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So those were some great tactics that Nikolai and KULIK used.
Here are my own tactical options, which are mostly focused on charging (should work really well with Frag):
Tactician: I can share Escape Route or Coordinated Charge as as swift action. Either way it affects all allies within 30' at the time I use it, and they then keep the feat for 10 rounds. Coordinated Charge lets you use an immediate-action charge, so if that is active and Sir Hendric or Frag are in charging distance, we could really mess up an enemy's day. However, taking the immediate-action charge uses up your swift for the next round. Escape Route is quite useful against things with reach.
Banner: Sir Hendric's banner, due to human FCB, gives +4 morale bonus on charge attacks and +5 morale bonus on saves vs fear to any allies within 60'. He can also wave his banner as a standard action to give all allies a chance to shake off any one effect on them (1/day per ally).
Teamwork feats: Escape Route and Coordinated Charge (both through Tactician), and also Shake It Off. If KULIK wanted to change his most recent teamwork feat to Shake It Off, he could get +2 to all saves if adjacent to Sir Hendric and Sentry. I don't know if that's worth it.
Inspiring Rush: trait gives +1 to hit and damage on a charge 1/day, and also to any allies who make a charge attack before my next turn.
Wheeling Charge and horse feats: Sir Hendric can charge through allies' spaces and make a 90' turn during his charge. However, he cannot attack from an occupied space so please keep that in mind (not as crucial when fighting big things). Sentry ignores 20' of difficult terrain each round and can charge uphill.
Demanding Challenge: Challenged target takes a -2 AC against anyone else as long as Sir Hendric is threatening it. While he normally prefers to use Ride-By Attack and end up out of full-attack range, he could remain threatening an enemy to provide this benefit to the party.
The party's various mobility options should really help make good use of this if we are initially unable to charge due to obstacles or elevation.

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Kurik should probably focus a bit more on support actions for the big guns. He still has some mobility options to help maneuver around the field, although not to the extent Nikolai did. (Excellent performance there, I agree.) If someone else can use a deflection bonus, he'll try to put shield of faith on them. Weapon of Awe and Wrathful Weapon could be useful depending on what we're up against and who he has a chance to give it to. Beyond that, breath of life will hopefully be available, assuming he doesn't get timed out again. Channel Smite isn't going to be super useful, so he can throw some healing at people if nothing else.
Also, I will be driving to Disney this Wednesday night, staying through Sunday. I will be accessible, but a bit limited.

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Also, I will be driving to Disney this Wednesday night, staying through Sunday. I will be accessible, but a bit limited.
I will be jealous.
We are going to the World in June, though. :-)

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Footage of Bellum becoming a dark lord.
hehe

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Heh.
I got a chuckle out of that!
I had never watched the old Rankin/Bass cartoon before, but I had heard that it was pretty groan-worthy :-P

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I feel like I saw it long ago, but blocked most of it out. A Flight of Dragons was a much better offering, in my opinion.

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"DOOM. DOOM. DOOM."

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The Rankin/Bass "The Hobbit" was pretty good. Saw it not too long ago and it still stands up. (Not "The Last Unicorn" good, but pretty good.)
The Rankin/Bass "Return of the King" was dreadful.

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The Rankin/Bass "The Hobbit" was pretty good. Saw it not too long ago and it still stands up. (Not "The Last Unicorn" good, but pretty good.)
The Rankin/Bass "Return of the King" was dreadful.
Agreed. (Other than the "I am no man" scene in Return of the King, which I love.)

GMAndrewW |

Hi all,
We are rapidly approaching the end of the scenario. Can you please let me have your character information using the spreadsheet linked below so I can complete your chronicles. Feel free to make day job rolls as well and include the value on the sheet. I generally leave expenditure and final values for you to fill in.

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Will do, currently losing my mind over the last two scenarios John spilled in the Twitch stream. "Passing The Torch" and "Who Speaks For The Ten", Tier 12-18.

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Day Job Profession (Smith): 1d20 + 10 ⇒ (10) + 10 = 20

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Here. Listening to the recording now to confirm the wild claims people made.
Edit: Sounds like it kicks in at 40 minutes.
Double Edit: Seeker tier gets talked at 1 hour.

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Day Job (Diplomacy): 1d20 + 28 ⇒ (16) + 28 = 44

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Probably should have used the extra mythic power action for an additional attack after the charge (+40 damage or so if the follow-up attack hit) rather than dropping the shield (which was +8 damage). Thought of it too late.

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So I think that's the secret to defeat his teleporting trick - it seems to he an immediate action so he can't do it twice in a round.
Get him to pop to a new place and then hit him.
Don't forget, even if Sir Hendric falls here, Tactician persists so Kurik can trigger immediate-action Frag pounces.

GMAndrewW |

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I'm good with another acid bath, but would also like to nail him with the meteors unless we think he's outright immune to fire.
Edit: With those attacks it might be academic.

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I think we might have to do acid, considering the radius of the effect. (Easy to cook ourselves with meteors.) If I'm looking at the map right, we could maybe do an acid blister at the top of the cliff that would only get KV.

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Gotcha. I thought it had to target him specifically. I'm fine with meteors, then.

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Will the physical damage be reduced by DR? If so, probably not worth hitting him with the meteors, even though the -4 on the saves would be nice.

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I vote the acid then, air burst to avoid the rest of us.

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The acid did, what, 19 points to him last time after energy resistance? I doubt that's going to drop him.
I still think a Fog Cloud effect would be far more effective, assuming that is still permissible. Could save Frag.
Or if that's not possible, then a wall or even a mid-air "structure" just enough to prevent him from 5' stepping away from Frag.
Come and Get Me is useless against reach. But if we can use an Abyssal effect in some tactical way then Frag may have a chance.

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If Frag has Step Up, he can keep KV adjacent to us CAGM. Probably still gonna kill him though.
If we think the acid isn't going to cut it, I say hit him with the meteors and hope for low reflex saves.

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What if we shift the terrain so that Frag is 10' further away? Could we do something like that? Say Frag takes 1d6 falling damage as part of that but is more than a full attack away?

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Frag is adjacent to KV now, and flying. KV has 15' reach.
I think a fog cloud is the best chance for Frag's survival, and it negates KV's reach, and I can still attack him unhindered.

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Either is fine by me. Time to get off the pot.

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Throw the fog up to keep KV next to Frag or suffering 50% miss chance.

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GM, is it acceptable to move to Frag and use Reposition to swing him around adjacent to KV? It will cause an AoO due to the move which might screw things up, but I can give it a shot.

GMAndrewW |

You can try but bear in mind the following:
1. Your movement will provoke as you only have regular concealment from him.
2. Your attempt will be affected by concealment from the fog.
3. You will need to beat Frags CMD by 5 to move him 10'
4. Using maneuvers on allies is dealt with poorly by the rules. I am happy to use his flatfooted CMD, so no dex applying, but his str, bab etc will as that to me seems to represent you trying to shift his bulk.

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If I'm calculating this right, it's Kurik's +21 with BoF against DC35 (estimating FF CMD30). Risky.

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You might be better off full-attacking or else healing KULIK.
If we wanted, Bellum could get rid of the Fog Cloud with a Shadow Evocation Gust of Wind, and then Frag could ChargePounce.

GMAndrewW |

You might be better off full-attacking or else healing KULIK.
If we wanted, Bellum could get rid of the Fog Cloud with a Shadow Evocation Gust of Wind, and then Frag could ChargePounce.
Gust of Wind would take 1 round to disperse it. I am likely to say you cannot repeat the same alternate effect in the Abyss, assuming Vaul lasts the round.