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 ]

It'll be awhile (level 9!), but that sounds good. Tarov making individual players super tough with his commands fits really well, overall.

Worst case scenario, he can always just save his until yours runs out. ;)


By the way, my comments go for you as well, Julian. XD If the enemy's going before you in initiative, then wait until they've acted before posting - but remember that you can post in any order between each of their moves.

After all, you might want to do something different than you wrote once you see what your opponent's done... (if they're immune to something you planned on using, or headed to a different part of the battlefield, etc.) Not too relevant for this fight, but definitely something to keep in mind. ^^


Female Human Paladin/Bard 2 | HP: 18/24 | AC: 16/12/14 | Fort +10, Ref +10, Will +8 | BAB +2, CMB +5, CMD 17 | Init: +7 | Perception: +5

Yeah, something about a dwarf barking orders to toughen people up that works. Granted, the attack roll bonus off of Heroics won't stack, but that's still a lot of good stuff to throw onto the party members. Not to mention all the goodies that the right equipment and higher level spells will allow Paige to whip out. Everyone's gonna be buffed to the tits with us walking around.


Excellent! I do believe you'll need it for this campaign, considering the foes you'll be facing... fufufufu. I do believe in giving trials that are truly worthy of mythic heroes, so the more you prepare, the better off you'll be.


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 ]

So I just went through and threw together a general plan for Tarov up to level 13, and it looks like he's going to be pretty nasty as we get stronger.

By level 5, he'll be tossing out Aid Another actions left and right, and using them to boost other player's AC, or take attacks for them, or from up to 30 ft. away to help boost things! He'll also be a defensive juggernaut, able to make people regret entering his threatened area with tons of AoOs and really strong maneuvers. And he gets better from there. :D

@GM - Some stacking questions:
So, there are a couple stacking issues with the classes I picked. From level 1, Rapid Tactician allows me to add my Int modifier to my Initiative, in addition to Dex. But at level 4, Tactical Acumen allows me to replace my Dex modifier entirely for Initiative with my Int mod. I imagine they wouldn't stack, so I'd only get Int mod to Initiative once, correct?

And secondly, the Order of the Dragon ability Aid Allies increases the bonus I give when I use an Aid Another action. The Inspired Commands ability from Inspiring Commander archetype allows me to add my Int mod (to a max of my Cavalier level) to my Aid Another action. Does this stack (giving me a whopping +7! on Aid Another actions at level 4) or does it only use the higher bonus? I think this one stacks, but I leave it to your judgment.

Here are the abilities with the relevant portions bolded. :)

Rapid Tactician wrote:

Rapid Tactician (Ex)

At 1st level, as a move action the inspiring commander can grant any teamwork feat she knows to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 4th level and for every 3 levels thereafter. Furthermore, the inspiring commander adds her Intelligence modifier to initiative, in addition to her Dexterity modifier.

This ability replaces tactician.

Tactical Acumen wrote:

Tactical Acumen (Ex)

At 4th level, the combat training that the warder has received hones her reflexes. Through her knowledge of tactics, training manuals, and lessons in the histories of war, her wits aid her when her agility may be impaired by her heavy armor. The warder may add her Intelligence modifier to her Reflex saves and to her initiative in place of her Dexterity modifier (using the higher of the two bonuses).

Aid Allies wrote:
Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
Inspired Commands wrote:

Inspiring Commands (Ex)

An inspiring commander gains the ability to inspire her comrades. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes) except that the performances are extraordinary abilities, not supernatural or spell-like. Further, all effects based on Charisma are instead based on Intelligence. The inspiring commander may inspire courage at 1st level, inspire competence at 3rd level, inspire greatness at 9th level, and inspire heroics at 15th level.

In addition, an inspiring commander can use aid another as a move action. Furthermore, whenever an inspiring commander uses aid another to assist one of her allies, she adds her Intelligence modifier (up to her inspiring commander class levels) as a bonus to all aid another bonuses she gives to that ally. This ability replaces the mount, cavalier's charge, and mighty charge abilities.


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

Sorry about that GM Rednal. I don't know how I missed that but I did, will try and be more thorough. :/

Being Magus/Alchemist is going to be a bit tough. I am going to Dual Path Archmage and Trickster which will alleviate some of the issues.

With his current build he won't have to invest in actual armor but taking Enduring Armor is a definite as it scales with his Tiers and is Force for benefits against incorporeal and such. Its free to activate and lasts as long as I wish it to, totally a win ability.

Thought about Legendary item but unsure what to snag if I do.

Dual Path gives me access to two different mythic abilities which Fleet Charge and Wild Arcana are awesome for Magus/Alchemist.

Titans bane is looking really good though.

Mythic side of things.:

Tier's 1-3
Feats: Dual Path
Feats: ?????

Archmage Arcana: Wild Magic
Trickster Ability: Fleet Charge

Tier 1 ability: Enduring Armor AC +3 (force, stacks with additional tiers.
Tier 1 ability: Titan's Bane
Tier 1 Ability: ????

Still building character to lvl 10 and haven't picked his later feats yet. =/

A great one for anyone that goes Guardian is Ranged Disarm. That power is awesome, coupled with mythic Manyshot and Rapid shot and you are a disarming, arrow firing God. Especially as you can exchange an attack for a disarm roll instead. So if you have four attacks you can disarm upto four people in one round. I have a level 6 character with guardian 1 and they have a +23 Ranged Disarm Check.


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 ]

Tarov will probably grab a bow at some point, but probably won't ever use it outside of flying targets that don't get within his threatened area. And the only "Combat Maneuvers" he will be using are probably Pushing and Dazing Assault (maybe Stunning on top of that!) but Ranged Disarm did indeed catch my attention.


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

As I said With manyshot and rapid shot it becomes a beast. No one will hold onto their weapons if you roll mid to high lol. Its fun for a ranger archer type loll. :)


@Tarov: Rapid Tactician supersedes Tactical Acumen - you can only add the bonus once, so Tactical Acumen only benefits your reflex saves.

Yes, the other two do stack, as they seem to be giving different kinds of bonuses to the Aid Another action. ^^


Female Human Paladin/Shaman 2 | HP: 20 | AC: 21 (16)/12/14 | Fort +6, Ref +6, Will +9 | BAB +2, CMB +5, CMD 18 | Init: +2 | Perception: +8 |

Going to focus on Heirophant with Yukio, although I may dual-path champion for additional combat prowess. Biggest thing will be picking up enduring blessing though, which means permanent heroism, and mythic divine casting which should provide some good utility. Will also have a wide array of arcane spells on my caster list (including contingency which can be cast on others as a mythic spell) between shaman Arcane knowledge, Ancestor and Time mysteries and Unsanctioned Knowledge for 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 ]

Neat. Figured on the Init part (though it's no real loss, as geting my Int mod to my only "bad" saving throw is still awesome) but I'm glad to hear about the second bit.

So my Aid Another is +5 right now (base +2, with +3 from Int), will be +6 at level 2-3, +7 at levels 4-7, and just keep increasing after that. And once I can do that from range, I can hugely boost people's AC or to hit or skill checks or w/e, all for the cost of a move action. How's that for support?! :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

Nice Tarov!

Yeah I am trying to build a well rounded magus / holy bomber lol.

Rapid Shot and Fast Bombs will make Me go Nova eventually.

However Grenadier will allow my to miss some of my allies with the Precise bomb feat thankfully. Have to boost my INt a little more to avoid hurting the extras in the party. =/

@GM Rednal

Should I avoid crafting feats in this AP? Namely the Mythic Crafting Mastery perk?

Just wondering as it would be neat to become a crafter for party items as Crafting Mastery is like all the feats in one. :)

Thanks!


You're free to craft if you want to. ^^ It is an option, after all, and I'll try to allow you time to manage it... though I wouldn't embark on any huge projects if I were you.

Everything I've seen suggests that this campaign is a bit more time-sensitive than some others are.


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

Gotcha and good to know! :)

I am finding that the Magus/Alchemist build will be a lot more taxing then I predict at least Mythic wise. However They didn't really release much for Alchemists in mythic lol... I can drink faster. >.>

However Mythic Improved Feint and Cyclone Master have some interesting possibilities.

I look forward to Mythic Mania! :D I missed out on the Kickstarter though. D:


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 ]

Well, if I'm reading my abilities correctly, by level 5 I can use Perform: Oratory to make Aid Another attempts to boost crafting checks pretty significantly, which should shorten the amount of time needed to make stuff. :D

Imagine it as me coaching Julian from across the room. "Attaboy, that's th' spirit! Keep at it, lad, yer workin' like the smiths o' Thanehelm!"


I, too, am looking forward to the massive release of mythic material... XD Though I only went for PDFs and the Hero Lab files.

(Summoners didn't get much, either - but then, they never do, and at least the Marshal path can kind of work with 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

Tarov With Fire Resistance 5 and a yelling dwarf smith. We will make a really fun team! Lol

I will look for anything that will aid my craft check but with my high Int it will be around +15->30 on each roll with your help. xD

Gm Rednal That was what I wanted as well. I am trying to build a Gestalt build file for Hero lab but it's not going as planned lol...


How so? XD I mean, if you're using ShadowChemosh's add-on, it should be fairly straightforward...


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

There is an add on... Whtusay!? @.o!?

*Off to look for this Shadowchemoshiewoshie person...*

Edit @Gm Rednal

Where do you want us to add Soul Points at? And are we using Hero Points?

Edit ze Edits~ I will add Soul Points under Hero Points in Profile with an effective - as it is empty but that way I don't forget. >.O


If you're using Hero Lab, be sure you have things configured for all the community stuff. XD There are a lot of extra options, up to and including the ever-fantastic Adjustments (also by ShadowChemosh, and allows you to edit characters FAR better than before) and a Gestalt builder (only 20 levels, so less helpful if you're going above that, but it actually works). Toooootally worth looking into.

I'm tacking Soul Points on the campaign tab, and should eventually give you the list of what you can buy... 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

Oh! Understood. :) Will remove from Profile then, less stuff to worry about~

So no Hero Points then as well. Will also remove~

@Tarov Nevermind at lvl 1 I have +11 Alchemy, if I put SP into the other skills we will be a dynamite crafting team eventually. I will look into a build to involve ways to speed up the crafting process. Spells will be the only issue then, which magus gets quite a few but only u-pto the 6th lvl bracket.

Love your profile btw Damn you spent some time with the URL links added xD!

Shameless Centaur plug~:

Been working on my Iobaria Kingbreaker Campaign setting and found some killer Centaur Artwork.

Centaur Cavalier

Possible Centaur PC's What now!

Building adventures from nearly nothing is hard. :(

My creative juices are flowing! :D


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 ]

@GM: Not to rush you, boss man, but Paige went, so it's time for the snake to go. The rest of us are chomping at the bit. :D

@Julian: I can always Aid Another your Spellcraft to overcome the +5 DC penalty for not knowing the spell, too! And since Tarov is going to have tooooons of skill points because he's Int-based too, I can always help out.

And yeah, I do lots of links to my abilities and stuff. Makes it a lot easier for me to find exactly where I pulled stuff from, and once you do it the first time, it's easy. True story, I actually don't have Hero Lab at all. I stole the overall design from something someone posted, and I edit it by hand for each character. Yay for copy+paste!


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

Tarov

Hehe Nice! :)


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

Character sheet stuff:
So adding and removing things from profile while cleaning it up.

Added a list of character progression, where he will add mythic stuff and trying to find the overall flow of the character.

Considered Dragon Disciple as it would be neat but it would be taxing to juggle. Most of the PrC's just don't work for Magus/Alchemist. Which Alchemist has some nice discoveries. Although I was amused with the idea of taking the extra arms, dragon disciple and becoming a six legged dragon... :3

I doubt that it would work that way but it was an interesting thought.

I am the Sleipnir of dragonkind!


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

Waves of Mutilation Its a 3rd party arcana on pfsrd. Didn't know where the restrictions lay. ;)

Having fun planning out his progression~ Difficult as I am still unused to thinking of two characters at once but it is fun~!


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 know how you feel Paige. Rolled six critical failures in a row last night at my home game! We use the Critical fumble table to and I smashed so much of my good stuff it wasn't funny. My Cavalier threw himself out of the saddle, in front of an injured and angry Red Dragon.

Battle Outcome.

New character being rolled. 'Cause it steamrolled me with 225 damage which I promptly rolled a 1 (The Sixth dice roll) on Mass Damage roll and died lol.


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

Totally missed where Alchemists can't share infusions without that discovery... Crap. xD

Can't wait for lvl 2 already HA!

However though have two different spell lists is nice, especially with my Magus having one spell reduction across the board from archetypes~ By Infusions will be nice, I can make True Strike potions for people like Tarov. :D


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 ]

True Strike is okay, but Enlarge Person is where it's at!


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

Hehe can do that too. At least per the faq. I don't know if they have reprinted the APG yet or not to clarify some of this but that was what the faq was saying would happen as well lol.

It'll be nice to be able to make cure potions, buffing extracts and such. The only downside is the Extract's slot remains used until it is consumed.

So if I give one to each of you, then I am three slots less. However it isn't too big of a deal because they'll either A) Get Used Or B) Get handed back so I can make new stuff. :3

Wasn't trying to be whiny just learning the intricacies of being an Alchemist. Hehe.

Looking at the lvl 20 discoveries is pretty interesting but its hard to decide between the Fast Healing/True Mutagen or the 1/month Philosopher stone. =/ AS I am still building his 1-20 1-10th tier progression~


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 ]

My mythic feat choices will be effected a lot by when we actually get the Mythic levels, so I'm going to hold off on that until it happens, I think. :)


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

hehe true, I am just exploring ahead of time to make sure I don't make a mistake. =/ I have a bad habit of picking a useless thing when I thought it would be nice to have...


Unless something goes horribly wrong with this adventure, you'll receive your first mythic tier at Level 6.

And if you're not sure what to get, feel free to ask - I'm quite familiar with the options and can at least give some advice. ^^


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

Definitely will! :D

Working on understanding the system better myself. Dual path is making an interesting idea with some really good options. :D


Gotta be careful with Dual Path - remember, you only get one ability each level, so you definitely need to plan ahead with what you want to take. ^^ That said, it certainly does offer some interesting combinations...


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

True and duel path gives me both Fleet Charge and Wild Arcana. Which is awesome for a magus. :3

Your right though I have to be very careful in my selection process. Enduring armor though looks like a really good first choice. 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

GM Rednal

Are you one of the types that wants consistent rolls to show that we are paying attention or save them for when they are needed?

Like me being in the rear rolling Perception checks? Good? Bad? Neutral? xD


I won't demand them in every post, but if you're specifically moving to a new area or doing a new thing, then you should probably roll if you want the benefits. ^^


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 Goody! :D Thanks!


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

Following your example Tarov, hyper-linking my abilities and it is turning out quite well. Makes it way easier to find things as well. :)

Edit
Just realized I can still wear light armor. T.T Too bad I couldn't afford any anyway xD Alchemists and magus's are expensive. :3 Ediz3 Granted I will suffer from arcane spell failure then but *shrugs* it'll be low enough that it won't be too bad. :3 AFAIK...

Editz~
Added a wishlist to my sheet so i don't forget what I will be aiming for later on. xD

Apologies for so many posts, been doing 14 hours a day of well... Nothing. Weather days have us on standby so we are waiting to work... :( so boring and all I can do is do technical writing all day. So inbetween mindnumbing SOP writing I post on all my games and advance my Pbp's game I run to not go insane from boredom... :P


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 ]

Sorry, I was in class and just wanted to get my action down so that other people could go.

I'll stick my maneuvers and stuff in a spoiler, but it's going to get LONG, fast.


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 don't need to use the Dorn-Dergar as a reach weapon, and haven't been for this fight. I'll specify whether I have it as a reach or regular weapon in the future, for everyone's clarity. :)

Spoiler:
At least until I get a Dwarven Longaxe at level 6, when I can use reach weapons to attack adjacent targets, too! :D

-e-

Also, I made an oopsie. I activated Inspring Commands as a move action, but it's actually a standard. It's more important to get Inspire Courage up, I think, so if you want to make it so I didn't use Enduring Crane Strike in round 2, that's okay.

I'm going to add the action it takes to start Inspiring Commands into my little blurb about it on my character sheet, so I don't make this mistake again.


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

Questions for party.

I understand that intimidate and Diplo doesn't work on people. Thats fine.

What about Bluff Checks? Or shall we dispense with rolling dice against party members?


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 never roll against party members. But on that same token, Tarov won't just believe everything he hears.


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

Sounds good, no rolling against party members then. It wasn't nothing bad, but I was just wondering.

Like Julian's shaking hand when he entered the shrine, its not something he wants to reveal. Just story fluff really from his overprotective nature. ;)


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 ]

Are we waiting for something?


Female Human Paladin/Shaman 2 | HP: 20 | AC: 21 (16)/12/14 | Fort +6, Ref +6, Will +9 | BAB +2, CMB +5, CMD 18 | Init: +2 | Perception: +8 |

Busy weekend for me, just finally got a chance to post. Onward!


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

If anyone had indicated in there posts that they were picking up the items in the temple let me know. ;)

Bad habit ingrained in me, never leave sellable stuff behind. Besides Horgus can carry... Most of it. >:3


Female Human Paladin/Shaman 2 | HP: 20 | AC: 21 (16)/12/14 | Fort +6, Ref +6, Will +9 | BAB +2, CMB +5, CMD 18 | Init: +2 | Perception: +8 |

I'm pretty sure anything you give to Horgus we'll never see again :p


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

Heh I am sure Paige will be able to scOre the wrath of god into him. Diplomatically speaking~ But at least he can be useful. As an impromptu pack mule. :)


Or he could tell you to carry things yourselves. XD Note that he's not exactly the most fit person to begin with...

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