The Worldwound Incursion (Inactive)

Game Master DireMerc

The wardstone of Kenabres has been broken and the demons of the worlwound are loose! How will this crisis be contained?
Link to images

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


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Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Its in my HeroLab. One sec.

Its from Inner Sea Intrigue.

BRIGHTEST LIGHT
School evocation [light]; Level bard 4, cleric 4, druid 4, inquisitor 4, magus 4, occultist 4, paladin 4, ranger 4, shaman 4, sorcerer/wizard 4
Duration 1 hour/level (D)
This trademark spell of the Lantern Bearers, a secret elven organization, functions as daylight, except it lasts longer and automatically dispels lower-level darkness spells when their points of origin enter its illumination.
In addition, as a standard action once during the spell’s duration, you can will the light to try to snuff out a magical darkness effect that is of an equal or higher spell level and located within 60 feet of the light this spell emits. Attempt a dispel check (1d20 + your caster level), with a DC equal to 11 + the caster level of the darkness effect. If you succeed, the darkness effect ends. Regardless of whether you are successful, the brightest light dims to the brightness of a torch for the spell’s remaining duration.

Might be a little obscure but it was turned on in my character creator. Does not seem all that powerful to me. Basically its a heightened (4th level) Daylight with a dispel ability that would likely never get used. If that source is a problem just consider it Daylight and I'll adjust what spells he knows. He has Daylight as well.


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3

I'd be willing to join another game, DM. Send me a link if you're still looking for new players. Maybe we could coordinate the new PCs so they know each other.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

I would love to join another game, but I think I'm already stretched about as far as I can justify.

*EDIT*

Although, if it's a slow-paced game and the premise intrigues me enough, I may be able to find the time!

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

I am in two of your games already, and enjob both. But both are quite slow. I do not think I would be able to get into one that was much slower. :P


The other game that needs new caster is currently level 5 has been pretty roleplay heavy so far with minimal combat but combat is happening more and more the campaign is loosely following the iron gods story line with a few of my own twists


Alright you may have noticed that lately I have a lot more time to check on pathfinder and I am watching over each of my games almost 24 hours a day. Things have calmed down considerably for me and I find myself bored of most of my games so I have nothing better to do lol.

With that in mind there is something I have had on the back-burner for a long time. A game I want to start. I'm going to post this in each of my games before I make an open recruitment giving my current players a chance to join in first.

Here is the pitch so to speak.

The whispering way has been growing in power lately. Several raids have happened and the three lesser seals to the Whispering Tyrants prison are broken. The great seal still remains however but the leaders of Lastwall, Taldor and the dwarves of Kraggodan believe (rightly so) that the whispering way is going to try and destroy it to release Tar-Baphon upon the world once more.

A team is being assemble to go to Gallowspire and to ensure that the Great Seal is not broken.

The task will not be easy. To get to Gallowspire one must traverse the Desolation lands. The location were the Tyrant killed Arazni and the site of a massive battle between the undead armies of the whispering tyrant and the shining crusade.

The desolation lands is a vast area seethe in necromantic energies were undead roam.

Not only that but wounds do not heal naturally here, and healing spells are only half as effective. Food doesn't perish, and bodies do not decompose, Dimensional travel is impossible, summons spells cannot be used. If you consecrate an area natural healing works in that area and healing spell work normally. Negative energy spells are twice as effective and necromancy spells are cast at +2 caster level.

One you have crossed the Desolation lands you will reach the city of Adorak which you must cross to reach Gallowspire.

The city's undead nobility were hunted down and destroyed, and the Great Seal was put in place to ensure Tar-Baphon's imprisonment within Gallowspire. Despite these efforts, the city was unlivable by this point and was swiftly abandoned by all living creatures. Even so, the ruins remain home to horrific undead creatures, although they tend to avoid the haunted presence of Gallowspire, almost as though they fear to go there.

What resides in Gallowspire now nobody knows as none living has reached that place in nearly 600 years.

Not gonna lie I made this campaign to be a merciless meat grinder if you want to test you mettle it starts at level 10 (do you want mythic? I originally didn't plan on it but could easily incorporate it) 28 point buy and 62 000 starting gold (cannot spend more that 50% on one item)


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3

I'd be willing to give it a shot. I've got an old cleric necromancer I've played in a couple of games that could work here. Maybe if we could finagle it so the PCs are negative energy powered we could get around the healing spells problem.


Head over here if interested
http://paizo.com/threads/rzs2u169?Oh-God-oh-God-were-all-going-to-die-campa ign#1


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

I'm thinking perhaps an Undead scourge paladin would be in order for this campaign!

*EDIT*

What are available races? Also, if the group decides to go with a Negative Energy route, I will definitely look at something else.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Already responded in another DireMerc game, but I am in. You play the pally in this one Varn and I'll take the arcane role.

For clarification, is short range dimensional travel possible. Dimension door and the like where you can see where you are hopping to? Would rope trick work? What about accessing items in a haversack or bag of holding?


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3
Caladire "Varn" Sophas wrote:
What are available races? Also, if the group decides to go with a Negative Energy route, I will definitely look at something else.

You could just make it a dhampir to get Negative Energy Affinity. Dhampir Undead Scourge Paladin is almost Blade. He's probably a Slayer, but close enough. :)


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

That's not a bad idea. At first I thought that's a terrible idea as I cannot use LoH; however, he could use LoH as an offensive weapon. Perhaps look into the feat that allows him to direct his LoH into a melee attack (cannot recall the name currently).

*EDIT*

Found it, but I was wrong. It's the Channel Energy option and Channel Smite is the feat. Bah!


If you submit a character pm me to let me know which one. So I can keep track who is who.


I'm taking a short break will post here and there but posting will resume fully in the next couple days most likely this friday


Othello has decided to drop out of the campaign. I don't think I will replace him you guys can manage fine without him I think.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Sorry to see him go.

*EDIT*

Would a successful Dispel Magic upon the paladin end the Magic Jar possession and force the shadow demon out?


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Yeah, even Varn, who is built around busting through SR has to roll a 12 just to get through that. If SR that high is expected throughout the AP, then I think Eldritch Breach just may be the next mythic option I select... That's a very high check to have to beat at this level.

I may even look at taking Mythic Spell Penetration.


It's not that common his is exceptionally high because he is mythic. I honestly hadn't notice it until I had to check.

The spell resistance of the demons you fought so far I checked and it was
18(incubus), 18(normal succubus), 23(mythic succubus), 28(shadow demon)

His spell resistance is probably 11+(13)HD+(4)MR.

It's not actually broken down in his stats but that would be my guess.


I am looking into does Sr apply while in possession thought.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

He's one beefy BBEG! Originally I was going to say that SR would normally come into play for a shadow demon in a possession, but then I just started thinking...

Varn isn't technically targeting the shadow demon itself. I'm targeting the shell of the shadow demon and the spells implemented upon it... So, I'm almost thinking that the SR may not even come into play in this situation. That being said, whatever you decide, Merc, I will accept!


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Hey Merc, I just noticed something that answers the question... in the spell description..

Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, creature, or object
Duration instantaneous
Saving Throw none; Spell Resistance no

SR does not apply to Dispel Magic. Whoops!!!


Well there you go.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Well, now, hopefully my Dispel check is able to override the CL of his Magic Jar ability... I will strive to more aware of which spells allow SR and such before I just roll my check. I forget that there are certain spells that are not affected by SR.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Ah, so if the dispel works then Tzad would not cast.

As I stated in the game threat I was thinking the same thing about SR. Makes you think where the SR resides. If the possessing demon in its host has the SR then would also the demon's body? I am unsure how the Demon's SR protects a host body from physical damage. But maybe it does.


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

Moving the discussion over here from the gameplay thread.

I don't think anyone has ghost weapons. Aeron is wearing that ghost-touched fullplate we found a while back, but that's it. We haven't have the ability to buy anything in a long time, or I'm sure we would have picked up some weapon blanch or something

Magic missile him to death?

Honestly, there isn't much we can do to stop it from just leaving when it's HP gets low, so maybe just grind it out until it runs away?


I wouldn't worry about that. He has no intention of running. Even at half damage you can wear him down fairly quickly 25 damage was like 1/5 of his hp.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Yeah, Shadow Demons don't really have a lot of HP. It's the possession and ability to go invisible in darkness that makes them terrifying. This fool is as good as toast! (Thank god Dispel Magic worked!)

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

I'd burn a mythic point to get up a spiritual weapon. That is force damage but there is SR involved and I don't think Tzad can break through.


His is even scarier than that he can go invisible as a move action in any light except magical light of spell level 3 or higher.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Crazy!! Glad we have Tzad's spell up then.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

I think we all have acted though I was encouraging Tessai to reconsider with your ok.


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3

Tess is still trying to climb out of the pit. I just mentioned Dirge because she's packing it, not because I was ready to have her try to cast it.

I've just been reminded that she has a silver dragon scale that lets her levitate; she'll take that out and levitate out of the pit instead of trying to climb again.


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

I'll update the loot list when I get the chance.

So what about that anvil that we can use to reclaim evil magic items. Can we try it with the weapon we got from Staunton? I don't trust it.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

I think that is a good idea, Aeron. I'm thinking about going with Abundant Casting for my next Archmage power as that could definitely get interesting with save or suck spells for Varn.

I'm not sure on what mythic feat to take. I'm hoping to take over the library tower for Varn as his new home for remaking the Riftwardens. Those books would be very useful and I'd love to be able to utilize his Craft Wondrous Item feats (and even the mythic variation if I choose that as my feat); however, I don't want to choose that as a feat unless I know for a fact that I will actually be able to utilize it.

HP: 1d8 ⇒ 2 - This game really wants me to die... I think most of my HP rolls have been on the very low end.


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3

Yeah, we should definitely use the Forge on the intelligent evil weapon.

I think we should post the Banner up on the Citadel to protect our new army from demons. Anybody want to carry it around instead?

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Looking over the loot listed the only things Tzadkiel is interested in are the Ring of Protection and perhaps the ring of Forcefang (Though this might be better for a non-caster. Not sure. It protects from readied magic missiles to disrupt casting so its nice for casters as well.) He currently wears no rings. He is not happy to see the wand of death knell (39 charges) as the magic is both necromantic and evil. He would never use it but understands its a tool that others not as connected to deities of good might employ for the cause and will not insist on its destruction (i.e. sell it.)

He would not want to see the elemental gem be sold and recommends we keep it as a party item. Same with the potion of lesser restoration. And if no one else wants the +1 flaming heavy crossbow he will take before letting it be sold as he currently has no magic weapon and no range weapon.

After we level he will be able to cast Raise Dead and will do so to try to bring Othelo back. We can hand wave that if no one objects. Not sure yet if Tzad will learn Raise Dead or use a mythic point to cast it. Likely the latter.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Leveling: Oracle level 10 - Thought and comments welcome. So many good paths to choose from.

Like every level Tzad takes half plus one for hp.

He gains +1 BAB, +1 Will Save, and Blindsense 30'. He learns a new zero level spell (Purify Food and Drink) and two new 5th level spells (Cure Light Wounds Mass is automatic, and he chooses Breath of Life. His favored class bonus goes to learn a new 4th level spell : Freedom of Movement.

He spends his 4 skill points on Sense Motive (1) Perception (1), and Diplomacy (2).

Mythic:
New Mythic Path: Ability: Flexible Counterspell and Alter Channel
Flexible Counterspell lets me spend a mythic point and a spell slot (I have lots of these) to counter a spell as an immediate action.

Alter Channel let me spend a mythic point to change an enemy's channel from harming us to healing us or from healing undead to harming them. This just works. No save. Not sure how often we will be in an enemy's channel but this rocks.

New Mythic Feat: Extra Path Ability

New Mythic spell: Breath of Life: Increases healing from 5d8+10 to 5d12+10 and extends effect for 2 rounds after death instead of 1. It also gives another save if you were slain by a death effect and if you make it you are not slain. If I spend 2 mythic points I can use the spell on all creatures in a 30' radius or target a creature dead for my level (10) in rounds.


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

As for loot, I think I grabbed the Frost Rapier, and am very interested in the Cloak of Resistance +2 and the Ring of Protection +2.


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Add a level of Swashbuckler.

hp: 1d10 ⇒ 3
Frak!

BAB +1/+1
Saves: Fort+1, Will+1
Rapier training becomes +2attack/+3damage
Skills: 6 points worth

Mythic___
Trickster tier 3
+4hp
Trickster Path ability: Deadly Dodge
Mythic Feat: Mythic Dodge


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

Add level of fighter:

HP: 1d10 ⇒ 8

BAB +1
Fort +1
Skills +2: Perc +1, Survival +1

Bonus Feat: Great weapon specialization (Falchion)
Mythic path ability: Precision
Mythic Feat: Improved Critical (Falchion)

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

So, has everyone leveled? We need to deal with loot division and buying and selling of stuff before we consider any next missions. Lets get started.

Orlando how about you take the cloak and I take the ring? Or visa Versa?


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Tzad: I'm cool with me taking the cloak and you taking the ring.


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

Othello has the +1 flaming crossbow, so it really depends on what we are doing about his gear.

I've updated the loot list, taking into account what I think we've already found and distributed (i.e. I don;t think there were two +1 frost rapiers in the keep). So take a look and see if there is anything that would interest you before I sell it. I'll keep consumables by default, we can just stuff them all into the bag of holding we found. I put the ghost touch plate on the list to sell, since Aeron already has a suit of +1 full plate and ghost touch is a +3 ability.

Before selling anything on the list, we are sitting with about 70K in the party bank.

Of the items we found, the only one that Aeron might want to keep is Soulshear, the transformative weapon that we found, assuming it can be redeemed.

Other than that, I wouldn't mind dipping into the cash reserves to buy a belt of dwarvenkind (I'm thinking that the darkvision and +2 to saves might be more important that a STR boosting item), and maybe improve Aeron's AC (which I'm not sure is that hugely important) I don't really know what to get. Fighter's aren't super gear dependent. Cracked Pale Green Prism (Ioun Stone)?

Anyways, now might be a good opportunity to take a WBL snap shot.
Aeron's got ~18k worth of gear (plus soul shear, if we keep it), which feels a little low for a 10th level PC, but then again he still hits like a truck so I can't really complain.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Tzad has 28K (Before the +2 ring) plus that Armor of the Pious. The party has been very generous with him.

I recommend Aeron keep that armor with Ghost Touch until we find something better for him, Also if he does not have a Ring of protection he can take that +2 ring as well.


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3

Tess has a little less than 25k, plus Radiance.

She needs a ranged weapon- there's a MW +2 Str Composite Longbow on the list that she could take, if Tzad is taking Othello's crossbow.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

I haven't finished leveling Varn yet, sorry. I'm still debating on my Mythic Feat as my option is between Mythic Spell Penetration or Mythic Craft Wondrous Item. I'm not sure if the Crafting feat will really be useful at this moment in time. Also, don't forget that I do have Craft Wondrous Item, so I can probably make a good portion of items that we may want (assuming we will have the time to devote to crafting items...).


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

If we have time to craft, Mythic Crafting looks amazing, if only for combining magic items.


Downtime is a thing you will have yes especialy for the next part


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Perfect, then I will look at taking Mythic Craft Wondrous Item for my feat. I will work on getting Varn updated tonight.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Why don't we also start collecting a list of Mythic items you guess might like to see Crafted. I found a few that I think would be beneficial to the group... Monocle of Unveiled Auras (if I understand correctly would be amazing for Varn, +5 untyped bonus to penetrate magical protections.. would that include overcoming Spell Resistance?), Golden Holy Symbol (for Tzad), Everburning Lantern, Bracers of Shield Mates (For Aeron and Orlando). There are more, but I haven't really had the chance to thoroughly look through each of them.

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