
Khaz Cloudbreaker |

Lvl5! +10 to hit and 60HP. I’m quite happy with this.
Ok. So...how much gold do we get from selling loot? Id like to also sell the shield. Extra damage from power attack will be useful, and the gold can go towards enchanting armor.

DM Raltus |

The weapon rack contains
three cold iron longswords, two cold iron shortswords, two
heavy crossbows, a composite longbow (+2 Str), a masterwork
cold iron heavy mace, two cold iron longspears, 50 cold iron
crossbow bolts, 100 cold iron arrows, a +1 longsword, 5 +1 holy
arrows, and an arrow of evil outsider slaying.
The armor dummies hold two sets of masterwork
chainmail and a +1 breastplate emblazoned with Iomedae’s
holy symbol.
The two heavy steel shields are both marked with the
holy symbol of Iomedae. One is a masterwork shield, and
the other is a +1 blinding shield.

Khaz Cloudbreaker |

I’ll figure it out, with the assumption that our archer has taken the bow and all arrows, and that our Magus took the +1 breastplate

Khaz Cloudbreaker |

3x CI longswords: 90
2x CI shortswords: 60
2x Heavy Crossbows w/ 50 CI bolts: 104
MW CI Heavy Mace: 324
2x CI longspears: 20
Longsword +1: 2315
MW Heavy Shield: 170
2x MW Chainmail: 600
Blinding Shield +1: 4170
Total: 7853
Split: 1570.6 each
I had 286, so my total is now 1856.6
With this, I’m going to buy a cracked dusty rose prism Ioun Stone (+1 Initiative) with a Wayfinder (500 gold). And I’ll roll to see what the effect is:
1d100 ⇒ 1
+2 enhancement bonus to Charisma
Nice! Won’t stack with any other enchantment bonuses, but I’m very happy with this.
Total effects of shopping:
AC: 23 -> 20 (can make up for this 1/day with Divine Bond)
Damage: 1d8+9 -> 1d8+12
Saves: +1
LoH and Channel: +1
Initiative: +1
I’d say that Khaz will be ready to head back in now.

DM Raltus |
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It would be 2 days for the bow to be enchanted as it is 2000 gold.
Way Finder Powering Stone 26-100 to pass: 1d100 ⇒ 98the magic worked into the wayfinder amplifies the power of the ioun stone, usually (about 75% of the time) unlocking new abilities in addition to the stone’s normal power.
There is also more stuff on the sheet, Things under 350 gp will be available anything over 500 will have to be rolled as right now they have what they have scavenged.

Khaz Cloudbreaker |

That seems like the best idea to me. You lose out on +1 damage, but it would be better to go in without them being reinforced.
Also you have 5 +1 Holy Arrows. The +1 doesn’t stack with bow enchantment. So against important foes, not having your bow enchanted won’t matter.
So, against major enemies (like that flying demon) you will do (with Cat’s Grace):
To Hit: +11
Damage: 1d8+2d6+5
Not bad at all. And a +1 bow wouldn’t change that.
——-
Also, can he recover the holy arrows after they are shot?

Khaz Cloudbreaker |

Nice! So long as he hits then he can get some mileage out of those arrows.

Lorena. |

I did take those longspears earlier, but I don't need them, so sure, they can go into the loot pile.
So, I f**ked up last level and forgot that I needed to take background skills, so I'm going to make up for that this level by using 4 skill points in those.
+1 2nd level spell/day
+1 1st level spell known (Command)
+1 2nd level spell known (Hold Person)
oracle curse progression (additional language to speak in combat: celestial)
favored class: +1 skill point
skills (7 total):
-+2 appraise (background; total 5 ranks)
-+1 perception (total 4 ranks)
-+2 sleight of hand (background; total 5 ranks)
-+2 stealth (total 5 ranks)
feat: Extra Revelation: Dark Secrets (Su): 2 extra shadow spells from wiz/sorc spell list (Dust of Twilight, Shadowfade)
I'll hold on to my money for now, just short of 2000gp.

Khaz Cloudbreaker |

Yeah, Khaz has insane HP. And when we go Mythic it is going to be ridiculous. His campaign trait will give +3HP per level! And he will get +5 per tier.
So assuming Mythic at lvl6, he will have: 60 (Class) + 18 (Mythic trait) + 12 (Con) + 5 (Tier) = 95
I’ve planned for him to be quite a tank. Though I figure that as Mythic is rocket tag, he wil need all of those hp

Lorena. |

Yep. I also rolled two 1s in a row for HP and don't get better "armor" until 7th (and every 4 levels after that), so I'm as squishy as an arcane caster right now. :(

Jocasta Riverwood |

Yep. I also rolled two 1s in a row for HP and don't get better "armor" until 7th (and every 4 levels after that), so I'm as squishy as an arcane caster right now. :(
Maybe (once we have some spare time) the DM will let you use the retraining rules to improve your hit points.
In other news, I've knocked my old masterwork agile breastplate off my sheet. I presume nobody wants it, so I'll take back the sale value of the gold from it. Getting rid of this puts me back up to a speed of 30!

Khaz Cloudbreaker |

Ah retraining...I hope we can use that. As my build plan only came about well after we started, and replacing feats will be a big help.

Lorena. |

Curse, I assume you mean? Tongues. Hasn't come up much because we don't really talk in combat and everyone except Firinn understands Abyssal already anyways.

DM Raltus |

Terry the thief |

Will look at that after I get through all the traffic tonight. Do the level-up, too.
Sorry about the delay. We moved my daughter and her 2 children (2 years and 8 months) in with us, and the pod with her stuff arrived this week. I finally got the pod emptied. Adjusting to life with two that small in the house again has been far more stressful than I expected.

Terry the thief |

Okay, so the cash takes Terry to about 1600. Not enough for anything he would like to purchase or have enchanted. No special purchases for Terry, then.
Leveling.
NO BAB or Saving Throw adjustments.
Sneak Attack to 3d6
Rogue's Edge: (Perception - halve penalties for being asleep, and range penalty is -1/20')
Feat: Dodge (Mobility/Canny Tumble chain to come)
Skills: Acrobatics, Appraise, Bluff, Climb, Disable Device, Escape Artist, Knowledge (Local), Linguistics (Elven), Perception, Sleight of Hand, Stealth, Swim, Use Magic Device
HP w/ current, roll, con, favored class: 34 + 1d8 + 1 + 1 ⇒ 34 + (4) + 1 + 1 = 40

Lorena. |

More questions: do I lose the slaying arrow? I'm never sure with arrows... or should I be rolling the 50% recovery chance?
I believe that if you hit the target, the arrow is automatically destroyed, unless it's a durable arrow.

Khaz Cloudbreaker |
1 person marked this as a favorite. |

Terry saved the day! Wow!
Ok then. Mythic Guardian (Trait Upgrade: Gain a +3 HP per level. When you are reduced to negative hit points by an attack or effect from a demon, as an immediate action you can expend one use of mythic power to heal damage equal to 2d6 + twice your mythic tier. This healing occurs after the damage is done – if the damage is enough to kill you, you cannot activate this ability.)
Trait: +18 HP
Guardian 1: +5 HP
Paladin 6: +12 HP
Total: 95HP!
BaB: +6/+1
Saves: +1 all
Skills: +3 (FCB. +1 Perception, Diplomacy, Knowledge Religion)
Mercy- Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
Lay on Hands: +1 use
Paladin Channel: Now heals 2d6
Mythic Guardian: Absorb Blow
Mythic Ability: Legendary Item
Mythic Feat: Mythic Power Attack (When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it’s multiplied by the weapon’s critical multiplier. You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.)
Legendary Item: Ring of Bolka
Tier 1: Spellcasting (Paladin Spells!)
1x Keep Watch (no sleep needed!)
3x Lessor Restoration
3x Challenge Evil (You challenge an evil creature to bring the fight to you, or suffer the consequences. You gain a +2 sacred bonus on all melee attacks against the subject of the spell. At the end of its turn, if the target has not made at least one attack on you, it becomes sickened. If you move away from the target, the spell ends.)
————-
Huge level for Khaz. His Hp jumped through the roof, so he is tankier than ever. He can now cast Paladin spells, something his archetype traded away, and thanks to Mythic Power Attack he hits harder

Khaz Cloudbreaker |

GM:
I apologize...I just found a problem in my build. I chose a variant divine bond...but as a Tempered Champion I have to pick a weapon as my divine bond. Sorry about missing that. I’m fixing the character sheet now

Lorena. |

Yay, Mythic! First time trying this, let me know if I've done anything wrong.
+1 BAB (+4 total)
+1 all saves (+2/+2/+5 total)
Mystery Spell: Deeper Darkness
+1 2nd level spell/day
+3 3rd level spell/day
+1 0th level spell known: Resistance
+1 3rd level spell known: Dispel Magic
+6 skill points:
-Appraise (total 6 ranks)
-Knowledge (Planes) (total 4 ranks)
-Knowledge (Religion) (total 4 ranks)
-Perception (total 5 ranks)
-Sleight of Hand (total 6 ranks)
-Stealth (total 6 ranks)
Mythic (Hierophant):
-Mythic Power (Su) [3+2*tier/day]
-Hard to Kill (Ex)
-Surge (Su) +1d6
-Divine Surge: Inspired Spell (Su)
-Path Ability: Eldritch Breach (Su)
-Mythic Feat: Mythic Spell Lore: Mythic Command

Jocasta Riverwood |

Magus (Armored Battlemage) 6
+1 BAB
+1 all saves
Magus arcana: Close Range
Hit points: 1d8 ⇒ 1 No surprises on my dice luck there. (+3 hit points from the archmage tier, noted below as well)
Skills: +1 each of: Acrobatics, Knowledge (arcana), Perception, Spellcraft, Use Magic Device; Knowledge (geography), Knowledge (history)
Spells per day: +1 0th, +1 2nd
New spells learned: alacrity, shatter
Mythic: Archmage tier 1
Hard to kill, mythic power 5/day, surge +1d6
+3 hit points
Wild arcana
Mythic Feat: Mythic weapon focus (dueling sword)
Mythic Ability: Competent Caster
Let the Rocket Tag commence!

Terry the thief |

I was looking at the PFSRD20 Mythic Feats list, and realized that as I've adjusted my internal thoughts about Terry's build direction, the Mythic Feats that appeal have changed.
The ones I am looking at for now are in the 3rd party list. Mythic Improved Feint (and Greater, later).
I know, 3rd party. I'm asking AFTER double-checking the recruitment thread limits, where you specifically said no third-party classes, but were silent about 3rd party otherwise.
Here's what those two do in the grand scheme of things:
Standard Feint - Standard Action to make flat-footed against my next attack.
Improved Feint - Move Action to use.
Mythic Improved Feint - Swift Action to use.
Greater Feint - Make flat-footed to me until the end of my next turn (just over 1 round total duration).
Mythic Greater Feint - Make flat-footed to me until the end of my next turn, and flat-footed to me allies' next attack.
I have options from the core set, too, like Mythic Dodge, which could be super-effective, but they appeal less, so I'm asking.
----
Also, since I've been rethinking Terry's build direction, the question comes up about retraining . . .. His existing two Rogue Tricks are just not meshing with the role he's filling versus the role I originally had in mind. You may remember me waffling about his 4th level trick, because it was already becoming obvious my character design intent wasn't meshing with play very well . . ..
Retraining offers up some opportunities to do some silly things, though, so I am not expecting either that it is an option allowed, or, if it is, that we'll have the time to use it. As a 6th level Rogue, retraining 2 Rogue tricks requires 10 days, 600 GP, and a 7th+ level Rogue with access to the desired tricks, by the SRD.
In alphabetic order, Tricks I am looking at now include:
Aligned Sneak Attack (Non-magical reduction of alignment-based DR? Sure!)
Canny Observer
Combat Trick (Two-Weapon Fighting)
Trap Spotter
Yes, that is 2 more than I have to retrain, but only 1 more than I have to pick (assuming retraining is allowed) since I need to pick a 6th level Trick, anyway. At this moment, I'm thinking Aligned Sneak Attack is the least likely member of the list, but it just sounds like a good idea . . ..
------
Yes, the archery feats are way sub-optimal for how the character is being used, too, but they tie back into his campaign trait, background, and unacknowledged secret desire so well, I think they serve an important enough character purpose that they need to stay in place anyway.

Terry the thief |

Rogue Level:
HP w/ Current, Con, & Favored Class Bonus: 1d8 + 40 + 1 + 1 ⇒ (2) + 40 + 1 + 1 = 44
BAB: +1
Fort: +1
Ref: +1
Will: +1
Trapfinding to +3
Danger Sense to +2
Rogue Talent (Canny Observer)
Skills: +1 Rank to the same set
Mythic Trickster Tier 1:
Hard to Kill: Auto-stabalize, die at -26
Mythic Power: 5/Day
Mythic Surge: +1d6
Mythic Feat: Mythic Improved Feint (or Mythic Dodge if not)
HP: +4
Trickster Attack: Surprise Strike: Swift action use Mythic Power to make single BONUS attack, target is flat-footed against this attack, add tier to attack and bypass all DR.
Path Ability: Compelling Feint (Combat Trickery? Deadly Dodge? Display of Dexterity? Pierce the Darkness? So many good options!)
Rogue Retraining, if allowed:
Ninja Trick: Deadly Range to Trap Spotter
Ninja Trick: Deadly Range to Combat Trick: Two-Weapon Fighting
Edit: Hunh. Maybe I should ask about retraining HPs, too! 3 days and 180 GP per HP currently. At 48 out of potentially 64 (6x(8+1+1)+4), with 47 being "avg" using max at 1st level only. Meh. Still above average.
Edit2: Based on Khaz's comment about Trait upgrades, I Googled a bit and found that I should also be adding:
Mythic bonus: Gain a +2 trait bonus on Reflex saves. By expending on use of mythic power, you can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.

Terry the thief |

Absolutely. I tried to include that in the requirements I listed above.
One of many reasons to note that I wasn't counting on the opportunity, just asking!
Edit: And for the record, I don't THINK I have ever ACTUALLY used the retraining rules before, myself.

Khaz Cloudbreaker |

Neither have I. I asked because I didn’t plan this character around Mythic. If the answer is no then no problem, I’ll adjust. If it is yes, then :)

Terry the thief |

I had forgotten one of those skills was Linguistics. I chose to learn one of the two remaining human languages commonly spoken in countries near the Worldwound: Skald, leaving only Varisian unknown.
For your benefit a reminder about what all Terry speaks. It overlaps well across the party. Intentionally, I might note.
Common (Taldane), Abyssal, Hallit, Celestial, Draconic, Dwarven, Elven, Infernal, Skald
(They are in order as 1 Racial, 2 from Int, 6 from ranks in Linguistics).
Aklo, Sylvan, and Terran are spoken by someone in the party and not by Terry. We could all take a rank in Linguistics and learn to sign for quiet communication. Just thinking out loud.