Once More into the Breach - GMF's Wrath of the Righteous (Inactive)

Game Master Fanguar

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Male Human Fighter (Lore Warden) 3

Round 5, Initiative 6
hp 13/21; AC 15/11T/14FF; +5F/+2R/+3W

SA: Trip vs. Mongrelman (CMD 15) 1d20 + 6 ⇒ (5) + 6 = 11
NA: 5' Step

Pytros snaps the whip again, trying to catch the half-man's legs and bring him to the ground. He pulls it back without success, frustrated at the difficulty of tripping him. He steps around the table, getting within striking distance of the mongrelman. Hopefully his attacks can distract the creature, giving one of the others a better angle to take him down.


Female Human (Kellid) Witch 2 AC 12 (16) /10 (14) /12 (16) / HP 18/18 / F +5 R +2 W +3 / Init. +2/ Perc. +4 / Sense Motive +10

Round 5, Initiative 20
hp 18/18; AC 12/12T/10FF; +5F/+2R/+3W

SA: Evil Eye vs. Mongrelman DC15 resist 1d20 + 4 ⇒ (17) + 4 = 21

Boring into the Mongrelman with her second sight, Maeve focuses her pain and frustration into it. But the creature is strong in its focus and shrugs off the shadowy tendrils of her curse with ease.
___________________________
Wow, this is a tough mongrelman!


MONGRELMAN CR 1:

XP 400
LN Medium monstrous humanoid
Init +1; Senses darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp dead/15, 7/15
Fort +2, Ref +4, Will +4
OFFENSE
Speed 30 ft.
Melee club +4 (1d6+3) or
slam +4 (1d4+3)
STATISTICS
Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +4; CMD 15
Feats Skill Focus (Stealth)
Skills Climb +6, Perception +6, Sleight of Hand +7, Stealth +13, Survival +5

With Aglamore's magic returning him to consciousness, Joao grabs his weapons and scrambles to his feet.

Combat Round 5
20+ Enemies
14 Aglamore
12 Joao
7 Ruarc
6 Pytros

"No!," The Mongrel shouts, "You'll not defile our tunnels with prayers to your weak and mewling God!"

(5' step to move adjacent to Aglamore)
Attack vs Aglamore: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Everyone is up


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

5' step below the mongrelman.
Standard Action; Attack.

Justice on Mongrelman: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d10 + 3 ⇒ (10) + 3 = 13

HP:5/17
AC:23

Ruarc steps behind the mognrelman and rams Justice through its back up to the crossguard. The mongrelman twitches once before collapsing onto the floor, dead.

Ruarc then kneels, flips the corpse over and says, "I will eat its sin, to heal myself. Do not be alarmed." He grabs the mongrel by the neck and begins his ritual to suck out and devour its sin.

Healing after 1 minute: 1d8 + 1 ⇒ (7) + 1 = 8

HP:13/17

After a minute the deed is done, and Ruarc looks much better. But he is still injured, so he goes to another of the dead mongrelmen and performs the act again.

Healing after two minutes: 1d8 + 1 ⇒ (3) + 1 = 4


Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

That mongrelman is one bad mother SHUT YOUR MOUTH!

Aglamore staggers back under the mongrelman's deadly assault, but then chokes up on his spear and thrusts it swiftly at the foeman's gut.

"The Light of the Sword will drive you out into the withering sunlight!" roars the priest in response.

Move 5' away, then attack with reach.

longspear v. mongrelman: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 4 ⇒ (5) + 4 = 9


HP:3/13
With the Mongrelman finally falling, Joao collapses to one knee, taking stock of everything, and finding that of all the things that he has done, this day was proving to rank very high on just about any list that he would have cared to make. It was not so much an action of catching his breath, than an action of self-inventory. "Thank you", he said towards Aglamore.


Let me know when you're ready to press on and just a reminder that you got that case of 6 potions of CLWs from the Chief.

The other door in this room leads to a small room that holds little more than an foul smelling refuse pit. The hole with the ladder that the archer descended into looms before you.


Male Human Fighter (Lore Warden) 3

Potion of cure light wounds 1d8 + 1 ⇒ (7) + 1 = 8

Pytros keeps an eye on the hole, whip at the ready to take down any beast that comes up from its depth. "Are you all okay? That one must have been a chieftain. These creatures likely determine their leaders by strength." He takes one of the potions that the group was given and pulls out the stopper. Pytros drinks from the potion, feeling his bruises and injuries fade immediately. The stinging pain from the mongrelman's heavy blow disappears immediately, and Pytros feels a surge of energy. "I fear the one that escaped has likely mustered reinforcements. I say that we cover the hole and make it too heavy to move, then check for other exits. If none exist, we can return here to do what is necessary."


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

After he's eaten the two mongrelmens' sins Ruarc walks back to the others. He's in the relaxed and talkative state that follows him performing the sin eating ritual. "Do we have enough magical resources to press on? I can cast one more curing spell in an emergency. We've still got the potions from the chief. How are your power reserves Aglamore, Maeve?"


Male Human Fighter (Lore Warden) 3

Pytros watches Ruarc warily. "What exactly did you do to them, and what are you?" His question contains little judgment, but rather a curiousity of assessment. "Earlier, you performed the same ritual on the necromancer. You said it is a blessing from your god. You know me to be Hermean by my accent, so you'll forgive my ignorance about the ways of the gods. But this seems unusual. You've kept that helmet on this entire time. What lurks underneath?"


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

"I am a tiefling!" Ruarc confesses with gusto. "Though, that has little to do with my ability to eat sin. My great grandfather was an Oni. But, like my Lord, I use the taint in my blood for good. Ragathiel is an Empyreal Lord, an angel of immense power. His mother is a goddess of fire, and his father, Dis, a lord of Hell. Despite this tainted heritage he has earned his place as a Lord of Heaven. Ragathiel gives me the power to devour sin, in order that it be removed from Golarion. I am yet a neophyte, but in time I will prevent the creation of undead from a creature's body by removing all the evil in it." The inebriating effect of the sin eating is obvious. Ruarc hasn't strung so many words together at once in the whole time the group has been together. Ruarc walks slowly over to Pytros and leans in close to him. "Do you want to see my face, Hermean?" he whispers sounding slightly unhinged. "Are my deeds not proof enough of my intentions?"


Male Human Fighter (Lore Warden) 3

Pytros takes a step back as Ruarc answers his question in the worst way possible. He had suspected that the armored templar was inhuman, but he didn't seriously consider the possibility that he was a tiefling. It makes sense quickly to Pytros and places the soul-drinking in a dark new light. His mind rapidly sorts through several scenarios of combat as a reflex, identifying Ruarc as an enemy and neutralizing the threat. Taking his blade would be the first step -- he interrupts himself and disrupts the thought. Ruarc had proven himself time and again as a capable warrior, and his quest to find the Ivory Templars could shed light on Pytros's own investigation. He takes a breath to settle his mind just as Ruarc approaches him.

"You are the first tiefling that I've come into contact with that hasn't tried to kill me," he explains. "You've given me no reason to doubt you. We have common cause, and I intend to ask you questions about the Ivory Templars when we arrive upon the surface. But I will look upon your face, just to know who I go into combat with."


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Ruarc reaches up and slowly removes his helmet. His skin is a dull golden orange color and metallic looking. His eyes are a dull orange, lacking both pupils and irises. He has small aural openings in the side of his head, with funnel shaped upwards pointing horns above them. His hair is black and straight, a few inches long. He is neither handsome nor ugly, having plain broad features. He stares at the Hermean warrior unblinkingly. "I have no reason to kill you, you are not evil. You do not worship demons."


Male Human Fighter (Lore Warden) 3

"Fair enough. We have found common ground, I suppose..." Pytros responds with grim determination. He looks a touch perturbed by Ruarc's appearance, but seemingly keeps it to himself. He is quiet for a moment and looks straight at Ruarc. " You are not the tiefling that murdered my friend and who has hunted me throughout the Inner Sea. He has violet skin with differently colored eyes - one red and the other blue. It would be unfair to judge you based on his actions, especially since you have proven to be a valuable ally here below the city."


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

"Indeed," is all Ruarc has to say as he replaces his helm. "Shall we be off to check for exits then?"


Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

Brother Aglamore watches the interplay of Pytros and Ruarc closely, but offers no comment until they are done.

"I think not. We must rest. We barely survived those fights through the grace of the Inheritor. I must rest before I can be the conduit of any more of her power."


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Ruarc nods in acceptance of the facts. "The rest of our mission can wait a few hours then. Which room would you like to barricade ourselves in?"


That was a curious question from Ruarc, and he rose with a bit of care, looking at him curiously. "The main room is a possible option. I can jam the locks much like I did the other door." Taking stock of himself, he did not like the way he felt. 'All part of the lesson that I have to learn', he thought to himself. Of course, he had to be careful to not jam the locks to the point that he could not unlock them again. "I wonder how far these tunnels stretch."


For the sake of brevity, I'll tell you that the next room is the final fight of this area. Also there is literally zero chance of resting undisturbed in this complex.


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Well, we don't know that...so we'd probably still try.


Male Human Fighter (Lore Warden) 3

Pytros wouldn't.

"Rest in an enemy's camp while they are aware of our presence? No, that will not occur. Our safest course of action is to break free of the enemy zone of control." He points to the hole in the ground. "When faced with an attack from one direction, the defender would not have retreated to a place with no further retreat possible. I'd wager that an exit to the cavern lays beyond there. We must press forward or fall back entirely, and I believe that this is our best and only chance to escape to the city above." He steps forward to drop down the ladder, waiting for at least one of the others to declare that they will follow.


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Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

"I will follow where you lead, Pytros," says Aglamore. "But I have seen many an incautious man die. I cannot heal you should you fall and Joao is badly hurt."


Female Human (Kellid) Witch 2 AC 12 (16) /10 (14) /12 (16) / HP 18/18 / F +5 R +2 W +3 / Init. +2/ Perc. +4 / Sense Motive +10

Coughing into her hand, Maeve steps forward. I made mention of this once before, but I do have something that could heal Joao. It's... uncomfortable however, and I have only waited as long as now due to the severity of our situation. Rubbing her arm subconsciously along her scars the woman shutters at the remembrance of the vile healing. I have a wand. It was something that I scavenged when I escaped from the Worldwound. I.. I could use it if you like.

_____________________________
I have wand of infernal healing with two charges remaining if Joao wants me to use it.


Joao turned his head to Maeve starting to speak with a wince, and considered her words. If he was the worst off in this group, he was determined to not be the one holding them back, at least. Hearing her words, he looked to Pytros, then Aglamore, and glanced at Ruarc. In his own estimation of the group, he was the weakest link, and if there was a solution for it, it was something that he was going to take. "I will not be the cause of our delay", he stated with a shake of his head, though that gesture was quickly aborted due to the pain it caused.

Taking a deep breath, he stepped forwards towards Maeve and looked at her. "If you are willing to aid, I will not refuse." Bracing himself, he tried to be ready for anything. 'I refuse to refuse-- that would have sounded silly', he thought to himself, a slight smile tugging at his lips before Maeve.

__________________
Joao definitely forgot about the potions.. I'll have to check to see if he took one.


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Before the witch can use her wand, Ruarc interjeccts. "Joao, come here," he says, motioning the young man close. When he comes over, Ruarc reaches out to touch him. "Ragathiel, this boy is brave in the face of evil. He does not deserve to die in this hole. Please, make him whole."

Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2

Wow. Lame.


Attack vs Pytros: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14
I gave you cover from the ceiling as you slid down

Pytros drops down the ladder and grunts as an arrow slices across one shoulder, cutting his clothes, but somehow not his flesh. In the room below, he sees a couple of rough barricades manned by the archer and a pair of glaive wielding cultists.

Initiative :

Aglamore: 1d20 + 6 ⇒ (11) + 6 = 17
Pytros: 1d20 + 3 ⇒ (1) + 3 = 4
Ruarc: 1d20 + 3 ⇒ (20) + 3 = 23
Maeve: 1d20 + 2 ⇒ (3) + 2 = 5
Joao: 1d20 + 3 ⇒ (2) + 3 = 5
archer: 1d20 + 3 ⇒ (13) + 3 = 16
cultist: 1d20 + 3 ⇒ (10) + 3 = 13
hos: 1d20 + 4 ⇒ (20) + 4 = 24

Combat Round 1
24 Hos
23 Ruarc
17 Aglamore
16 Archer
13 Cultist
5 Joao
5 Maeve
4 Pytros

Round 1 Init 24

One of the cultists pulls out a potion and drinking from it, fades from sight.

Aglamore and Ruarc are up. I fine with retconning any buffs or whatever

Bowman mongrel:

Female mongrelman ranger 1
CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 30/30
Fort +4, Ref +8, Will +6
OFFENSE
Speed 30 ft.
Melee club +6 (1d6+3)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks favored enemy (humans +2)
STATISTICS
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Skills Climb +8, Knowledge (dungeoneering) +6, Perception +9,Sleight of Hand +9, Stealth +12, Survival +9

HOSILLA CR 2:

XP 600
Female human inquisitor of Baphomet 3 CE Medium humanoid (human) Init +4; Senses Perception +11
DEFENSE
AC 20, touch 14, flat-footed 16
hp 21 (3d8+4) Fort +4, Ref +3, Will +5
OFFENSE Speed 30 ft. Melee +1 glaive +5 (1d10+2/×3)
Inquisitor Spell-Like Abilities (CL 3rd; concentration +5)
At will—detect alignment
5/day—touch of evil (1 rounds) Inquisitor Spells Known (CL 3rd; concentration +4)
1st (4/day)—command (DC 13), magic weapon, shield of faith, true strike
0 (at will)—acid splash, daze (DC 12), guidance, light, resistance, virtue
Domain Evil
Skills Intimidate +8, Knowledge (dungeoneering) +3, Knowledge (religion) +5, Linguistics +1, Perception +11, Sense Motive +9, Stealth +6, Survival +8
Languages Abyssal, Common, Hallit SQ cunning initiative, judgment 1/day, monster lore +2, solo
tactics, stern gaze, track +1 Combat Gear potion of cure moderate wounds, potion
of invisibility, wand of spiritual weapon (8 charges), alchemist’s fire (2), tanglefoot bag; Other Gear chain shirt, mwk glaive, antitoxin, bejeweled book of prayers devoted to Baphomet worth 50 gp, lockbox key, orders from Staunton Vhane, 32 gp

CULTIST:

XP 400 each
Human cleric of Baphomet or Deskari 1/fighter 1
CE Medium humanoid (human)
Init +3; Senses Perception +5 DEFENSE
AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
hp 15/15
Fort +4, Ref –1, Will +5
OFFENSE
Speed 30 ft. Melee mwk glaive +5 (1d10+3/×3)
Special Attacks channel negative energy 4/day (DC 11, 1d6)
Cultist of Baphomet
Domain Spell-Like Abilities (CL 1st; concentration +4) 6/day—touch of chaos, touch of evil
Cleric Spells Prepared (CL 1st; concentration +4) 1st—command (DC 14), cure light wounds, protection from goodD 0 (at will)—bleed (DC 13), guidance, light D Domain spell; Domains Chaos, Evil
STATISTICS Str 14, Dex 8, Con 10, Int 13, Wis 17, Cha 12 Base Atk +1; CMB +3; CMD 12
Feats Combat Casting, Improved Initiative, Weapon Focus (glaive or scythe)
Combat Gear potion of cure light wounds, scroll of cause
fear, scroll of comprehend languages, unholy water; Other Gear mwk chain shirt, mwk glaive (cultist of Baphomet) or mwk scythe (cultist of Deskari), dagger, spell component pouch, unholy symbol, 10 gp


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Round 1

Prescast my alter self SLA to turn into a Troglodyte.

Swift Action; Activate Judgement of Destruction.
Move Action; Drop down.
Move Action; Move across the room.

AC:21
Alter Self, 18 rounds.
________________________________________

Ruarc shudders and changes, his fingers erupting into claws and his teeth and mouth elongating into a scaled snout, before they head down the ladder. "May your eyes fall on me, and your wings shield me," the now troglodyte Ruarc mutters before sliding down the ladder after Pytros. He hops off past the Hermean and rushes towards the cultists, eager to tear them apart with his new teeth and claws.


Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

Aglamore follows Ruarc down the hole. "It is not too late to surrender!" he shouts as he advances, longspear held high. "Seek Iomedae's mercy and you shall have it!"


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Ha! No they shant...


Combat Round 1
24 Hos
23 Ruarc
17 Aglamore
16 Archer
13 Cultist
5 Joao
5 Maeve
4 Pytros

AoO Glaive vs Ruarc: 1d20 + 5 ⇒ (7) + 5 = 12
Round 1 Init 16 +13

Archer withdraws into the other room.

Cultist attacks:
Attack vs Aglamore: 1d20 + 5 ⇒ (9) + 5 = 14

Joao , Maeve and Pytros are up.

Bowman mongrel:

Female mongrelman ranger 1
CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 30/30
Fort +4, Ref +8, Will +6
OFFENSE
Speed 30 ft.
Melee club +6 (1d6+3)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks favored enemy (humans +2)
STATISTICS
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Skills Climb +8, Knowledge (dungeoneering) +6, Perception +9,Sleight of Hand +9, Stealth +12, Survival +9

HOSILLA CR 2:

XP 600
Female human inquisitor of Baphomet 3 CE Medium humanoid (human) Init +4; Senses Perception +11
DEFENSE
AC 20, touch 14, flat-footed 16
hp 21 (3d8+4) Fort +4, Ref +3, Will +5
OFFENSE Speed 30 ft. Melee +1 glaive +5 (1d10+2/×3)
Inquisitor Spell-Like Abilities (CL 3rd; concentration +5)
At will—detect alignment
5/day—touch of evil (1 rounds) Inquisitor Spells Known (CL 3rd; concentration +4)
1st (4/day)—command (DC 13), magic weapon, shield of faith, true strike
0 (at will)—acid splash, daze (DC 12), guidance, light, resistance, virtue
Domain Evil
Skills Intimidate +8, Knowledge (dungeoneering) +3, Knowledge (religion) +5, Linguistics +1, Perception +11, Sense Motive +9, Stealth +6, Survival +8
Languages Abyssal, Common, Hallit SQ cunning initiative, judgment 1/day, monster lore +2, solo
tactics, stern gaze, track +1 Combat Gear potion of cure moderate wounds, potion
of invisibility, wand of spiritual weapon (8 charges), alchemist’s fire (2), tanglefoot bag; Other Gear chain shirt, mwk glaive, antitoxin, bejeweled book of prayers devoted to Baphomet worth 50 gp, lockbox key, orders from Staunton Vhane, 32 gp


CULTIST:

XP 400 each
Human cleric of Baphomet or Deskari 1/fighter 1
CE Medium humanoid (human)
Init +3; Senses Perception +5 DEFENSE
AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
hp 15/15
Fort +4, Ref –1, Will +5
OFFENSE
Speed 30 ft. Melee mwk glaive +5 (1d10+3/×3)
Special Attacks channel negative energy 4/day (DC 11, 1d6)
Cultist of Baphomet
Domain Spell-Like Abilities (CL 1st; concentration +4) 6/day—touch of chaos, touch of evil
Cleric Spells Prepared (CL 1st; concentration +4) 1st—command (DC 14), cure light wounds, protection from goodD 0 (at will)—bleed (DC 13), guidance, light D Domain spell; Domains Chaos, Evil
STATISTICS Str 14, Dex 8, Con 10, Int 13, Wis 17, Cha 12 Base Atk +1; CMB +3; CMD 12
Feats Combat Casting, Improved Initiative, Weapon Focus (glaive or scythe)
Combat Gear potion of cure light wounds, scroll of cause
fear, scroll of comprehend languages, unholy water; Other Gear mwk chain shirt, mwk glaive (cultist of Baphomet) or mwk scythe (cultist of Deskari), dagger, spell component pouch, unholy symbol, 10 gp


Male Human Fighter (Lore Warden) 3

Round 1, Initiative 4
hp 21/21; AC 15/11T/14FF/16CMD; +5F/+2R/+3W

MA: Active perception 1d20 + 1 ⇒ (6) + 1 = 7
SA: Ready action (attack using whip, disarm +6 vs. Hosilla)

Pytros stands back, scanning the room for the invisible cultist. That glaive could do plenty of damage, and he intends to rip it from her grasp when she reveals herself. He feels the beads of sweat of his exertion, tension, and the stress of the period since they fell accumulate on his person. From his vantage point, he can reach nearly any part of the room with his lengthy reach - except for beyond the barricades. Still, if she appear to attack any of them - even himself - he will be ready to try to take her weapon from her.


In his weakened state, Joao was going to be the last that went down into that room. He did not want to waste their resources getting attacked and falling, so he resolved to stay up there. As he sighed at the dilemma, his hand brushed his belt pouch and he frowned, checking inside it to find one of the health potions that the Elder had given them! Due to their smaller size, and that he never really carried them before, he had forgotten! Quickly, he uncorked and poured the small draught into his mouth, hoping for the best.

CLW Potion: 1d8 + 1 ⇒ (4) + 1 = 5 {HP10/13}


Female Human (Kellid) Witch 2 AC 12 (16) /10 (14) /12 (16) / HP 18/18 / F +5 R +2 W +3 / Init. +2/ Perc. +4 / Sense Motive +10

Round 1, Initiative 5
hp 18/18; AC 16/16T/14FF / F+5/R+2/W+3

MA: Active perception 1d20 + 4 ⇒ (16) + 4 = 20
SA: Ready Action: Use Evil Eye.

Near the top of the room, Maeve holds to the cover provided by the opening in the ceiling. Cautiously she scans the opening while using the cover provided looking for any signs of the invisible cultest while preparing to unleash her curses upon her.


Combat Round 2
24 Hos (SP 1/3)
23 Ruarc
17 Aglamore
16 Archer
13 Cultist
5 Joao
5 Maeve
4 Pytros

Stealth: 1d20 + 26 ⇒ (17) + 26 = 43

Poised to strike, you strain to find any sign of your hidden foe. Suddenly a shimmering glaive of baleful red light appears and strikes at Pytros.

Spiritual Weapon attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Ruarc and Aglamore are up


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Rules complaint:
She has silent spell? Ouch...

Verbal Spell Component wrote:
A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). a spellcaster who has been deafened has a 20% chance of spoiling any spell with a verbal component that he tries to cast.
Spiritual Weapon wrote:
Components V, S, DF

She would have had to pay in a strong voice to cast that spell, meaning we should get perception checks to pinpoint her square. Not perceptions checks based off her stealth, but off hearing a spoken voice ~DC 5 or something. Then we could attack her square with a 50% miss chance. Or at least the square we heard her in when she cast.

Round 2

AC:21
Alter Self, 17 rounds
Judgement of Destruction, rest of encounter

Free action; 5' step up.
Full attack action.

Bite: 1d20 + 4 ⇒ (13) + 4 = 17
Claw: 1d20 + 4 ⇒ (15) + 4 = 19
Claw: 1d20 + 4 ⇒ (9) + 4 = 13

Don't know if that's Hosilla or a cultist or what next to me, so I'm not sure if I hit.

Damage (JoD): 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 71d4 + 4 + 1 ⇒ (1) + 4 + 1 = 61d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
_______________________________________________________

Ruarc steps forward and slashes at the demon worshipper with his claws, then snaps out at her with his fangs.


Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

Aglamore presses Ruarc's target with his longspear, driving it low at her belly.

longspear: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 4 ⇒ (7) + 4 = 11


@Ruarc: Wand, spell completion. A single whispered word. I don't think that is any louder than walking around, which already lowers the bonus by half.

Ruarc pounces on the cultist and tears her apart showering everyone in blood and gore. Hot blood fills his mouth and runs down his chest.

Aglamore, you can redo your action if you would like, since the cultist died.

Combat Round 3
24 Hos
23 Ruarc
17 Aglamore
16 Archer
5 Joao
5 Maeve
4 Pytros

Bowman mongrel:

Female mongrelman ranger 1
CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 30/30
Fort +4, Ref +8, Will +6
OFFENSE
Speed 30 ft.
Melee club +6 (1d6+3)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks favored enemy (humans +2)
STATISTICS
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Skills Climb +8, Knowledge (dungeoneering) +6, Perception +9,Sleight of Hand +9, Stealth +12, Survival +9

HOSILLA CR 2:

XP 600
Female human inquisitor of Baphomet 3 CE Medium humanoid (human) Init +4; Senses Perception +11
DEFENSE
AC 20, touch 14, flat-footed 16
hp 21 (3d8+4) Fort +4, Ref +3, Will +5
OFFENSE Speed 30 ft. Melee +1 glaive +5 (1d10+2/×3)
Inquisitor Spell-Like Abilities (CL 3rd; concentration +5)
At will—detect alignment
5/day—touch of evil (1 rounds) Inquisitor Spells Known (CL 3rd; concentration +4)
1st (4/day)—command (DC 13), magic weapon, shield of faith, true strike
0 (at will)—acid splash, daze (DC 12), guidance, light, resistance, virtue
Domain Evil
Skills Intimidate +8, Knowledge (dungeoneering) +3, Knowledge (religion) +5, Linguistics +1, Perception +11, Sense Motive +9, Stealth +6, Survival +8
Languages Abyssal, Common, Hallit SQ cunning initiative, judgment 1/day, monster lore +2, solo
tactics, stern gaze, track +1 Combat Gear potion of cure moderate wounds, potion
of invisibility, wand of spiritual weapon (8 charges), alchemist’s fire (2), tanglefoot bag; Other Gear chain shirt, mwk glaive, antitoxin, bejeweled book of prayers devoted to Baphomet worth 50 gp, lockbox key, orders from Staunton Vhane, 32 gp


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Ah. Makes sense. :P

So Joao, Maeve and Pytros are up, right?


Male Human Fighter (Lore Warden) 3

Round 2, Initiative 4
hp 18/21; AC 19/15T/18FF/20CMD; +5F/+2R/+3W

Spellcraft (identify spell, DC 17) 1d20 + 7 ⇒ (7) + 7 = 14
NA: 5' back
FRA: Total Defense

Pytros steps backwards, hand to his side where the unholy weapon pierced him. He grimaces in pain and puts both hands at the ready to ward off more attacks - from either the invisible cultist or her glaive. He tries to recall what he can about such divine weapons, but it is difficult for him. Divine magic has always, and will always be, a bane to him.


Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

For last round, Aglamore races forward, stabbing at the figure in the far room, using the previous rolls above.


R2, I5
HP: 10/13, AC17/13/14

Feeling more confident about his survival, Joao descended the hole with alacrity, landing with a crouch, and a hop backwards in case Maeve followed him down. He would have hated to drop in between a fight, which was why his position was low and he hastened to note the others, as well as the distance between them. His nose informed him that someone had fallen before his eyes could, and with no cries from the others, he concluded that it was a hostile.

As he was still taking in the situation, he could do little but ready himself to survive however he might see fit, for their enemies were not likely to show mercy on them. Not here, and not now.
Acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10


Female Human (Kellid) Witch 2 AC 12 (16) /10 (14) /12 (16) / HP 18/18 / F +5 R +2 W +3 / Init. +2/ Perc. +4 / Sense Motive +10

Round 2, Initiative 5
hp 18/18; AC 16/16T/14FF / F+5/R+2/W+3

MA: Climb down into the room
SA: Use Evil Eye on Mongrelman Archer.
Will Save vs. Evil Eye (DC15) 1d20 + 6 ⇒ (19) + 6 = 25
Knowledge (arcane) to identify the spell (DC17) 1d20 + 7 ⇒ (10) + 7 = 17

Watching from above as the magical glave appears, Maeve's eyes widen in shock. It's a Spiritual Weapon! Maeve calls out. It can't be destroyed by normal weapons.. Eyes searing the room, Maeve squints. But the weapon can only attack from the direction of the caster! Pointing her finger in a line originating from the glave, Maeve draws the groups attention to the direction of the swings. Whoever controls the glave will be somewhere directly behind it! The woman shouts, while attempting to lash the archer with a black of shadowy doom.


Skipping my archer's turn are we....

Combat Round 3
24 Hos (SP 2/3) (SW#2 1/3)
23 Ruarc
17 Aglamore
16 Archer
5 Joao
5 Maeve
4 Pytros

Round 3 Init 16

Growling in pain and fury as Aglamore's spear cuts her deeply, the archer ducks past his spear and fires an arrow at him from point blank range.

Twang: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
@Aglamore: AoO for you, but she is within your spear reach

Round 4 Init 24
The first manisfested weapon continues to press after Pytros and another appears and attacks Joao
Sp Weap vs Pytros: 1d20 + 4 ⇒ (3) + 4 = 7
Sp Weap vs Joao: 1d20 + 4 ⇒ (5) + 4 = 9

Stealth: 1d20 + 6 + 20 ⇒ (6) + 6 + 20 = 32

Aglamore and Ruarc are up

Female mongrelman ranger 1:

CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 19/30
Fort +4, Ref +8, Will +6
OFFENSE
Speed 30 ft.
Melee club +6 (1d6+3)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks favored enemy (humans +2)
STATISTICS
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Skills Climb +8, Knowledge (dungeoneering) +6, Perception +9,Sleight of Hand +9, Stealth +12, Survival +9

HOSILLA CR 2:

XP 600
Female human inquisitor of Baphomet 3 CE Medium humanoid (human) Init +4; Senses Perception +11
DEFENSE
AC 20, touch 14, flat-footed 16
hp 21 (3d8+4) Fort +4, Ref +3, Will +5
OFFENSE Speed 30 ft. Melee +1 glaive +5 (1d10+2/×3)
Inquisitor Spell-Like Abilities (CL 3rd; concentration +5)
At will—detect alignment
5/day—touch of evil (1 rounds) Inquisitor Spells Known (CL 3rd; concentration +4)
1st (4/day)—command (DC 13), magic weapon, shield of faith, true strike
0 (at will)—acid splash, daze (DC 12), guidance, light, resistance, virtue
Domain Evil
Skills Intimidate +8, Knowledge (dungeoneering) +3, Knowledge (religion) +5, Linguistics +1, Perception +11, Sense Motive +9, Stealth +6, Survival +8
Languages Abyssal, Common, Hallit SQ cunning initiative, judgment 1/day, monster lore +2, solo
tactics, stern gaze, track +1 Combat Gear potion of cure moderate wounds, potion
of invisibility, wand of spiritual weapon (8 charges), alchemist’s fire (2), tanglefoot bag; Other Gear chain shirt, mwk glaive, antitoxin, bejeweled book of prayers devoted to Baphomet worth 50 gp, lockbox key, orders from Staunton Vhane, 32 gp


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Round 4

AC:21
Alter Self, 16 rounds
Judgement of Destruction, rest of encounter

Double move action; Move along the red line.
___________________________

Ruarc runs into the room with the archer to support Aglamore. He pushes past the priest to threaten the archer.


Male Human Fighter (Lore Warden) 3

Round 3, Initiative 4
hp 18/21; AC 19/15T/18FF/20CMD; +5F/+2R/+3W

SA: Whip vs. Cultist (AC 20) 1d20 + 6 ⇒ (16) + 6 = 22
> Concealment (1-50 miss) 1d100 ⇒ 2

Pytros hears Maeve's description of the spell, which gives him enough information to determine the location of the invisible attacker. "There!" He traces a line back through the glaive of force to determine one vector, then does the same for the second glaive to determine a second vector. He traces them backwards to their convergence and snaps his whip at that spot. He pulls it back, disappointed at no cry of pain or drops of blood - but he now has a way to determine the approximate location of the villain.


R3 I5
HP 10/13, AC:17/13/14

While the fight was going on, Pytros' indication of where their attacker was gave him an idea that could buy them time. If their attacker needed to see them, he wondered what would happen if they could not.. The smokestick was produced from his sleeve, and with a little help from a nearby torch, it was thrown into the area behind the two glaives.
Throw@10?: 1d20 + 4 ⇒ (6) + 4 = 10
___________________
MA: (this does presume the area is lit well enough to see) Ready smoke stick
SA: Set it alight with a nearby flame and toss into the area.


Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

Check the map. I think I screwed it up.

Aglamore falls back and attacks again.

longspear: 1d20 + 4 ⇒ (7) + 4 = 111d8 + 4 ⇒ (5) + 4 = 9


Round 3, init 16

The Archer steps back from Ruarc and with a snarl fire and arrow at Aglamore.

Attack vs Aglamore: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Maeve is up


and that's more than enough waiting, Maeve's turn skipped. In the interest of hurrying this up, here are some sub-optimal tactics.

Combat Round 4
24 Hos (SP 3/3) (SW#2 2/3)
23 Ruarc
17 Aglamore
16 Archer
5 Joao
5 Maeve
4 Pytros

An armoured woman reappears and stabs Ruarc with her glaive

Attack vs Ruarc: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm?: 1d20 + 5 ⇒ (17) + 5 = 22
3d10 + 6 ⇒ (4, 4, 2) + 6 = 16 (Lucky)

SW vs Pytros: 1d20 + 4 ⇒ (4) + 4 = 8
The magical weapons swings again at Pytros and disapates into the ether when it misses.

SW vs Joao: 1d20 + 4 ⇒ (3) + 4 = 7 (miss)

Aglamore and Ruarc are up, then the archer.

Female mongrelman ranger 1:

CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 19/30
Fort +4, Ref +8, Will +6
OFFENSE
Speed 30 ft.
Melee club +6 (1d6+3)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks favored enemy (humans +2)
STATISTICS
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Skills Climb +8, Knowledge (dungeoneering) +6, Perception +9,Sleight of Hand +9, Stealth +12, Survival +9

HOSILLA CR 2:

XP 600
Female human inquisitor of Baphomet 3 CE Medium humanoid (human) Init +4; Senses Perception +11
DEFENSE
AC 20, touch 14, flat-footed 16
hp 21/21 Fort +4, Ref +3, Will +5
OFFENSE Speed 30 ft. Melee +1 glaive +5 (1d10+2/×3)
Inquisitor Spell-Like Abilities (CL 3rd; concentration +5)
At will—detect alignment
5/day—touch of evil (1 rounds) Inquisitor Spells Known (CL 3rd; concentration +4)
1st (4/day)—command (DC 13), magic weapon, shield of faith, true strike
0 (at will)—acid splash, daze (DC 12), guidance, light, resistance, virtue
Domain Evil
Skills Intimidate +8, Knowledge (dungeoneering) +3, Knowledge (religion) +5, Linguistics +1, Perception +11, Sense Motive +9, Stealth +6, Survival +8
Languages Abyssal, Common, Hallit SQ cunning initiative, judgment 1/day, monster lore +2, solo
tactics, stern gaze, track +1 Combat Gear potion of cure moderate wounds, wand of spiritual weapon (6charges), alchemist’s fire (2), tanglefoot bag; Other Gear chain shirt, mwk glaive, antitoxin, bejeweled book of prayers devoted to Baphomet worth 50 gp, lockbox key, orders from Staunton Vhane, 32 gp


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Round 5

HP:1/17
AC:21
Alter Self, 15 rounds
Judgement of Destruction, rest of encounter

Free action; 5' step.
Full attack action on cultist.

Bite: 1d20 + 4 ⇒ (16) + 4 = 20 Hit
Claw: 1d20 + 4 ⇒ (11) + 4 = 15 Miss
Claw: 1d20 + 4 ⇒ (12) + 4 = 16 Miss

Damage: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
__________________________________

Ruarc grunts in pain as the glaive pierces his chest. He whirls on the formerly invisible cultist, raking her armor with his claws and biting her in the face.

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Hey Folks,

Looking for some new blood for my Wrath of the Righteous campaign. We are in need of two PCs

1 Arcane caster going Archmage

1 Paladin going Guardian.

Character creation;

3rd level
20pt buy
Most races should be fine.
3k starting gold for the Arcane, 1k for the paladin (you'll get a magical longsword right off the bat)
2 traits, one should be the appropriate campaign feat.

Take a look at the other PCs to get a feel for what you're signing up for and if you have any questions let me know.

Grand Lodge

cool, I will make a sorc..I assume all Paizo material is ok? I was thinking a sage bloodline out of UM...it uses Int in place of Cha..good synergy with an elf.


Name: Alviva atte Everdon (goes by Al)
Race: Human
Age: 23
Height: 5'10"
Weight: 160
Alignment: LG
Class: Paladin

Personality: Alviva is generally a curious and light-hearted person, but internally is always vigilant to the possibilities of corruption. She is quite around strangers, but warms up to people quickly. Her light-hearted attitude crumples at the slightest mention of evil, lawbreaking or villainy and she adopts an "on the job" persona of practical efficiency.

Backstory: Alviva was always a curious child. One day her curiosity overcame her obedience, and she wandered down into the slums of her home city. As she wandered down an alley she saw a cloaked man lying on the ground crying in agony. She rushed to the man to help him, but the man turned swiftly, drawing a knife to her throat. Just before the mugger killed her a bright flash blinded him, but mysteriously did not harm Alviva at all. Later in her life she decided that the light must have been an act of divine intervention by Iomedae, punishing the man and saving her. Since that day Alviva has been a devout follower of Iomedae, following her as both a God and as a rolemodel. She began her training as a Paladin at 16 and has since served Iomedae by going where the world needs structure and law.

Tell me what you think, also, what is the appropriate campaign trait?


Could you give me a quick run-down of the events so far in the campaign? (major events, stuff my character would know, like how well the crusade is going) oh and do I start with the magical longsword or will I be given it, 'cause if I start with it I would like to tie it into my background.


Hey dm ;)

I can submit a paladin for your consideration by this evening ( as for my posting dedication... Well you do already know of that)

Silver Crusade

what are you doing with hit points? Max or half value.


Alviva atte Everdon wrote:
Could you give me a quick run-down of the events so far in the campaign? (major events, stuff my character would know, like how well the crusade is going) oh and do I start with the magical longsword or will I be given it, 'cause if I start with it I would like to tie it into my background.

Read gameplay posts #3 and #540 for a rough idea, but in general, the city of Kenebres was attacked by the demon host and lies in ruins. Your PC would be a survivor of the initial assault, either struggling to find safety, or already regrouped with the main crusader resistance.

@Iomedae Starfall_2: full for first, 1/2hd+1 for subsequent levels.


Presenting:
Arwen
Paladin of Andoletta Oath of Vengeance Against Fiends

Medium Tiefling / Outsider (Native)
Init +1; Senses Perception +2, Darkvision 60 ft
==DEFENSE==
AC 24, touch 11, flat-footed 23 (+9 armor, +2 shield, +1 dex, +2 natural armor)
hp 22 (3d10)
ER Cold 5, Electricity 5, Fire 5 Fort +6, Ref +5, Will +6
Armor Full Plate, Heavy
Shield Heavy Steel Shield
Defensive Abilities Tiefling Resistances (PFBty 264), Aura of Courage (PFCR 61)
==OFFENSE==
Spd 20 ft/x3
Melee Cold Iron Glaive-Guisarme +7 (1d10+6) 20/x3 brace, reach, see text
Melee Razor Bite +7 (1d6+4) 20/x2
Melee Cold Iron Longsword +7 (1d8+4) 19-20/x2
Special Attacks Tiefling Maw (PFARG 169), Smite Evil [1] (PFCR 60-61)
==STATISTICS==
Str 18, Dex 12, Con 11, Int 10, Wis 10, Cha 16
BAB +3, CMB +7, CMD +18
Feats Armor of the Pit (PFARG 172), Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133)
Skills Diplomacy +9, Sense Motive +6
SQ Aura of Good (PFCR 60), Detect Evil (PFCR 60), Divine Health (PFCR 61), Lay on Hands [4] (PFCR 61), Mercy (PFCR 61)
SU Divine Grace (PFCR 61)
MC Code of Conduct (PFCR 63-64)
Traits Magical Knack (Magic) (PFAPG 329), Touch By Divinity
Languages Abyssal, Common, Infernal

----

Short fluff:

Arwen had pretty much lost it all. Friends, family, clan. He had been captured and sold into slavery. But he had managed to live to tell the tale. On the long way back it rained, rained and then rained some more. He could remember the day he almost drowned while the small slave caravan crossed the Nelsin river. the current was strong but seeing that he was delayed the taskmaster pressed on. The horse he was tied to broke a leg on a stone while crossing. The current was so strong that it instantly took rider and slaves down under. But he had managed to survived. the rage, the controlled anger in him had helped. He had managed to escape.

But being a Full blooded Tieflin was not something most people would forget when they saw him. It earned him remarks and snikers even tough all he wanted was to fight injustice and Evil.

But that is when he heard the call. The call to serve, the Call to fight against the Fiends in the WorldWound. He arrived to late to fight in the Siege of the Diamond city . But he go there anyway and knew that his vigil against "them" now had started

And so he answered the question "Because someone has to stand up to them. Someone has to show the Fiends that they can not snuff out the free will and the Goodness of the People and Because i swore an Oath to Fight them until i die when i became a Paladin. he pause for a second his tail waggle a bit Yes i know it is not because i look like one of them that i am one of them. It caused me enough pain in my childhood."

he says before bowing to the master at arms and heading out to the bar to get a beer

When the city of Kenebres was attacked by the demon host and now lied in ruins.he had been a survivor of the initial assault, either struggling to find safety. He had come to join but was in the process of undergoing selection by the crusading army when it all hapened.

Silver Crusade

With that my character is complete


I'd like to submit a character from another Wrath of the Righteous game that was recently put on "indefinite hiatus." Profile is attached. There is a possibility that the other game will press on, but I think it is more likely that I will be able to join this game. In my original game, I think we've gone just a bit farther than you guys have.

To make it a 20 point buy, I would just drop dexterity to 14 from 16. He doesn't have much gear up to now but I could sort that out.

The thrust of the character is that Max is a scholar and devoted follower of Aroden. (Which is why he can't cast cleric spells.) He never considered himself a combatant, but as a native of Kenabres he finds himself with little choice. Let me know if you have any questions.


to be clear this is a mythic campaign? Is taking levels in mythic required?
Are all archtypes allowed?
You said arcanist, I'm going wizard, and I'm looking at all the different archtypes.

Or there any more rules I should know about? as I can't find the original recruitment thread.


DoubleGold wrote:

to be clear this is a mythic campaign? Is taking levels in mythic required?

Are all archtypes allowed?
You said arcanist, I'm going wizard, and I'm looking at all the different archtypes.

Or there any more rules I should know about? as I can't find the original recruitment thread.

WotR is a mythic campaign. Mythic path levels are required and are in addition to normal class levels, so i don't know why you wouldn't want to take them.

Most class archetypes should be fine. I have no particular house rules you should be aware of.


hey, this is my paladin I believe everything is in order, though there is a racial option to trade my spell like ability for a +2 to a stat, let me know your feelings on that(so far noone has had a problem with it, so I have already added it in, just let me know :3), let me know if you like the backstory and let me know exactly how you view paladins please :)


I just wanted to check that you specifically require a paladin. I have this character whose WotR game died. He'd need to be scaled to level 3 and his feats changed slightly to account for the difference between your requirements and my previous GMs. I'd also need to add traits. Let me know if this would be acceptable. I have a Paladin in another game, so I'm not terribly interested in playing one in this game. If this fighter is unacceptable, then feel free to ignore this post. :)


I'm going to be taking this trait:
Riftwarden Orphan

If another has it, it is important to my backstory.


would like to submit Krixus. Scared Witch if your ok with the arch type. Will spend money if selected. How much backstory are you looking for, or are the characters more interested in a reliable replacement? I play in 10PBP games currently and post often. I was in a WoTR that didn't make it much past the begining


Just to be clear.

I am looking for 1 magic user that will be taking the archmage path. i.e. selecting the riftwarden orphan trait. There is some class flexibility here.

I also want 1 paladin that will be taking the guardian path. i.e. selecting the exposed to awfulness trait. Ideally a follower of Iomadea. They will be bequeathed the legendary cold iron longsword, Radiance, which in the hands of a paladin, can become a true weapon of legend. The party already has the sword, it is just in need of a bearer.

@Kriuz: our last caster was a scarred witch, so that archetype is fine.


hey, thats sweet, exposed to awfulness is exactly what I built my paladin's backstory around haha! (well, kinda)


if needed i can change the Touched by divinity traity to Exposed to Awfulness trait and to Iomedae DM...


so I could use the warrior of the holy light archetype correct?


GM Fanguar wrote:

Just to be clear.

I am looking for 1 magic user that will be taking the archmage path. i.e. selecting the riftwarden orphan trait. There is some class flexibility here.

I also want 1 paladin that will be taking the guardian path. i.e. selecting the exposed to awfulness trait. Ideally a follower of Iomadea. They will be bequeathed the legendary cold iron longsword, Radiance, which in the hands of a paladin, can become a true weapon of legend. The party already has the sword, it is just in need of a bearer.

@Kriuz: our last caster was a scarred witch, so that archetype is fine.

sweet, I picked the right campaign trait. Also I assume no other pcs have that trait. Because if they do, I have to be their brother or sister according to the text.

Also, if selected, I will need a little help when we get to mythic levels on how to build optimally, since it will be my first time playing mythic.

Also, Kruiz, how is your will save a +5? You stat dropped will, not beefed it up. 3-2=1. You did 3+2=5.


actually, I want to apply with this guy. his story is much more vivid and imo has more flavor, he was originally a cleric for a homebrew but I can change a few things around if you like. will update his crunch in a bit.


Here is my wizard.

Max Mower:

Gender: Male
Class: Wizard: Spellslinger archtype
Race: Elf
Age:135
Alignment: NG
Stats: HP:14/14
Str: 13
Dex: 16
Con: 10
Int: 16
Wis: 10
Cha: 10

Racials
• Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2Intelligence, and –2 Constitution.
• Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
• Type: Elves are Humanoids with the elf subtype.
• Base Speed: Elves have a base speed of 30 feet.
• Languages: Elves begin play speaking Common and Elven. Celestial, Draconic and Orc added
Defense Racial Traits
• Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities. Choose Acid
Magical Racial Traits
• Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Offense Racial Traits
• Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
Senses Racial Traits
• Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Wizard
Added 3 skill point for favored class bonus
• Weapon and Armor Proficiency
• Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail. Firearms due to archtype
• Spells
• A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
• To learn, prepare, or cast a spell, the wizard must have anIntelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
• A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligencescore (see Table: Ability Modifiers and Bonus Spells).
• A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
• Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
• Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
• Arcane Gun (Su)
• The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired Classes through the arcane gun that require an attack roll have a ×3 critical hit multiplier.
• A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’senhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.
• A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed.
• This ability replaces arcane bond.
• Gunsmith
• The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a Gunslinger gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a Gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun.
• This ability replaces Scribe Scroll.
• Mage Bullets (Su)
• A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing,thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements.
• This ability replaces cantrips, but the spellslinger gains the detect magicand read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.
• School of the Gun
• The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. Gave up Abjuration, Divination, Illusion, transmutation
• This ability replaces arcane school.

Spells:
Can cast 3 level 1 spells per day. I know 5+3int
burning hands, color spray, ray of enfeeblement, ray of sickening, mudball
bungle, mage armor, magic missile, detect magic, read magic
Can cast 2 Level 2 spells per day. I know 2.
acid arrow, fire breath

Feats and Traits:
Feats:
1. Improved Init: +4 init 1st level feat
2. Gunsmithing: Spellslinger Bonus feat
3. Iron Will: +2 will saves 3rd level feat

Traits
1. Warrior of Old: +2 Init
2. Riftwarden Orphan: +2 concentration checks

Gear:
1. Hot Weather outfit (free outfit)
2. Masterwork Pistol (free bonded item)
3. 3 Trail rations: 1.5 GP
4. Waterskin: 1 GP
5. Bedroll: 1 SP
6. Masterwork Backpack: 50 GP
7. Spell Pouch: 5 GP
8. Spellbook: (free wizard item)
9. Everburning Torch: 110 GP
10. Gunsmith’s Kit: 15 GP
11. 1 Powder Horn: 3 GP
12. 10 Bullets: 10 GP
13. 10 Doses of Blackpowder: 100 GP
14. Masterwork Dagger: 302 GP
15. 240 PP, 2 GP and 4 SP left over

Offense and Defense:
1. BAB:1, CMB:2, CMD:15
2. Speed:30 Init:11
3. AC:13 T:13 FF:10
4. Saves: Fort:1 Reflex:4 Will:5
5. 5 Acid Resistance
6. Ranged spells attack of 4+1d20 vs touch
7. Melee spells attack of 2+1d20 vs touch
8. Save DC for spells is 13+spell level
9. Gear: Masterwork Dagger: Melee attack of 2. 1d4+1 damage.
10. Concentration:8

Skills: 2+3int+1favored=6 6X3=18 ranks to spend
The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), andSpellcraft (Int).
Skill Ranks per Level=6: 2 + Int modifier+favored class bonus. 18 total
1. Knowledge Arcana:9 (3 rank, 3 int, 3 trained)
2. Knowledge Dungeoneering:7 (1 rank, 3 int, 3 trained)
3. Knowledge Engineering:7 (1 rank, 3 int, 3 trained)
4. Knowledge Geography:7 (1 rank, 3 int, 3 trained)
5. Knowledge History:7 (1 rank, 3 int, 3 trained)
6. Knowledge Nature:7 (1 rank, 3 int, 3 trained)
7. Knowledge Religion:8 (2 rank, 3 int, 3 trained)
8. Perception:3 (3 rank, 0 wis)
9. Spellcraft:9 (3 rank, 3 int, 3 trained)
10. Swim:4 (3 rank, 1 str)

Personality:
Max protects all and fights for all. He likes to study, fight and contribute. Mostly however, he studies the books, the world around him and fights from the back with his powerful spells.

Background: Max was born with a strange birthmark on his body, called the sign of the Seeker’s Spiral. Max however, did not know what this meant at first, but soon learned it meant that he was magical. Because he was separated from his parents at birth, they could not tell Max what the sign meant or why he was born with it. The foster family in Kenabres only knew so much about it. All they could tell him is that his parents were Riftwardens as well. Knowing that Max could not just easily ask for the information, he took up an interest in learning. Knowing that he was gifted and feeling that he was so special to be chosen, he felt it was his destiny to learn, practice magic and help others. His hobbies included reading, helping others, and practicing magic, and studying the world around him. He has been very nice and helpful in the foster home. Even when others did not treat him so well, he went out of his way to be the nice guy. Although the foster family of Kenabres does not know exactly what happened to his parents they do know that his parents had to leave him far away from home, because they had last left for a secret and dangerous mission. Max has heard stories about these missions, but his parents have been gone for years now, and he is worried that they are dead. Max took it upon himself to fight evil and has been fighting for a couple of weeks now after having gone through years of practice training. He has learned to be faster and learned to develop a stronger mind. He fights for the freedom of others and to find his parents. If his parents are alive, he would be happy to see them, greet them and set them free. If they are dead, he will gladly take vengeance on the evil that slayed them. Whatever Max does and wherever he goes, he feels honored to help others in any way he can.


how I envision my character looking (mostly)

no helm

with helm


Sandra Raz wrote:
if needed i can change the Touched by divinity traity to Exposed to Awfulness trait and to Iomedae DM...

Aww.. I was sold on the Andoletta angle, too. I'm a fan of Grandmother Crow.


Iomedae Starfall_2 wrote:
With that my character is complete

Why are you making a Neutral Good Paladin?


Alright folks,

Lots of great stuff here. I'll close submissions tomorrow and confer with the other players. Invites will go out by PM over the weekend. If you don't get one, it by no means reflects the quality of your submission, simple the high level of competition between all these great PC concepts.

Thanks for taking the time to apply,

GMF


Just wanted to confirm I'm still interested!


Am I missing something here?
I see 7 submissions for Paladin and only 2 for magic user. Not that there is anything wrong with that, it just seems one sided.

PS: I'm liking the idea of female character Paladins, regardless of who the player is behind the screen. If we are going to do the right thing and get others to do the right thing, ie. follow the ways of Lawful Good, those characters really bring encouragement.

Lantern Lodge

Dotting for interest, just noticed the thread and can have an arcane submission up when I get home from the office in a couple of hours.


@double its just cuz paladins are that awesome lol.


I agree that people like Paladins or because it is called Wrath of the Righteous, more people would submit Paladin, I just didn't expect to be one of few arcanists and have loads of Paladins.

Less arcanists means less competition, but I'm rather dissappointed by the lack of submissions for it. There might be 3 arcanists in competition if the thestrongangel gets his up. I'd rather see much more interest for arcanists than less competition.

On another note: Assimar Paladins. Sent from heaven to cleanse the Earth. This is one of the few APs where assimar race fits in perfectly well, as well as any core race, story wise, not gameplay wise.


If the lack of arcane submissions bothers you, then I can submit a sorcerer with no issues, its just that I would rather someone who has not yet played the AP get the spot.


ginganinja wrote:
If the lack of arcane submissions bothers you, then I can submit a sorcerer with no issues, its just that I would rather someone who has not yet played the AP get the spot.

Thanks, but don't submit something, just for my motivations. Submit what you want to submit and play the games you want to play.

Also, you've played through this whole AP before?


We just finished Book 5, and so are starting Book 6 during our next session. I have found this AP very enjoyable to play in.

Silver Crusade

Just realized I posted the wrong information. Just a few changes.


Never played it :P

Silver Crusade

Ok. I'm fixed


Thestrongangel here, sorry for the delay in posting, passed out for about 10 hours after I got home.

Basic crunch and background up, will spend money if picked, and will also work to try and iron out appearance and minor details this morning.


are we waiting for combat to be over?

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