Guardian Path Abilities for Arthas could be: tier 1Adamantine Mind, Additional Call (!), Armored Might, Burst Through, Ever Ready, Imprinting Hand, Mythic Mercy, Retributive Reach
tier 3 Cage Enemy (!), Incredible Parry, Parry Spell (!), Shrug It Off (!),
tier 6 Impassable (!)
-As far as I know Guardian is the only path that allows you to get 2 guardian's call options (or three but you don't have an animal companion, right?) thanks to the tier 1 path ability Additional Call.

-That said Arthas is basically a damage dealer, so it stands to reason he takes the dual path route. In that case: as mythic feat take Dual Path - Champion. You now have access to 1 champion strike ability, choose between Fleet Charge (an extra attack at any point of your movement) and Sudden Attack (a powerful extra attack ignoring all DR). Now you can also take path abilities from the Champion path
-As Champion Path abilities you have several good options. Those I think will be the more appropriate for Arthas from the champion tier 1 list are: Mythic Smite and Titan's Bane (!!!) but the list becomes better later (Fleet Warrior is like pounce (!!!) and Titan's Rage is plain scary although it doesn't mesh well with Titan's Bane).
-Meanwhile why not check out the universal path abilities instead? You have 2 options here: take extra mythic power (MP is very useful) OR take Extra Mythic Feat then get Mythic Power Attack for a huge increase in damage (and extra accuracy if needed) or from tier 2, mythic shield bash for shield attacks as swift actions (which means you can move and double attack).
-Then there's the Legendary Item universal path ability. I won't lie, it's great. Yet I don't think Arthas can take it becaue he has Radiance which already is a legendary item with fixed abilities that improves on its own. This is actually great because you basically got a legendary item "for free" but you can't decide how to evolve it. That said I think it's safe to assume Radiance will grow to be scary powerful...

1,201 to 1,250 of 1,273 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [GM Striker] Wrath of the Righteous 2 Discussion All Messageboards

Want to post a reply? Sign in.