DM-Camris' WRATH of the RIGHTEOUS Part 1: The Worldwound Gambit (table 3) (Inactive)

Game Master Camris

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Kyra's Journal
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Female Half-Elf (Keleshite) 6th level Dawnflower Dervish / Champion 1 | HP 47/51 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +4 | Ref +10 | Will +6 | Init +4 | Perc +13 | Bardic Per 11/22 | MP - 3/5 | LP - 2/2 | Spells: 1st - 4/5; 2nd - 3/4

Okay, cool. I'll do some retroactive rolllllllllllllling!

Spoilered due to the ridiculous amount of rolls I had to make...:
2nd Level: 1d8 ⇒ 2
3rd Level: 1d8 ⇒ 1
4th Level: 1d8 ⇒ 1
5th Level Reroll: 1d8 ⇒ 3

Wow... umm... that's just god awful. I'm very glad those weren't the rolls I was forced to take!!! Let's try this again.

2nd Level: 1d8 ⇒ 3
3rd Level: 1d8 ⇒ 3
4th Level: 1d8 ⇒ 2
5th Level Reroll: 1d8 ⇒ 6 Keep!

2nd Level: 1d8 ⇒ 5 Keep, no change.
3rd Level: 1d8 ⇒ 2
4th Level: 1d8 ⇒ 2

3rd Level: 1d8 ⇒ 2
4th Level: 1d8 ⇒ 7 Keep.

3rd Level: 1d8 ⇒ 2

3rd Level: 1d8 ⇒ 6 Finally keep.

All in all, an additional 4 HP. I'll take it!


Female Tengu Swordmaster Rogue 7 Trickster 1 |63/63 hp| AC (17), T (12), FF (15)** Uncanny Dodge|Fort +4, Ref +12, Wil +5| CMD 22

HD: 1d8 ⇒ 3

HD: 1d8 ⇒ 6

Ill take the 6 it seems not bad. Alright Mythic I will have to look at and still trying to think of feat! Maybe should look at mythic feats to have an idea what i want to build for.

*Goes to look*


Male Keleshite Human HP (61/61)
Stats:
AC/Touch/Flat 21/12/18 | Fort/Ref/Will +7/+3/+8 | Init +1
Skills:
Perception +7, Sense Motive +8
Class (Cleric) (7)

I too have been doing hp wrong i guess >.<

roll hp lvl 5: 1d8 + 2 ⇒ (2) + 2 = 4
reroll hp lvl 5: 1d8 + 2 ⇒ (3) + 2 = 5
reroll hp lvl 5: 1d8 + 2 ⇒ (7) + 2 = 9

yay.


Female Half-Elf (Keleshite) 6th level Dawnflower Dervish / Champion 1 | HP 47/51 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +4 | Ref +10 | Will +6 | Init +4 | Perc +13 | Bardic Per 11/22 | MP - 3/5 | LP - 2/2 | Spells: 1st - 4/5; 2nd - 3/4

That's what I started doing, Kankai. Unfortunately I either already have some of the feats I plan to take as mythic feats, or I'm not high enough level for the regular feat (I'm looking at you Vital Strike!)...

Since I plan on playing Kyra as a sort of skirmish type character, I suppose Dodge/Mobility/Spring Attack would really be my best way to go.

Kankai, are you interested in still focusing on Outflank with Kyra? Or are you looking for other options for her?


Female Tengu Swordmaster Rogue 7 Trickster 1 |63/63 hp| AC (17), T (12), FF (15)** Uncanny Dodge|Fort +4, Ref +12, Wil +5| CMD 22

Yes, still looking at Outflank! Was thinking of the teamwork feat for feinting, Feint Partner. It would more benefit you over Kankai but I still think worth it since Feinting is what Kankai loves to do since flank isn't always a possibility.

Bonded Mind is just a fun feat. Literally "The Look" Feat :P

Lookout, Precise Strike were also possibilities.

Also, Legendary Item is almost a requirement to take as a martial oriented character because it is very good, not one you want to pass up usually. It saddens me in a way because I think all mythic characters should get one but I know how Unbelievably unbalanced that can make it ;P


Female Half-Elf (Keleshite) 6th level Dawnflower Dervish / Champion 1 | HP 47/51 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +4 | Ref +10 | Will +6 | Init +4 | Perc +13 | Bardic Per 11/22 | MP - 3/5 | LP - 2/2 | Spells: 1st - 4/5; 2nd - 3/4

I wonder if we could look up homebrewing some mythic Teamwork feats. I'd love to examine a way to boost up the Outflank w/ a mythic version.


Male Aasimar HP (93/93)
Stats:
AC/Touch/Flat 27/11/21 Fort/Ref/Will 13/8/11 Init +1
Skills:
Diplomacy +16, Perception +3, Sense Motive +10
6 Divine Defender (Paladin) 1 Mythic Guardian

health rerolls:

2: 1d10 ⇒ 2
3: 1d10 ⇒ 7 keep
4: 1d10 ⇒ 3
5: 1d10 ⇒ 7 keep
2 reroll: 1d10 ⇒ 9 keep
4 reroll: 1d10 ⇒ 2
4 reroll: 1d10 ⇒ 10 keep

I can go for an extra 10 health :D

As far as feats go, do you guys think i should keep pumping defenses (shield focus) or start adding some offense (power attack) to my repertoire.

Kyra check the Legendary Teamwork feat.


Male Keleshite Human HP (61/61)
Stats:
AC/Touch/Flat 21/12/18 | Fort/Ref/Will +7/+3/+8 | Init +1
Skills:
Perception +7, Sense Motive +8
Class (Cleric) (7)

I guess I should backroll for the others as well then if everyone else plans too?

level 2: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
level 3: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
level 4: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

relevel 2: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
relevel 3: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
relevel 4: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

relevel 2: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
relevel 4: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

[ooc] 49 hp total, and uh, I wil have to look at the mythic rules when i get back from my work trip (tuesday)


Female Tengu Swordmaster Rogue 7 Trickster 1 |63/63 hp| AC (17), T (12), FF (15)** Uncanny Dodge|Fort +4, Ref +12, Wil +5| CMD 22

As a Paladin you get boosts to AC and to hit. Considering you had difficulty with this fight and hitting her. (Even though we know its dice) I could see him wanting to focus a bit more on offense.

Power attack would mean when you hit you do far more damage.


Elf Male. Hp 54/72 Magus(Bladebound) 6/Occultist 1 AC 19(shield 23) T 14 F 15| Init +5| Fort +8| Ref +5| Will +8| Per +14| pool 3/5

I suppose I should roll for the levels where I took average average hp as well.

Striker must have had that as the method, and no one noticed that it had been changed...

2 Hp: 1d8 ⇒ 4
3 Hp: 1d8 ⇒ 4
4 Hp: 1d8 ⇒ 7
2 Again: 1d8 ⇒ 7
3 Again: 1d8 ⇒ 7

That kicks me up to 47 hp.


F Aasimar (Angelkin) Sorceress (Celestial Bloodline) 7/Mythic Tier 1: Archmage HP: 44/54 F+6 R+6 W+9. Init +2. Perception +4 AC: 13(17) Touch:13 FF: 11(15)

Will get everything done including changing bloodline by tonight.


F Aasimar (Angelkin) Sorceress (Celestial Bloodline) 7/Mythic Tier 1: Archmage HP: 44/54 F+6 R+6 W+9. Init +2. Perception +4 AC: 13(17) Touch:13 FF: 11(15)

Would the energy resistance from the Celestial Bloodline stack with what I'd have from being Aasimar?


Female Tengu Swordmaster Rogue 7 Trickster 1 |63/63 hp| AC (17), T (12), FF (15)** Uncanny Dodge|Fort +4, Ref +12, Wil +5| CMD 22

No they don't you take what is higher.


F Aasimar (Angelkin) Sorceress (Celestial Bloodline) 7/Mythic Tier 1: Archmage HP: 44/54 F+6 R+6 W+9. Init +2. Perception +4 AC: 13(17) Touch:13 FF: 11(15)

Hmmm...so that aspect doesn't pay off until 9th, but will n the long run.


Female Tengu Swordmaster Rogue 7 Trickster 1 |63/63 hp| AC (17), T (12), FF (15)** Uncanny Dodge|Fort +4, Ref +12, Wil +5| CMD 22

Pretty much. Oh Kyra, any other teamwork feats you want to take? I was looking at ones that would add to damage or give you an advantage for actions I take.


Female Half-Elf (Keleshite) 6th level Dawnflower Dervish / Champion 1 | HP 47/51 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +4 | Ref +10 | Will +6 | Init +4 | Perc +13 | Bardic Per 11/22 | MP - 3/5 | LP - 2/2 | Spells: 1st - 4/5; 2nd - 3/4

Sorry I never replied to that, Kankai! I cannot think or anything off the top of my head.

Also, I just noticed that R3 is doing an extra 2d6 damage on each attack against Thetin and I'm not really sure why? Is he different from the other demons we are facing? And if so, is it visually different in some way?


Kyra: That is flank sneak attack damage. They love to do that out of a darkness advantage; but against you guys...


Female Half-Elf (Keleshite) 6th level Dawnflower Dervish / Champion 1 | HP 47/51 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +4 | Ref +10 | Will +6 | Init +4 | Perc +13 | Bardic Per 11/22 | MP - 3/5 | LP - 2/2 | Spells: 1st - 4/5; 2nd - 3/4

Ohhhhhhhhhhhhhhhh, yeah that'll do it... *Shuts trap!*


Show us your new builds here!


Male Aasimar HP (93/93)
Stats:
AC/Touch/Flat 27/11/21 Fort/Ref/Will 13/8/11 Init +1
Skills:
Diplomacy +16, Perception +3, Sense Motive +10
6 Divine Defender (Paladin) 1 Mythic Guardian

health lvl 6: 1d10 + 1 + 1 + 3 + 5 + 5 ⇒ (9) + 1 + 1 + 3 + 5 + 5 = 24 toughness, favored class, con, bonus, guardian(mythic)

bonus feat: furious focus

+2 strength
BAB: +6/+1
Fort: +1
Ref:+1
Will: +1

lay on hands +1d6

Diplomacy: +1+2 level, bonus
sense motive: +1

Mythic tier 1
Mythic feat: power attack
mythic power +5
hard to kill
surge +1d6

Mythic Path: Guardian

Guardian's Call: Sudden Block
path ability: fast healing


F Aasimar (Angelkin) Sorceress (Celestial Bloodline) 7/Mythic Tier 1: Archmage HP: 44/54 F+6 R+6 W+9. Init +2. Perception +4 AC: 13(17) Touch:13 FF: 11(15)

+2 devotional bonus to Spellcraft
Bonus Feat- Point blank shot
+2 Charisma
+5hp

Level 6
+1 BAB
+1 ALL SAVES
3rd level spells
+1 2nd level
+3 3rd level +1 bonus
Feat: Precise shot
HP: 1d6 ⇒ 1

Tier 1 Mythic: Archmage
Hard to kill (Auto stabilize/ Death threshold -28)
Mythic Power 5x/day
Surge +1d6
Archmage Arcana: Wild Arcana
Mythic Spellcasting : Mythic Bless (The +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws. Once during the spell’s duration, an affected creature can roll an attack roll or saving throw twice and take the higher result. The target must decide to use this ability before the first roll is attempted.)


Male Keleshite Human HP (61/61)
Stats:
AC/Touch/Flat 21/12/18 | Fort/Ref/Will +7/+3/+8 | Init +1
Skills:
Perception +7, Sense Motive +8
Class (Cleric) (7)

+2 devotional bonus to spellcraft for a total of +7
+2 to Charisma for a total of 14
+5 hp
Bonus feat - Selective Channeling

Level 6 Cleric
hp: 1d8 + 2 ⇒ (5) + 2 = 7
+1 BAB
Fort, Ref, Will +1
Additional 3rd level spell.
+1 to perceptions for a total of +4, + 1 to heal for a total of +8, +1 spellcraft for a total of +8
Feat - Craft magic Arms and Armor

Mythic Tier 1-
Hard to kill - Auto Stabalize/ Death threshold - 28
Mythic Power - 5/day
Surge + 1d6 - (uses 1 point of mythic power) to any 1d20 roll
Mythic Path : Heirophant
Divine Surge - Inspired spell - You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Heirophant path:
I dont know guys, would the Flexible counterspell or faiths reach be better. One allows me to use a mythic point to attempt to counter a spell if i can id it where the other gives all my touch spells a range of 30 feet?


F Aasimar (Angelkin) Sorceress (Celestial Bloodline) 7/Mythic Tier 1: Archmage HP: 44/54 F+6 R+6 W+9. Init +2. Perception +4 AC: 13(17) Touch:13 FF: 11(15)

The first one definitely benefits from your increase to Spellcraft. Do you have enough Touch spells to make option 2 worth it?


Male Keleshite Human HP (61/61)
Stats:
AC/Touch/Flat 21/12/18 | Fort/Ref/Will +7/+3/+8 | Init +1
Skills:
Perception +7, Sense Motive +8
Class (Cleric) (7)

well yes, all of my healing and buff spells are basically touch spells. Thats Why I am torn, really i couldnt go wrong with either option.
Being able to counter any spell sure could come in hand but so could being able to you know hit Sir Thetin with a critical heal from a distance if need be. especially now that all my cure spells are dice +50%


F Aasimar (Angelkin) Sorceress (Celestial Bloodline) 7/Mythic Tier 1: Archmage HP: 44/54 F+6 R+6 W+9. Init +2. Perception +4 AC: 13(17) Touch:13 FF: 11(15)

That could genuinely be the difference between life and death. I think I'd go with option 2 first.

For spells I gain a 0 level (Light) and add my first 3rd level (Summon Monster 3) This capitalizes on my Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

And if I summon a Lantern Archon adds another ranged attacker to our side in battle with 2 attacks per round that overcome all DR.

And PBS and Precise shot also work with my Celestial Fire so not only do I have additional offensive capability without needing to worry about shooting into melee but I can supplement healing in an emergency if someone's bleeding out or hovering near death

+4 Skill points +1 Knowledge Arcana,+1 Knowledge Planes, +1 Linguistics, +1 UMD
Languages learned:Elven, Necril


Elf Male. Hp 54/72 Magus(Bladebound) 6/Occultist 1 AC 19(shield 23) T 14 F 15| Init +5| Fort +8| Ref +5| Will +8| Per +14| pool 3/5

Hit Points: 1d8 ⇒ 1
Re-roll 1: 1d8 ⇒ 2
Re-roll 2: 1d8 ⇒ 6


Female Half-Elf (Keleshite) 6th level Dawnflower Dervish / Champion 1 | HP 47/51 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +4 | Ref +10 | Will +6 | Init +4 | Perc +13 | Bardic Per 11/22 | MP - 3/5 | LP - 2/2 | Spells: 1st - 4/5; 2nd - 3/4

HP: 1d8 ⇒ 7


Elf Male. Hp 54/72 Magus(Bladebound) 6/Occultist 1 AC 19(shield 23) T 14 F 15| Init +5| Fort +8| Ref +5| Will +8| Per +14| pool 3/5

Took a level in Occultist. We discussed this earlier, Camris, but let me know if you've changed your mind.
+0 BAB
+2 Devotional bonus to Linguistics.
+2 to Strength.
+5 bonus hp.
Bonus feat: Extra Mental Focus.
Saves: +2 Fort, +2 Will.
Occultist spells: Cure light wounds, lead blades, create water, message.
Implements: Transmutation (weapon-Grimstar), Conjuration (compass- to be acquired ASAP)
Skills: 7
+1 linguistics-Abyssal
+2 Spellcraft
+2 K, Arcana
+1 Appraise
+1 K, Planes

Mythic tier 1 -Archmage
3 bonus hit points
Hard to kill
Path ability: Eldritch breach.
Weapon Focus-Mythic (longsword)
Mythic surge +1d6 5/day.


Female Half-Elf (Keleshite) 6th level Dawnflower Dervish / Champion 1 | HP 47/51 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +4 | Ref +10 | Will +6 | Init +4 | Perc +13 | Bardic Per 11/22 | MP - 3/5 | LP - 2/2 | Spells: 1st - 4/5; 2nd - 3/4

Add Level of Dawnflower Dervish Bard - 6th

*A permanent +2 devotional bonus to a skill of your choice (Perform - Dance)
*Five permanent hit points.
*A permanent bonus feat of your choice (you must qualify as normal for the feat’s prerequisites).
*A permanent +2 increase to an ability score of your choice. (Dexterity)

+13 HP (+7 Rolled +1 Con +5 Mythic*)

+1 BAB
+1 to All Saves

Special Abilities:
- Bardic Performance: +2 rounds per day
- Bardic Performance: Suggestion
- Versatile Perfomance (Masterpiece - Minuet of the Midnight Ivy (Dance))
- Spells per day: +1 2nd level
- Spells known: Mirror Image

*Feat:
- Mobility (Decided to go w/ Dodge for my 5th level)

Add 7 points of Skills:
- Climb +1
- Escape Artist +1
- Knowledge: Religion +2
- Perception +1
- *Perform: Dance +1
- Use Magic Device +1

FCB: +1 BP per day

Mythic Tier 1:
Hard to kill - Auto Stabalize/ Death threshold - 24
Mythic Power - 5/day
Surge + 1d6 - (uses 1 point of mythic power) to any 1d20 roll
Mythic Path : Champion (+5 HP)
- Champion Strike: Fleet Charge
Mythic Ability - ??? (Either Legendary Item or Impossible Speed)

Camris, I really want to turn Kyra's sword into a Legendary weapon with the Legendary Item ability; however, I just noticed that the item normally has to be magical before you can make it Legendary. How would you feel about overriding that caveat this time around? In my mind, this would be the perfect time to take that ability. Given that her sword was adjacent to the Wardstone when it was destroyed, I like the idea. If you would prefer to follow the ability as worded, no problem, I can always do it another time!

Also, I wanted to make sure you were okay with me taking the Advanced Versatile Performance options outlined in Blood of the Beasts. If you don't have access to the book, then this is basically what it does. It allows a bard/skald to choose from three different options as opposed to a new skill when a Versatile Performance is obtained. You can either choose to add an additional skill that is affected by the original skill selected with the first Versatile Performance, gain proficiency with a martial weapon based on the original skill selected, OR you can select a bardic masterpiece option that is restricted to your initial Versatile Performance skill (in my case Perform: Dance). I am looking to take the indicated Masterpiece as listed above!


Female Half-Elf (Keleshite) 6th level Dawnflower Dervish / Champion 1 | HP 47/51 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +4 | Ref +10 | Will +6 | Init +4 | Perc +13 | Bardic Per 11/22 | MP - 3/5 | LP - 2/2 | Spells: 1st - 4/5; 2nd - 3/4

So I was just thinking... instead of taking Mobility for my bonus feat, perhaps I could rearrange my skills a little to get three ranks in Know: Religion and pick up Deific Obedience. I started thinking that maybe the Evangelist PrC might be appropriate for Kyra, what do you fine folks think?


F Aasimar (Angelkin) Sorceress (Celestial Bloodline) 7/Mythic Tier 1: Archmage HP: 44/54 F+6 R+6 W+9. Init +2. Perception +4 AC: 13(17) Touch:13 FF: 11(15)

Rerolling the 1
HP: 1d6 ⇒ 4


Female Tengu Swordmaster Rogue 7 Trickster 1 |63/63 hp| AC (17), T (12), FF (15)** Uncanny Dodge|Fort +4, Ref +12, Wil +5| CMD 22

Sorry was in hospital I will catch up


F Aasimar (Angelkin) Sorceress (Celestial Bloodline) 7/Mythic Tier 1: Archmage HP: 44/54 F+6 R+6 W+9. Init +2. Perception +4 AC: 13(17) Touch:13 FF: 11(15)

Wow hope you're feeling better. Sorry to hear that.


Hope you're feeling better Kankai, especially now you've hit Mythic!

Carilain wrote:
Took a level in Occultist.

That's fine; just bear in mind this particular Adventure Path does not serve any of the Occult classes very well.

Kyra wrote:
I really want to turn Kyra's sword into a Legendary weapon with the Legendary Item ability; however, I just noticed that the item normally has to be magical before you can make it Legendary. How would you feel about overriding that caveat this time around?

I have no problem with that. Construct your blade as per the rules. You won't be able to access the full power immediately; I will seed that somewhere between here and Drezen.

Kyra wrote:
I wanted to make sure you were okay with me taking the the Advanced Versatile Performance.

It sounds OK. I will let you know if any nerfing needs to be done.


Female Half-Elf (Keleshite) 6th level Dawnflower Dervish / Champion 1 | HP 47/51 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +4 | Ref +10 | Will +6 | Init +4 | Perc +13 | Bardic Per 11/22 | MP - 3/5 | LP - 2/2 | Spells: 1st - 4/5; 2nd - 3/4

Sweet, thanks Camris. I'm looking at the Upgradeable option for its first power. That way I can keep that awesome thematic feeling of the weapon throughout Kyra's story. Now, I really need to come up with a good name for her sword...


Discussion is continued in Part 2: THE SWORD OF VALOR!

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