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


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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

@Danua: No Karthak is actually pretty bad at ranged, originally I wanted a tanky character who could block opponents and then go nova on BBEGs. Karthak is built to shrug off most magic thrown at him and strike back.
It worked better at the beginning, when everyone had a different role (I'm not complaining, mind you, I'm just stating how things were and why decisions were made back at character creation).
Now Karthak is a melee character (no way to change that) in with lots of other melee characters. What concerns me is how our party seems unballanced. Arthas, Karthak, Danua and Jockum are all different variations of melee fighters and poor Voren has to be both healer and arcane caster.
That's why I'm probably going to take dual path and Hierophant. Despite inquisitor not being perfect as a divine caster (it's generally there for self buffing), healing and restoration on demand (as long as you have MP) is going to help us diverify a bit.

Currently I'm considering changing my previous decision (mythic feat=Dodge), and immediately go for Dual Path instead. A +10 to dodge AC is nice and all, but I fear we need casting power more.


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 don't want to pressure you into anything, Karthak. I'm okay with the party setup, despite being melee focused. It does give me a more important position as the healer and arcane caster (despite being the only one). However, having other healers, even minor ones, could really benefit us. Especially since I'm not dual pathing from the start. However, I don't want to say that you need to dual path. What I'm getting at is that you can choose what you feel is best for the group. I'm okay with any decision.

Arthas, I would agree with the others. Dual pathing guardian/champion would be good. However, either path would work good in regards to your build and play style.


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 am starting to think that maybe instead of a bladebound magus I should go for the Eldritch Archer instead. That way Arthas, Karthuk and Jokum can be the hitters and Voren and I can be more like spell slingers in back.

However I understand your concerns Karthak. So far though Danua, with Kensai will continue to gain in strength overtime if I do it right, with enough of the trickster abilities I should be able to provide the support needed to aid the group more efficiently.

GM Camris Would changes to my character setup be allowed at this time?


Danua: Yes indeed. If any drastic character changes are to be made, now would be the time.


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

Ok! Finally getting around to making updates...

One-Time bonus:

*A permanent +2 devotional bonus to a skill of your choice. (Intimidate)
*Five permanent hit points.
*A permanent bonus feat of your choice (you must qualify as normal for the feat’s prerequisites): Improved Natural Weapon: Claws
*A permanent +2 increase to an ability score of your choice. (Strength)

Level 6

Hit Points: 1d10 + 2 ⇒ (7) + 2 = 9...with the 5 from the dream, that makes my new total to 63!

BAB: +6/+1
Fort +1, Ref +1, Will +1
Combat Style Feat: Rending Claws
...and one more round of Shifter's Blessing per day. ;)
Skill Ranks (7): Knowledge (Planes), Survival, Handle Animal, Perception, Intimidate, Climb, Knowledge (Nature), Stealth

Mythic Tier 1
Gain hard to kill, mythic power (5), and surge +1d6
Mythic Path: Champion (Yup, I'm going a straight-up single path. :P)
Gain 5 bonus hit points (every time you gain a mythic tier!).
Champion's Strike: Sudden Attack
Champion Path Ability: Flash of Rage
Mythic Feat: Mythic Aspect of the Beast--Mythic Claws

Hey Camris...would the rending ability of that mythic feat stack with that of Rending Claws? I'm assuming so--in other words, if I were to hit with both claws in one round and expended mythic power, I'd get to add a bonus 1d8+6 +1d6 precision damage?

If not, I'll probably Rending Claws out for Weapon Focus or similar.

...And Tentak learns Attack "again," so that I can now command him to attack any creature!


Jokum: Yes, I think that you are reading that right. Expending a Mythic Feat will stack the damage.


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

Awesome. :)


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

Danua - EldritchArcher / Kensai Build:

Hermaphordite daemon-spawn tiefling magus (eldritch archer, fiend flayer, kensai) 6/Trickster 1 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Advanced Race Guide 170, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 25, touch 20, flat-footed 15 (+4 armor, +4 Dex, +6 dodge, +1 natural)
hp 64 (6d8+21)
Fort +6, Ref +8, Will +6
Defensive Abilities canny defense +5, hard to kill; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk scimitar +6 (1d6+1/18-20)
Ranged whisper, oath of the moonwalker (legendary str +1 composite bow +1) +10 (1d8+2/×3)
Special Attacks arcane pool (+2, 8 points), magus arcana (bypassing strike[ARG], spell blending [2 spells of lower level][UM]), mythic power (5/day, surge +1d6), spell combat, spellstrike
Magus (Eldritch Archer, Fiend Flayer, Kensai) Spells Prepared (CL 6th; concentration +11)
. . 2nd—acid arrow, blur, flurry of snowballs (DC 17)
. . 1st—gravity bow[APG] (3), magic missile[M] (2)
. . 0 (at will)—arcane mark, detect magic, prestidigitation, ray of frost
. . M mythic spell
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 20, Wis 10, Cha 7
Base Atk +4; CMB +5; CMD 25
Feats Dervish Dance[ISWG], Dodge, Foresight Alacrity, Mythic Spell Lore[M], Point-Blank Shot, Weapon Finesse, Weapon Focus (longbow)
Traits chance encounter, indomitable faith
Skills Acrobatics +7, Climb +5, Disable Device +7, Fly +8, Heal +1, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (local) +6, Knowledge (planes) +10, Knowledge (religion) +6, Perception +9, Perform (dance) +0, Ride +8, Sleight of Hand +7, Spellcraft +10, Stealth +10, Survival +1, Swim +5, Use Magic Device +0; Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Abyssal, Common, Draconic, Dwarven, Elven, Undercommon
SQ chosen weapon, fleet charge[MA], infernal mortification, legendary item[MA], legendary power, legendary surge, mythic bond, perfect strike, prehensile tail, ranged spell combat, ranged spellstrike, ranged weapon bond
Combat Gear acolyte ale (5), pearl of power (1st level), wand of cure light wounds, caltrops, cold iron (3); Other Gear +1 studded leather, whisper, oath of the moonwalker (legendary str +1 composite bow +1) (+1 Str), mwk scimitar, wardstone shard, bedroll, belt pouch, flint and steel, holy text[UE], ink, inkpen, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], silver holy symbol of Desna, soap, spell component pouch, waterskin, 1,453 gp, 4 sp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Bypassing Strike Spend 1 arcane pool point to ignore an evil outsider's damage reduction.
Canny Defense +5 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Longbow) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Foresight Alacrity You are able to take two immediate actions and two swift actions on your turn.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Infernal Mortification (Su) As a standard action, increase arcane pool by 1 pt per 2 Con dam (only time can heal).
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Ranged Spell Combat (Ex) Must use ranged weapon for spell combat.
Ranged Spellstrike (Su) As a full rd action, ranged spells can be combined with ranged attacks.
Ranged Weapon Bond (- Custom / magic weapon - [Str +1]) (Ex) Must have bonded object to cast spells, doesn't interfere with somatic components.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

So swapped a couple spells, her arcana (Went with Spell Blending for Gravity Bow and Abundant Ammo and Bypassing Strike) moved her con modifier towards strength and instead of Treacherous Critical (Mythic) I went with Legendary Item and gave her a legendary Composite Longbow to make up for the archetype change. I Exchanged a feat for Precise Strike as well for added hit/damage befitting an archer.

So She retains her Kensai bonuses but instead of Bladebound I have Eldritch archer. I lose some HP from the Con change but I now have the added benefit of being a ranged striker instead of another source of Melee for an already meleeheavy group. Let me know what you guys think.


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

If allowed I'd like to change karthak's build for lvl 6 mythic tier 1.
Here's the DEFINITIVE version:

Karthak Ironbreaker - Lvl 6th Inquisitor

BAB: +1(+5)
Hit Points:Rolled 7 so +10
Base Save Modifiers: Fort +1(+5)/Dex +1(+2)/Will +1(+5)
Class Abilities: None (being a Spellbreaker Karthak doesn't get a teamwork feat and defenses against magic improves at lvl 7th)
Spells: Gains a new lvl 2 spell. Takes resist energy.
Favored Class Bonus: As a dwarf inquisitor Karthak gains +½ to his class when he invokes his Judgement.
Skills:+1 Knowledge(planes), +1 Perception, +1 Sense Motive, +1 Knowledge (Arcana), +1 Intimidation, +2 Survival

Karthak Ironbreaker - Blessing of the gods(?)

Permanent +2 Skill Bonus: to Knowledge (Religion)
Permanent +5 Hp Bonus: +5 Hp
Permanent Bonus Feat: Demon Hunter
Permanent +2 Bonus to an Ability score: +2 Str

Karthak Ironbreaker - Mythic Tier 01

Path: Guardian, gains Guardian's Call (Absorb Blow) and +5 hp
Base Mythic Abilities: Hard to kill, mythic power, surge +1d6
Mythic Feat: Dual Path - Hierophant, gains Divine Surge (Inspired Spell)
Path Ability: Universal Path Ability - Legendary Item
Legendary Item: Legendary Dwarven Waraxe, gains Powerful as first lvl legendary item ability


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

Jokum uh...might be shifting more and more toward NG as this goes on. :P

(I actually think this makes sense from a character standpoint, since a lot of his LG-ness was actually, in my head, founded on his self-discipline and belief in the total rigidity of good and evil in himself...now that he's demonstrably not just a demon-haunted "thing" in his own eyes, he's likely to extend that courtesy more to others as well.)


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

Both of the builds seem to be really good. Should be interesting to see in use.


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

Can we proceed now?


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

Fine by me!


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

Looking forward to continuing on! :)


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

Ready to go!


THAT was a damn fine speech Arthas!


I just noticed the Loot list link. Is anybody overseeing this now? We are about to start a new chapter and I don't want you to lose anything.


Pld7/Grd1 LG, Init +3; HP 108/108 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 is going to spread the word after his holy experience.


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 will try and update it here soonish, if anyone wants to pitch in thats fine. I will read back to when I first started and start adding the things we know we found. :)

Very nice speech Arthas!


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, nice speech, Arthas! Thanks for taking point on the loot, Danua.


This discussion is continued in Part 2, SWORD OF VALOR


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

Huzzah!


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

DM Camris

I have to drop Foresight Alacrity, Hero Lab finally labeled it and it comes from the Southlands Campaign setting, not a Paizo book. So I will readjust her if that's okay. I'm adjusting her sheet to make it paizo only and try not to have it happen again.

Post coming soon! Glad to see some action! :D

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