GM SpiderBeard's Wrath of the Righteous (Inactive)

Game Master Barvo Delancy

Chapter Three: Demon's Heresy

Currently at: The Ivory Sanctum

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Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

Just to clarify:

Quote:
Damage reduction 10/good

We have DR that is overcome by good weapons?

Quote:
Once per around, as an immediate action, you can add 1d12 to any roll you make.

Do we have to declare the 1d12 roll before we roll, after but before we know the result, or retroactive after we know the result?


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

(Sorry--I haven't been home since Sunday.)

New Revelation: Safe Cures (don't provoke when casting spells that heal hit point damage)

New spell: Liberating Command
(All the other 1st level spells I was looking at don't scale per level, so I'll just get them as scrolls or wands.)


.

Sarkast - you are correct. Yeah, it seems backwards but hey, you're unlikely to fight anyone with a good aligned weapon any time soon!


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

Thanks ... what about the d12 roll?

Sarkast wrote:
Quote:
Once per around, as an immediate action, you can add 1d12 to any roll you make.
Do we have to declare the 1d12 roll before we roll, after but before we know the result, or retroactive after we know the result?


.

You can add it after the roll!


.

Congratulations everyone, book one is complete and we are at mythic status. Thanks so much to everyone for sticking through on the game. I imagine most of the rest of the week will be our denouement and I will have the second book ready to go soon.


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

New HP Roll: 1d10 + 40 ⇒ (2) + 40 = 42 Yuck.

New level in Prestige Class: Sentinel of Shelyn

Requirements:

To qualify to become a sentinel, a character must fulfill
all of the following criteria.
Alignment: Within one step of chosen deity.
Deity: Must worship a single, specific deity.
Feats: Deific Obedience*, Weapon Focus (deity’s favored
weapon).
Special: Base attack bonus +5 or higher.

Skill Ranks 2+ 1 Human
Perception
Kn:Religion
Survival

+1 BaB (+6/+1)
+1 Fort
Obedience (Ex): In order to maintain the
abilities granted by this prestige class, a
sentinel must perform a daily obedience to
his chosen deity (see page 10).
Symbolic Weapon (Su): When wielding his
deity’s favored weapon, the sentinel gains a +1
sacred or profane bonus on attack and damage rolls.
These bonuses increase by 1 for every 3 levels he has in
the sentinel prestige class (maximum +4). His deity’s
favored weapon also functions as a holy (or unholy)
symbol when wielded by a sentinel.

I'll do mythic separate.

What is everyone doing for Mythic? I see Nilus as more of a Marshal, but I don't think we have a Guardian.


.

The campaign trait you chose will give you new bonuses if you pick the associated mythic path. That said, you can still pick any path you like.

The campaign trait you chose will be enhanced if you go on the associated mythic path. Bonuses are below. That said, you can still pick any path you like.

Exposed to Awfulness - Guardian. +3 hp per level, when reduced to negative hp by an attack or effect from a demon, the PC can expend a mythic power to heal damage equal to 2d6+twice your mythic tier. You cannot use this to avoid a killing blow.

Riftwarden Orphan - Archmage - The PC gains a +4 trait bonus on caster level checks to penetrate a demon's spell resistance. Once per day, he can recharge a charged magic item by expending one use of mythic power. Doing so adds a number of charges equal to 1d10 + his mythic tier to the item, up to its normal maximum number of charges.

Stolen Fury - Champion - The PC gains a +2 trait bonus on Fortitude saves. By expending one use of mythic power as a swift action, she can ignore a single demon's damage reduction for 1 minute, and increases the critical multiplier of any weapon she wields against that demon
by 1.

Touched by Divinity - Hierophant - The PC can select a second domain granted by his affiliated deity. He can use the ist-level spells of both domains as spell-like abilities a number of times per day each equal to his mythic tier. By expending one use of mythic power, he may use any of these two domains' spells as a spell-like ability, but may only use spells of a level equal to or less than his mythic tier.

Chance Encounter - Trickster - The PC gains a +2 trait bonus on Reflex saves. By expending one use of mythic power, the PC can take 2 0 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.

Child of the Crusades - Marshal - The PC gains a +2 trait bonus on Will saves. Whenever he successfully saves against a mind-affecting effect from a demon, as an immediate action the PC can expend one use of mythic power to cause the demon to become staggered for a number of rounds equal to the PC's mythic tier. The demon can reduce this effect to i round by making a successful Will save (DC = 10 + the PCs' mythic tier + the PC's Charisma modifier).


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Oh ok, well that makes that easy. Nilus has the exposed to awfulness trait.

Guardian it is! Be back later with the details.


.

I've edited my above post to give the list of bonuses. THey're hefty!


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

As a GM of this campaign and after reading a ton of reviews and threads about it I feel the need to make a plea to the party.

Please, please think about balance when choosing your Mythic Abilities and Feats. The critical feat/path/legendary item(Foebiter) choices are extremely broken and will result in 1 round combats. The same can be said for the Power Attack/Vital Strike line of mythic feats. Also, all the abilities which break the action economy (Mythic Spellcasting and Amazing Initiative are the main culprits but there are others) can basically turn every encounter into a "I won initiative therefore I win the fight" type encounter.

That being said, here are my choices, feel free to give me advice or point things out to me.

Guardian Mythic Tier 1
HP bonus +5

Guardian's Call Ability Absorb Blow (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.

Mythic Path Ability:
Legendary Item(Radiance) (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
Legendary Item Ability: 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.

Mythic Feat: WEAPON FOCUS (MYTHIC)
You're a master of one type of weapon.
Prerequisite: Weapon Focus.
Benefit: Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of mythic power to gain a bonus on attack rolls with your selected weapon equal to half your tier until the end of your turn.
Special: If you have taken non-mythic Weapon Focus multiple times, you must choose which of those feats this enhances. You can take this feat multiple times. The effects do not stack. Each time you take this feat, it applies to a different non-mythic Weapon Focus feat you have.

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

I think that is everything.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

Wow, seems like we just hit 5 ... sometimes these APs are timed weird. :)

I'll work on my advancement later today.


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

+3HP per level....wowzer. So, I instantly gain 18HP.....plus 5 for guardian path. Total HP went from 40 to 65 in one level.


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

Dejik has the Heirophant trait--I'll have to look at what other domain she wants to take, or whether she wants to switch paths.

She'll take Oracle level 4, which gives her a total of 4 life links. That will cover all the front liners or all the humans, however we want to do it. She also has the opportunity to retrain one 1st level spell and pick a new one. I'll have to look at the mythic versions of the spells and see which one she wants to swap.

I won't have a chance to work on my advancement until tomorrow (yay, deadlines!), but I'd love to hear anyone's suggestions.

Keeping this group alive is actually pretty easy, so I'm trying to figure out another way for her to contribute to the party. I don't play a lot of casters, and this is my first Oracle, so I'm not sure how to fill the group's needs best.


.

The game basically shoots you straight to 6th level from 4th. Honestly, they could just start you at a higher level but hey.


Male Half Elf Summoner 8/Achmage 2 | HP 78 | AC 18/13/15 +2 if Next to Jinxx | Saves F 7/ R 7 / W 8 | Init +6 | Perc +3

I will work on leveling up, I have to figure out the Mythic stuff in Hero Lab. Can't seem to find where its located, will look more into it when I get home from work tonight.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21
Ronan Black wrote:
I will work on leveling up, I have to figure out the Mythic stuff in Hero Lab. Can't seem to find where its located, will look more into it when I get home from work tonight.

It takes some work to find:

1. Open the "Configure your hero" window (Ctrl-K).
2. If you haven't already, check the box to enable the "Mythic Adventures" source.
3. Now you should have a new checkbox on the left side, in the middle, that says "Mythic Character?". Check that box.
4. Save the settings. You now have a "Mythic" tab.
5. Profit!


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

Here's my plan for Sarkast:

Rogue level 6
Hit points: 7 (average on d8, 12 CON, Favored class bonus)
Second Chance class feature increases to 2/day
New Rogue Talent: Combat Trick (Extra combat feat: Mobility)
11 Skill points (rogue 8, INT 14, human bonus): Acrobatics, Climb, Disable Device, Escape Artist, Perception, Sense Motive, Sleight of hand, Stealth, Survival, Swim (2)

Mythic Path: Trickster 1 +4 hp, Hard to Kill, Surge 1d6

Trickster Attack: Fleet Charge As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Mythic Feat: Dodge Dodge bonus increases to +2. Expend 1 mythic power as immediate action to gain +10 AC to one attack

Path Ability: Extra Mythic Feat: Mobility Mobility bonus to AC increases to +6. Once per round, if an AoO caused by movement misses, move 5' as a free action that does not count against moment for the round, but does provoke AoO

Additional ability from Chance Encounter trait Spend 1 mythic power to take 20 on a single Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without taking extra time


.

Take your time. :D We can chill out as it'll take me a bit to set up sword of valor. And every other game I'm running is in a 'new content' section which means I need to spend a while to frontload my work to keep the day to day going smoothly.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

Heh. I'm temporarily unemployed. I've got very little else to do at the moment. ;-)


Male Half Elf Summoner 8/Achmage 2 | HP 78 | AC 18/13/15 +2 if Next to Jinxx | Saves F 7/ R 7 / W 8 | Init +6 | Perc +3

Thanks for the help, I missed the Mythic Character Check box.


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

Level 6
hp: +6
fc: +1 hp
abilities: arcane accuracy
feats:
skills: (6) - fly, k. arcana, k. planes, perception, spellcraft, umd
upgrades: +1bab, +1 F, +1 R, +1 W; +1 1-level, +1 2-level, vanish,spider climb

Archmage Tier 1

Trait:Riftwarden Orphan The PC gains a +4 trait bonus on caster level checks to penetrate a demon's spell resistance. Once per day, he can recharge a charged magic item by expending one use of mythic power. Doing so adds a number of charges equal to 1d10 + his mythic tier to the item, up to its normal maximum number of charges.

Hard to Kill
Mythic Power: 5/day
Mythic Surge 1d6

+3 hp
Archmage Arcana: Wild Arcana
Path Ability: Enduring Armor
Mythic feat: Mythic Arcane Strike


Male Half Elf Summoner 8/Achmage 2 | HP 78 | AC 18/13/15 +2 if Next to Jinxx | Saves F 7/ R 7 / W 8 | Init +6 | Perc +3

Here is what I have chosen, if you think I should have taken something other than what I have please any suggestions are welcome.

Archmage

Trait: Riftwarden Orphan

Arcana: Wild Arvana
Path Ability: Enduring Armor
Mythic feat: Extra Mythic Power


.

Summoners are kind of weird with mythic adventures because although archmage is the most obvious, all the good companion stuff is under guardian.

So I'd actually grab 'Dual Path' for your mythic feat. Then you can grab stuff like 'Mythic Companion' for your path ability which lets Jinxx use the surge ability. There's some really great companion stuff at the 3rd tier too.


Male Half Elf Summoner 8/Achmage 2 | HP 78 | AC 18/13/15 +2 if Next to Jinxx | Saves F 7/ R 7 / W 8 | Init +6 | Perc +3

Thanks for the suggestion, I looked over guardian and I will change my Mythic feat to Dual Path.

Adding Guardian's call: Beast's Fury


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

I'm going to have to reread the mythic spell section--I thought I understood it but then one the feats contradicted my understanding.

Also, I have the "Touched by Divinity" trait, which sounds like I should now have two domains that I can cast the spells from--is that right?


.

Basic system is this (as I understand it):

You can get the path ability Mythic Spellcasting. Give you one spell per mythic tier. As you get more tiers, you get more spells.

In addition, you can spend a mythic feat to get Mythic Spell Lore. Same ability, and it stacks. You can take Mythic Spell Lore repeatedly to get more and more spells.


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

So if I have Shield of Faith, do I have to get Mythic Shield of Faith separately?


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Yes, I believe that is how mythic spellcasting works. It hasn't come up yet in my WotR campaign so I haven't read too much about it.

When you cast the normal version, you can expend a mythic power to cast the mythic version instead.


.

You got it. So you don't immediately get to cast mythic versions of every spell you have. You have to take path abilities or feats which let you add mythic version of spells to your spell list.

So in your case, you'd want either the universal path ability "Mythic Spellcasting" or the feat "Mythic Spell Lore". They do exactly the same thing (1 spell per tier), and they stack if you wanted to focus only on spells.


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

Ah, I see. I was afraid I would have to spend another spell known for the mythic version of the spell. I didn't realize I would have a separate set of spells known.


.

Well you need to know the spell already. So you build your spell list as you would, and then as you get mythic tiers you can pick spells from your spell list to make mythic.


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

Right. I was thinking that I had to spend one of my Oracle spell slots for Shield of Faith, then spend another of my Oracle spell slots for Mythic Shield of Faith.

Statblock updated with mythic abilities. Here's what I took:

Inspired Spell (Su): Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.

Mythic Spell Lore: Gain mythic spells equal to your mythic tier.

Overflowing Grace (Su): Creatures at full HP affected by your channel gain +1 sacred bonus to atk, skills, abil checks, saves, for 1 min.

I took Endure Elements as my first mythic spell (it's the 1st level domain spell for the Sun domain, from the trait).


Male Half Elf Summoner 8/Achmage 2 | HP 78 | AC 18/13/15 +2 if Next to Jinxx | Saves F 7/ R 7 / W 8 | Init +6 | Perc +3

I will be away for the next couple of days, back later on Saturday night.


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3
Dejik wrote:
I took Endure Elements as my first mythic spell (it's the 1st level domain spell for the Sun domain, from the trait).

Is it OK to take mythic spell with a spell-like ability? I just realized that the domain spell from the trait is cast as a spell-like ability, not a straight spell.


.

Unless there's a good reason otherwise I'll allow it.


.

I'll get the next book cracking tomorrow. Sword of Valor makes use of the mass combat rules from ultimate campaign, which I'm currently familiarizing myself with. They're extremely simple to the point of being boring unless there's a lot more going on than just the mechanics. I will likely use them as written but if I want to be clever I may play with them a bit.


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

SpiderBeard,

One thing I disliked about the mass combat rules was that they were just based on Charisma mod, and any skills or background your character didn't matter. So, for instance, my cavalier with +14 Ride, +13 Handle Animal, mounted combat feats, banner and challenge class features, and tactician abilties was actually worse at directing the cavalry units than my comedian bard who'd never been on a mount, never touched a lance, and had no ranks in Ride or Handle Animal...

I'm not sure how I would adjust that when using them, but that's something I would look at. (Of course, the trained soldiers in our group happen to be paladins, so this might be less of a problem.)


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Devotion Bonus:
+2 Skill Diplomacy
+5HP new total 70
Feat: Clarifying Channel With permission from the GM
Your channeled energy heals the body and opens the mind
to the possibility of true love.
Prerequisites: Channel energy class feature, worshiper
of Shelyn.
Benefit: Once per day when you channel positive
energy to heal living creatures, if any of the creatures you
healed are currently affected by one or more charms or
compulsions that allowed a saving throw, you grant each
of those creatures an immediate save to prematurely end
one of those effects. Creatures healed gain a sacred bonus
on this save equal to your Charisma bonus (minimum +1).

IMHO, I'd ignore the mass combat rules in PbP. They just take extra time to do something that could easily be done behind the scenes.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

The mass combat rules are basically a watered down tactical board game. I was not impressed at all by them. :-|. As Dorothy mentioned, when we played a PFS scenario making use of them, her cavalier was not very effective, but my priest of Desna was ordering troops around like he did it every day.


.

Right. My dream would be to have several sub-units with different skill sets commanded by each PC. So for example Nilus and Ayesha command two units of front melee fighters who do the heavy hitting. Ronan commands a group of spellcasters who, say, throw big battlefield control spells or blasts around like grease, obscuring mist, or fireball. Dejik has a group of support healers. Sarkast has some sappers and scouts who can set up traps or ambushes.

BUT that may be a lot of work. I'll investigate because I may be able to do it easily if I keep things simple and just expand the rules. But I could end up with a mess and I don't know tactical games as well as amny others.

So failing that, it'll be individual missions for you all while Irabeth runs the army or something. ;)


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

Devotion Bonus:
+2 perception
+5 HP (new total 50)
Feat: Extra Arcane Pool


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

Did I miss where we sold gear and such? I am trying to find it but having no luck.


.

Nope, that hasn't taken place. You're free to do so as stuff that would have taken place over the past couple weeks.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21
GM SpiderBeard wrote:
For doing some good deeds in the Grey Garrison you have earned 'devotion points'. And points mean prizes! Everybody gains a permanent +2 bonus to a skill of your choice, 5 permanent hit points, and a free feat of your choice (that you must qualify for).

Holy cow, this game really ramps up the power level in one big go, doesn't it?

As for gear, here is what I show we retrieved from the Gray Garrison:
Armor/Defense
+1 blinding shield
+1 breastplate (emblazoned with Iomedae's symbol)
+1 leather armour
+1 ring of protection
amulet of natural armour +1
cold iron arrows (100)
heavy steel shield (Iomedae's symbol)
masterwork chain shirts (3)
masterwork chainmail
masterwork heavy steel shield (Iomedae's symbol)
cloak of resistance +2

Weapons
+1 arrows (5)
+1 longsword
+1 scythe
Composite longbow with a 14 strength rating
Masterwork cold iron heavy mace
adamantine morningstar
arrow of evil outsider slaying (I think this got used in the last fight)
cold iron bolts (50)
cold iron longspears (3)
cold iron longswords (3)
cold iron shortswords (3)
daggers (3)
heavy crossbows (2)
masterwork glaives (3)

Potions/Scrolls
potions cure moderate wounds (2)
potion of barkskin
potion of invisibility
scrolls of dispel magic (3)

Other
40 gold
unholy symbols of Baphomet (3)
vials of unholy water (3)
portable alchemy kit

As a scout, Sarkast would be interested in the potion of invisibility, and with his low Fort and Will saves the cloak would be very helpful.


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Aren't we giving all the Grey Garrison stuff back? Nilus will not keep anything or any coin gained from looting items that belonged to the Devotees of Iomedae.


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

Everything found in the arsenal that isn't being used to fight evil, sure. But, some of this was found on the cultists.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

From the Devotion points, Sarkast takes +2 to Escape Artist and the feat Combat Expertise. New hit point total is 52.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

I just realized that Sarkast has muleback cords because he's currently encumbered otherwise, so he won't be taking the cloak.

Spiderbeard, can I find any MW cold iron shortspears? (Sarkast has Craft (weapons), but the poorly-conceived crafting rules in Pathfinder mean that it would take 8 weeks to make a single masterwork weapon, assuming I could hit DC 20 every time. That seems excessive...)


Male Half Elf Summoner 8/Achmage 2 | HP 78 | AC 18/13/15 +2 if Next to Jinxx | Saves F 7/ R 7 / W 8 | Init +6 | Perc +3

Jinxx can make use of the amulet of natural armour +1, if no one minds. And if no one else needs the cloak Ronan can make use of that as well.

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