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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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

Did you install the Pathfinder Roleplaying Game - V12.14 Rednal?

The Kobold release for the Darklands and such? It was about 161 mbp's and replaces a ton of files...


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 we go. Its fixed the JBer rivernations file disappeared during one of the imports I think. So I am back up and running and time for bed!


Glad to hear it. ^^~


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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

Well hot damn all I am missing is an AC bonus and I effectively have smite evil just about xD.

Thanks guys! >:3


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

Holy crap Julian, you could have done defensive fighting xD With rolls like that!

Post coming shortly, just got freed up from bbqing today lmao


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

Haha only thanks to you two!

Updated my Hp to reflect the dmg and healing. Good Luck Anathya!


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

Quick Question did I make the save or fail? It shows an 18 which doesn't beat the DC so I am Nauseated right? I looked at my sheet and didn't see anything standing out to protect me from it. Just wanted to verify. Thanks!


As I recall, the DC is 19, as was previously listed. So...


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

Gotcha, so yep failed, just didn't have the 1d4 roll next to it so I was confused and didn't want to post something incorrect.

post incoming!


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

Being nauseated sucks! XD Swarms are such a pain and without my bombs I can't do anything xD Aside from vomiting like a fool lmao.


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

Post in the AM I am completely whipped sorry. Thinking as well, trying to figure a way past these cretins lol! 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

Anathya, still with us?

Swarms suck haha, but we will get the advantage. Hopefully.

Julian, bomb the hell out of me will ya. I accept some holy splash damage to wash these ugly things off me.

FYI I looked up locust and even as a man, imagining those things on my skin gives me a *WHAUGHFLARG* feeling. Just makes my skin crawl.


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

Sorry posting in a few, having a hard time coming up with absolutely anything remotely effective against a swarm.


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

Np, I think weall are. Unless we use massive area effect stuff it won't be destructive enough. If I wasn't nauseated I could actually do some knowledge checks and Julian would officially know instead of blindly tossing bombs. xD


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

And I blew my one fireball a day trying to hit what I thought was an invisible dwarf.


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 have 16 bombs a day so I have plenty to burn, just don't know if they do anything or not. :/ Without knowledge check Julian is flying blind with what he thinks (being high intelligence I can assume he is fairly smart lol) is a smart move. Granted he can choose not to target allies which helps immensely.


*Glances in*

In general, AoE abilities are (very) effective on swarms unless they have a specific immunity on top of that. It's usually a safe bet.


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

Julian is really the only one with those


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Well, you have Abyssal Scourge, plus whatever you can conjure up using Inspired Spell. There should be at least a few good options there.

(Swarmbane Clasps for the party wouldn't be a bad idea, either. I'm not sure if you read the part where the others rescued Meiyun, but she's pretty good at crafting, and those wouldn't take long at all. 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

Magus/Alchemist may not be the most optimized of builds but it relies on far fewer stats then some too. Allowing the magus to be a sort of CQB/Bombing saboteur if need be. Kensai makes the deal all the sweeter and have a useable tails means I can bomb once a round and still have my sword out.

I just like all the resources and the only major downside is the two classes use a lot of actions per round so they can drag that way.


Well, in-game evidence suggests you're doing just fine for now. XD I must admit, though, it was fun getting to spring that thing on the three of you. (What actually happened here was a reduced version of an Apocalypse Swarm, a particularly nasty template from the Advanced Bestiary. The full version would've been a bit much, but I think this worked out rather well...)


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

It was pretty damn intense.


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 that last part was rough, with most of our Mythic resources blown we would have been a lot worse off. XD

Nice one Rednal! Fights that are frustrating are good learning tools just like real life situations. at least we ended up having the right resources to take care of it haha.


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

Back! RL has been kicking my kester lately, 9 trees fell on my rental properties this week alone. Lots of wind and repairs to do, end of winter is always windy as heck. But I am here and leveling up. Definitely a rough fit, I had forgotten how tough a swarm can be if unprepared! XD


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

I literally ran through my entire spell list to pull out Wind wall. Definitely challenging, and about to become more so.

Will level within the next few hours.


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

Julian Fey:

Male tiefling alchemist (grenadier) 9/magus (bladebound, fiend flayer, kensai) 9/gestalt 9/Trickster 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 170, Pathfinder RPG Bestiary 264, Pathfinder RPG Monster Codex, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
CG Medium outsider (native)
Init +15; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 29, touch 23, flat-footed 16 (+5 armor, +5 Dex, +8 dodge, +1 natural)
hp 94 (9d8+17)
Fort +8, Ref +14, Will +8
Defensive Abilities canny defense +8, hard to kill; DR 2/—; Resist fire 5
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Offense
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Speed 30 ft.
Melee einherjar, hope of the incoming storm +15/+10 (1d6+10/18-20) or
. . starknife +7/+2 (1d4+1/×3)
Ranged bomb +12 (5d6+12 Fire)
Special Attacks arcane pool (+3, 11 points), bomb 17/day (5d6+12 fire, DC 22), improved spell combat, magus arcana (arcane accuracy[UM], close range[UM]), mythic power (7/day, surge +1d6), spellstrike, wild arcana[MA]
Alchemist (Grenadier) Extracts Prepared (CL 9th; concentration +17)
. . 3rd—displacement, fly (2), heroism, utter determination
. . 2nd—bull's strength (2), cure moderate wounds, cure moderate wounds, resist energy, lesser restoration
. . 1st—cure light wounds (3), flank shield, shield (3)
Magus (Bladebound, Fiend Flayer, Kensai) Spells Prepared (CL 9th; concentration +17)
. . 3rd—bands of force, fireball (DC 21), haste (2)
. . 2nd—blur, invisibility (4)
. . 1st—bleeding wounds (2), color spray (DC 19), energy missile (2), snowball (DC 19)
. . 0 (at will)—arcane mark, ghost sound (DC 18), prestidigitation, ray of frost
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Statistics
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Str 13, Dex 20, Con 12, Int 26, Wis 12, Cha 10
Base Atk +6; CMB +7; CMD 30
Feats Bladebound Defense, Dervish Dance[ISWG], Dual Path[M], Extra Arcana[UM], Lunge, Martial Weapon Proficiency (scimitar), Point-Blank Shot, Power Attack, Throw Anything, Weapon Finesse, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits chance encounter, faithful artist, magical lineage
Skills Acrobatics +13, Appraise +13, Climb +10, Craft (alchemy) +20 (+29 to create alchemical items), Disable Device +16, Fly +18, Heal +5, Intimidate +4, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +12, Knowledge (planes) +16, Knowledge (religion) +13, Perception +14, Perform (dance) +12, Sense Motive +3, Sleight of Hand +10, Spellcraft +20, Stealth +14, Survival +5, Swim +6, Use Magic Device +10; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, Orc
SQ alchemical weapon, alchemy (alchemy crafting +9), amazing initiative, assured drinker[MA], black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: teleport blade, black blade: unbreakable, chosen weapon, critical perfection +8, directed blast, discoveries (feral mutagen, holy bombs, infusion, wings[UM]), fleet charge[MA], iaijutsu, infernal mortification, legendary item[MA], legendary power, legendary surge, mutagen (+4/-2, +2 natural armor, 90 minutes), mythic bond, overprotective, perfect strike, precise bombs, prehensile tail, swift alchemy, unyielding
Combat Gear mutagen (feral)[APG]; Other Gear defiant leather armor of the long journey +1, starknife, cloak of resistance +1, cloak of the night sky, ring of climbing, backpack, bedroll, belt pouch, flint and steel, holy text[UE], ink, inkpen, iron holy symbol of Desna[UE], masterwork tool, mess kit[UE], pot, ring of the north star, soap, spell component pouch, torch, trail rations (5), travelling formula book[UE], travelling spellbook[APG], waterproof bag[UE], waterskin, 21 gp, 10 sp, 9 cp
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Special Abilities
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Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Accuracy +8 (Su) 1 Arcane Pool: +8 to attack rolls until the end of your turn.
Arcane Pool +3 (11/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Assured Drinker (Ex) No AoO for drinking while threatened, use 1 power to retrieve and drink as a swift action.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (3/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +3 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Bladebound Defense While you hold your black blade, you cannot be flanked.
Bomb 5d6+12 (17/day, DC 22) (Su) Thrown Splash Weapon deals 5d6+12 fire damage.
Canny Defense +8 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Critical Perfection +8 (Ex) Bonus to confirm threats & qualify early for critical feats with chosen weapon.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Bombs Bomb does divine dam & staggers Evil foes for 1 rd (Fort neg). Half/no dam vs. Neutral/Good.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Infernal Mortification (Su) As a standard action, increase arcane pool by 1 pt per 2 Con dam (only time can heal).
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Legendary Power (4/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
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mutagen (DC 22) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 90 minutes.
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
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
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.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
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.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Wings (9 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min
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4 Sp for Rednals Birthday
Added to K-Engineering 1 & Dungeouneering 1 & Disable Device 2

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Not much changes

Gaining a level in Alchemist and Magus again 9/9 respectively.

HP +9

I gain an additional Extract of 1st and 3rd level

Same on the magus side 1st / 3rd level

New Extracts and Magus spells are:

Alchemist:
Heroism 3rd lvl
Utter Determination (for those do and die moments) 3rd lvl

Magus:
Blade Snare 3rd lvl
Slow 3rd lvl

Gain additional Arcana +1 and Bombs +1 w/ Bomb dmg increasing to 5d6 per bomb.

Feat gained:
Lunge

Magus abilities gained;
Blackblade Teleport and Arcana +3 (Can enhance my blackblade (Einherjar) up to a +3 magical weapon.)

Skills increased:
All Knowledge Skills, Perception, Fly and Craft Alchemy (Free point)


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

Ranger 9
+1 BAB +1 Will
+1 1st level spell
Evasion

Inquisitor 9
+1 Reflex
+1 1st level spell per day +1 3rd level spell per day
+1 3rd level spell per known
Favoerd Judgement (Evil Outsider)

6+Int mod+favored=8 skill points
+1 to (Acrobatics, Craft Bowyer, Intimidate, Knowledge Dungeoneering, Knowledge Planes, Knowledge Religion, Stealth, Survival.)

Still need to pick a feat.


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

+1 Level to Mystic Theurge / Paladin

Hp +12 for 124 total

Mystic Theurge adds a lvl to Arcanist and Oracle giving me an additional 1st/3rd level casting slot for both respectively.

I don't gain any new spells which is regrettable xD But I hope we find something good in this massive fortress!

Skill points were added to: Heal, Knowledge checks (all), perception and my free one was used to raise my craft armor check.

Feat: Power Attack but I have a question below...

[Anyone used Sacred Geometry? It looks... crazy overpowered. I think. Its a weird feat. Lots of... Math? xD

BAB increase by +1, Saves become +13 across the board.

Additional Smite evil use per day -not recharged yet- 3/day

Gain lvl 2 Paladin Spell slot - Chose Litany of Rightousness -Not Recharged yet-

No really major changes actually, somewhat surprising...


Sacred Geometry is a really weird feat, and also widely agreed to be way stronger than it should be (especially for PbP, where you can take all the time you want to figure it out), so I'm gonna have to give a preemptive "no" on that one. XD

You all look good, though we're still waiting on a feat for Anathya. I can give suggestions if need be.


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

Suggestions would be welcome.


Let's see...

Instant Judgment lets you pronounce and change your judgments as an Immediate Action. Judgment Surge lets you treat your class level as a bit higher, making your abilities more potent. Extended Bane gives you a few more rounds/day for that ability. Those might be a good place to start looking.


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

Those definitely sound good. Being able to activate one of the defensive or fast healing Judgements as an immediate action when it isn't my turn could be the difference between life and death. That would stack up well with Judgement Surge two levels from now for my next feat. Thanks.

If it's all good I'll Update.


Anytime. ^^~ It's the GM's job to answer questions, after all, including guidance on what levelup choices might be useful - and yeah, you're good to update.


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

That was my thoughts as well, the random math was the only thing I thought would keep it in check at least, but Power Attack it is then haha. ;)


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

Will get the update asap.

Julian quit rushing damn you! 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

There's a method to my madness. Besides with Maranse gone its much worse to stay right here! I should have gone with my instinct and made them take a long swallow of holy water. "It's totally a healing potion... Made of holy water. A-Hole."

I was waiting to see if your followers were okay but decided that Rowan can do her thing while Julian pushes things forward, I am assuming you are right behind us 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

Rednal You said that the Dwarf exploded. Did he leave anything behind? oOr he literally became a swirling ball of deadly insects?


I mean he literally became a swirling ball of deadly insects. o wo~ That's not where your loot is dropping, but fear not, there's definitely loot.


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

Haha, np. Loot is loot. I was merely hoping for a key or some biz~ Lockpicking is still tough for Julian. Despite having an outrageous skill check on it. However I don't think he can cast knock. Nor do I have the MP to waste. (o .o);

Besides, as far as I can tell there are no other corpses. Unless demons don't turn to dust and vanish after a minute or two.


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

Beyond my skill... rut roh Shaggy!

I see what you did there XD


Oh, I just meant that even Taking 20 wouldn't open it. o wo~

...

It's got a really high DC. XD *Did not change this - it's in the book that way*


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 understand, the comment made me realize further rolls of any kind
was pointless which was perfect lol

And Really? Normally the AP are more low key with locks, at least in the few I have played in anyway. XD


Really really. XD Maybe they figured mythic characters needed to be more creative.


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 true that. Very true. 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

the What?! part of the post was supposed to be in her head. Though high winds and a falling tree ensured that my internet was KOed before I could fix it lol.

The wind this month in Kenai Alaska is absurd. SMH


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

However, Mcdonalds Wifi is free, stupid data cap on my phone refreshes tomorrow -.-;


By the way, you DO have time to drop off anything you picked up, tell your army about what's going on, maybe resupply a little, and in one case get your spells back. I'm not gonna force Anathya to head below without having the chance to take care of that. XD That is in no way the goal here.


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

That's a relief.


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

That is a relief, because Julian is of the mind that time is of the essence.

Is that Bag o Holding completely full of books or can we take the rest of the horde with us? Just curious as these bags are huge. Dang!

Though with all the coinage alone that bag might be full aside from just the books, sheesh. I need to get my floating platform out again...
Flying to work, posts may be spotty for a bit!


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

Loot repost here to better sort/allocate.

Cash/gems:
3,438 cp, 1,319 sp, 7,753 gp,
two pearls worth 500 gp each, three garnets worth 250 gp each, eight amethysts worth 100 gp each, 12 agates worth 50 gp each,
an emerald-and-ivory scepter worth 4,000 gp, a silver candelabra worth 75 gp, a gold signet ring worth 50 gp,

Magic Gear:
a bag of holding (type III) containing a small library of rare books that grant a +4 bonus on Knowledge (planes) checks when they are referenced (these two dozen books are worth a total of 2,000 gp)
an empty blessed book,

Consumables:
an elemental gem (earth)
a dose of silversheen
a potion of lesser restoration
a scroll of dimension door
a scroll of move earth

Weapons:
(+1) flaming heavy crossbow
an efficient quiver containing two javelins of lightning and 19 (+1) magical beast bane arrows,

Armor
a suit of (+1) ghost touch full plate.

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