GM Rednal's Wrath of the Righteous (Inactive)

Game Master Rednal

The Ruins of Drezen
Citadel Drezen
Drezen Dungeon
Battle Map
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Party Loot


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Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

Aww. I can live with that, but I will admit I'm a little disappointed.

At the very least I can now make Julian and Rowan into crazy skill monkeys with Inspiring Voice. +7 to all skill checks with a DC10 Perform (oratory) check? I am the motivational speaker Kenebres deserves, but not the one they need right now.


Not all abilities play nice with each other. v.v Such is the way things go.

(Incidentally, if Fey Foundling seems noticeably less useful than you'd planned when you picked it, I do allow Retraining, so you're not stuck with it.)


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

It's very significantly MORE useful that I first assumed, so I am not complaining at all! Getting a boost from all the potions and healing spells is a damn big deal, especially when my job is getting punched in the face. :)


Well, then, guess we're good! ^^


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Tarov does a great job of being punched, unlike the paladin. Who was hiding in the fight before because... She was on fire. Still 21 hp heal for Tarov was pretty sweet. xD

Will post proprosed changes soon. :)


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Man if this is the end of book one than we crushed one adventure path book in only 6 months which is AWESOME!

I mean I was used to Kingmaker book 1 for like 3 years.... Great game but Slow slow pace :/ Lots of RL stuff.


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

5th level: Magus (Bladebound Fiendflayer Kensai ) / Alchemist (Grenadier)

Saves: 6 / 10 / 6 (no change)

BAB/CMB/CMD: +3, +4, +24 (from +3, +4, +25)

HP 55/50 (5 free for crafting only, 10 per lvl)
Free: Craft Alchemy +1
Fly +1
K-Arcana +1
Use Magic Device +3
Spellcraft +1
Stealth +1
Acrobatics +1
Disable Device +2

Skills:

Feat: Power Attack
Magus Feat: Bladebound Defense - Cannot be flanked when Bound Blade is out.

Magus:
-Gain magus feat (above)

=Spells
-Shatter
-Invisibility

-Additional 1st/2nd level spell slots

=Abilities
-Arcane Pool +2 for weapon enhancement
-Bladebound Energy Attunement

+1 AC from Uncanny Defense
AC 24 / T 20 FF 14 = while blade is out

Alchemist:
=Extracts
-Cats Grace
-Spider Climb

=Abilities
-Bomb 3d6
-Favored Class additional .5 Bomb Damage for total of 2.5 damage (Round down to 2)

GM Reednal:

Thanks and will decide on format to stick with will make a copy of said rolls to remind myself. :D

Another question...

Is this arcane mark/spell strike b~@#+*$@ a serious and legal thing in game?

If so what is your call on it because apparently I am the dumbest magus alive. :P

I mean two attacks per round with my dervish danced enhanced black blade is like OMGWTFBBQ in a sense...

So yeah your call. :/

Let me know what you think of the build! Thanks!


You mean using a cantrip to gain an extra attack with your weapon?

Well, according to the FAQ, yes. They're very clear on this issue.

Though you should note that you take an accuracy penalty for using that ability, and some foes are hard enough to hit as it is...


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

If you'd have been a Hexcrafter, you could have been spamming Brand all day without a second thought. ;)


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Yeah I saw Brand or Touch of Fatigue as a better option but Arcane Mark... Really? XD I guess if it is legal I will use it but I wanted GM REdnal's take on it first. It's just strange.

Granted putting my mark on everyone isn't the smartest of options.


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Instead of 55/50 HP that was supposed to be SP

HP is 45/45 (+9 hp from last level)


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

You can always make your mark look like a X_x face. It's not like you sign your name neatly on them. ;)


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Lmao. XD OMG that is true!


Mythic Hero's Handbook GET. Excellent timing, too. =D


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

WHA! :O

Want! When will it be available for the peon's? :(


According to the email, quite soon****, since the PDF versions are all out to backers. XD I'm not sure they've announced public release plans, but it's probably sooner instead of later.

For this game? Right now, and you can ask me to pull out pretty much anything (like, "Hey GM! =D What kind of amazing class abilities are there?", and I'll be like "Hmm... well, how would you like to fulfill somatic capabilities even when holding a weapon so you can swing two-handed, or at least hold something else*? Or use spells that aren't touch attacks for spellstrike**? Or I could dig into the feats and see what matches what you've already chosen***...")

*: Actual option.
**: Also an actual option.
***: And it has aaaaaaaall the feats.
****: By which I mean "preorders start on the 24th through the partner companies (Legendary Games, RGG, Kobold Press, and Dreamscarred Press), and later on other sites. Preordering from these places gives them a bigger commission at no extra charge to you. ^^


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

I would love anything for Alchemist / Magus :D Like non touch only spells with spell strike.. :3

You sir are the s*@* in all the good ways... >:3


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

:O I will be pre-ordering everything....


These are mythic class abilities, which can be selected in place of a mythic path ability. They are treated as tier one universal powers, but obviously, you must have the original version first. XD

Mythic Bomb: As a standard action, the alchemist can expend one use of mythic power to create any one bomb without expending any of his daily allotment of bombs. He doesn’t need to have the discoveries used to create the bomb, but they must be discoveries he meets all the prerequisites for. When creating a bomb in this way, he treats his alchemist level as 2 levels higher for the purpose of any effect dependent on level. The alchemist still cannot apply more than one discovery listed with an asterisk* to this bomb.

Mythic Mutagen: Each time the alchemist uses a mutagen, he gains a special surging power he can call on once during the duration of that mutagen. The surging power may be used one of three ways, determined when he uses it.
Surging Attack (Ex): As a swift action, the alchemist may make a ranged attack at his highest attack bonus. This is in addition to any other attacks he makes this round. When making this attack, he ignores the target’s cover and any concealment other than total cover, and adds his mythic tier to the attack roll. Damage from this attack bypasses all damage reduction.
Surging Charge (Ex): As a swift action, the alchemist may move up to his speed. At any point during this movement, he may make a single melee or ranged attack at his highest attack bonus, adding his tier to the attack roll. This is in addition to any other attacks he makes this round. Damage from this attack bypasses all damage reduction.
Surging Attack (Ex): As a swift action, the alchemist may make a melee attack at his highest attack bonus. This is in addition to any other attacks he makes this round. When making a sudden attack, he rolls twice and takes the better result, adding his tier to the attack roll. Damage from this attack bypasses all damage reduction.

Mythic Spellstrike: The magus can use spellstrike to deliver spells with a defined target or number of targets (rather than an area) that are not touch spells. Only a single target struck by the magus’ weapon is affected, even if the spell normally affects multiple targets.

And for the heck of it, a feat:

Dervish Dance (Combat, Mythic)

You substitute speed for power, partnering with your flashing, curved blade in a dance of death.

Prerequisite: Dervish Dance

Benefit: When wielding a scimitar, you can use Perform (dance) checks in place of Acrobatics checks to avoid attacks of opportunity or move through occupied squares, in place of Bluff checks to feint, and in place of Sleight of Hand checks to hide objects. You can use Sleight of Hand to hide a scimitar as if it were a light weapon, and hiding or drawing a hidden scimitar is a move action. You can expend one use of your mythic power to draw a hidden scimitar as a free action. If you were unarmed before drawing your hidden scimitar in this fashion, you can treat an adjacent foe as flat-footed for the first attack you make with your scimitar. A creature made flat-footed against your attack is immune to this ability for the remainder of the combat.


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Wow, now that would be cool. Julian could really save himself some discoveries that way.

I wonder if there is anything that will aid my complicated build. Looking forward to preordering it as well.


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

OMg those rock! The bomb thing especially!:O Its a lot of points to use to make it work I am sure but it would make his bombs way more versatile!

I want all of it lmao!

Although that makes want to change my skill points from acrobatics to dance but I can do that later.

I seriously need to consider on my mythic build.


@Rowan: I have three massive, brand-new sourcebooks written by phenomenally talented people specifically for the purpose of expanding the Mythic system into the full-scale add-on it deserves to be. The correct answer is "yes, there are things that would help you". XD For example, we could supercharge your mystery, or let you spread your Paladin saving throw bonuses around.

@Julian: Mythic points are one of your most valuable resources. If you plan on even moderately-heavy use of them, you may want to consider taking the Extra Mythic Power feat just to give yourself more staying power.


Two hours later, in Heaven:

Tarov: And that was when we realized that we should have given the magic rod to the only one in our group who could teleport. Hindsight, eh? =D;

Torag: *Looks at the burning remnants of what used to be Golarion* ... *Sighs heavily* v.v


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Yeah... I wanted the heavies to be open for fighting. Didn't think she could stop a 29 Acrobatics roll X_x.


You didn't think the major foes at the end of each book would be easy to beat, did you? XD


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

28... not 29 you added an extra 1 there.

We'll figure this out, unless Tarov kills her first. lol

So looking at my exploits and having a hard time deciding on getting a Familiar or something else. Because I would love to take improved at 7th and have a pseudodragon familiar. Just very cool, maybe not super helpful but very fun idea.

It begs the question though is a Paladin mount worth it in this AP?


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Oh I expected her to be hard! XD[

Rowan Yeah yeah... Still it was impressive roll and equally impressive DENIED! *Stabbed in chest*

So hnding off items actions, I will shift it to here. I can find the pulling them out with a standard action. But handing it off is... missing. Or I am missing it...


I'd probably pass on the mount. Generally speaking, steeds and the like don't benefit from the same kinds of bonuses PCs get, and I'm increasing the difficulty enough that losing your mount somewhat regularly would not be unexpected.


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Familiar's probably aren't a good idea either than Rowan! xD

Yeah we will tighten up our tactics here after this fight. I think we will survive but that is still to be seen.


(Unless, of course, you ask your kind and generous GM about things like the "Mythic Steed" class ability, in which case they might actually be survivable.)


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Ugh having such a hard time deciding...

I will be adding another lvl of arcanist and paladin. which would make me Arc 3/ Pal 3 and Ora 4.

Stuck on the Arcanist Exploits.

Familiar looks rad, especially with Improved Familiar -> Pseudodragon
(Since all the planer goodly ones are CG ~Ugh~)

I just want to do more thematic than super powered min/max character. A Paladin/Mage with a dragon familiar and a bonded steed just screams neat-o! to me. However I don't want the party to suffer from poor decisions.

It's my first time using a familiar so I am not sure, other than gaining alertness, how useful they are. I usually build my mounts well and armor them to survive. Most of the time they do.

Which by the glorious will and might of the almighty Rednal. God of wealth and plenty I will beseech thy for the Mythic Steed as, stated above, that is very awesome.

However a Pseudodragon in Mini-barding is friggen cool to. :3

Will hopefully have it done tomorrow morning. Still working on it. :/

Just awesome to imagine


Mythic Divine Bond: The paladin’s bond to her god is so strong, it can grant multiple benefits. If the paladin has already selected the steed divine bond, she can also select the weapon divine bond. If she selects the weapon divine bond, she can also select the steed divine bond.

Alternatively, a paladin with a steed divine bond may choose to receive a mythic steed (see below), while a paladin with the weapon divine bond may select the mythic weapon divine bond (see below).

Mythic Steed: The paladin’s steed gains a portion of her mythic power. The steed gains the hard to kill base mythic ability. If the paladin is mythic tier 3, the steed also gains the amazing initiative base mythic ability. If the paladin is mythic tier 5, the steed also gains the recuperation base mythic ability. If the paladin is mythic tier 7, the steed also gains the mythic saves base mythic ability. If the paladin is mythic tier 9, the steed also gains the immortal base mythic ability.

--

Familiars are basically good for delivering spells and carrying small items. It's just that they also tend to make good targets for enemies with anything approaching intelligence. XD There are mythic choices that would help, of course.


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Wow. Damn this is a set of books I need...

I honestly love Mythic, it adds a lot of firepower for sure but if you went more thematic with the campaign style you could have Some Runelords action going on or even be able to setup people to be like Hercules at lvl 1. Just fun RP possibilities there. :)

Mythic Steed and a Mythic Familiar. Now that sounds awesome. :P Drools

Yeah Familiar's tend to die a lot, hence my... Hesitation but for its a possibility to expand the characters overall development instead of focusing purely on her I am Deathmachine like some do. Not pointing at my party members CoughJulianCough As honestly they aren't as bad as some of the Min/Maxers Optimizers I have played with. Tarov's build is actuallt very fitting for Tarov in my opinion. He honestly strikes me as the Toughest SoB in the room, period, and can back it up. Julian has always had a fetish with dex builds. But, like myself, we make poor wizards. :P We will get better I assure you. However he makes a hell of a front liner and once upon a reincarnation time a Rogue/Assassin.

Story of how broken 3.5 could get:

Had a friend who figured out how to get an AC of 43 T 28 FF 31 @ lvl 8 in 3.5. Granted he dipped in a few clsses but the mix was legal... And insane when the DM allowed Vow of Poverty. He became unstoppable when he gained Sainthood at lvl 10. He literally Tanked a Red dragon and took damn near no damage if they had Mythic than I'd probably tried to kill him while he slept... Oh wait he had an ability *Psionic* that instantly put him on guard through precognition. Couldn't be flanked, never flat footed, no surprise and enough AC to tank a Elder Wyrm Red Dragon and come out nearly unscathed without any gear other than his fists and rags. Just plain Broken. :(


The correct response to such antics is "By the way, did I mention that I've been experimenting with template combinations? =D *Quickly adds +8 CR worth to the creature and maximizes their hit points*"

Anyway, the Hero's Handbook and the Spell Compendium are good for everyone, but don't bother with the Monster Manual unless you're GM'ing. XD There's really nothing there for players. It's just, y'know, a bunch of epic monsters. ...In the hands of a guy who also has the updated version of the Advanced Bestiary.

*Hums and waits on the post from the Paladin*


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

Why you hate us so much, Rednal?! ;_;


Who said anything about hating you? XD I was quite upfront about my intention to increase the difficulty of this campaign, and using extraordinarily reputable sources to do it seems wiser than just randomly tossing in upgrades on my own. If you're gonna be mythic heroes, then you're darn well going to have some epic challenges to overcome.


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

I know, I'm mostly being silly.


Speaking of, though, I suppose I should get started on... things. >.> I'll probably need to have them ready soon.


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Post up, sorry for wait, airport ate my post. >:(

Airport Internet has gone way down hill these days. Damn pirates...


This next bit will actually take several rounds, and you're free to react a bit to each vision before they continue. I'll be posting relatively rapidly for them regardless of responses, though, since there's not much you can actually do here. XD Not yet, anyway.


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Uses move action to recieve fallen sword...

Shifts nervously when Rednal looks his way... What I totally did it... Aheheh. Runs! Julians escape was not successful!!

(._. ) Oh dear... ^^;


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

Rowan, I'm gonna toss the Ring of Protection I got your way after we get unstunned, because Tarov's going to have effectively +2 deflection bonus all the time from his new stance.

Also, no more worrying about DR/good! Yay!


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Nice! :D


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Thanks Tarov. Will Add it to my character once I finish this darn build. :/

GM Rednal I think I will hold off on a familiar until lvl 7 since exchanging it for a different one may prove a bit painful.

Will have the 5th level build post in 24 hours or less. On and off planes right now. Apologies for the continued wait


If possible, I think you'll want to try getting your leveling stuff done in the next 24 hours. ^^


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

I'm good to go, boss. :D


Yup, I saw that you're fine. ^^ Just waiting on Rowan and Julian (yay, travel stuff?).

Still, real life things considered, I suppose now is a fairly convenient time to have several rounds of visions and storytelling. XD


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

I posted my build earlier, was waiting on some feedback xD But our travel is over just recovering at work at the moment. Rowan is at his camp which is seperate from mine but the weather is nicer so I will text him and see if he has the internet or not.


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

5th level: Arcanist 3 / Oracle 4 / Paladin 3 / Gestalt 5

Saves: 10 / 9 / 10 (Previous 9 / 9 / 10)
BAB/CMB/CMD: +5, +6, +19 (Previous +4, +6, +16)
HP 60 (Previous 48)

Skills:
Free: Craft Alchemy +1
Diplomacy +3
Know Arcana +1
Craft Armor +1

Feat: Improved Familiar

Arcanist:
* Gain Familiar (Arcanist Exploit)(above)
* Spells
- Sonic Scream 1st
- Mage Armor 1st
- Additional 1st

Paladin:
= Abilities
- Mercy (Fatigue)
- Aura of Courage
- Divine Health


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

I am updated!

So Hp is restored but everything else is still minimum right? Used spells, Used bombs and such correct?

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