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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HP: 13/13 | MP 14/22 | Condition: 12 | Status Effects: x | Fumble Points: x Farmer 1

I was just looking over the Loot Tracker and noticed that there's some gear missing. I have a +1 Breastplateemblazoned with the Iomedae Holy Symbol and a +1 blinding heavy steel shield. In return, I'd given up a +1 Breastplate and a +1 heavy wooden shield.


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

I believe that is updated now. Thanks for the heads up.


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

Are there numbers higher than a five on this dice roller? Seriously?


The cage in the center of the room contains the wardstone fragments.

Your mission is to destroy it by touching the fragments with a rod of cancellation which should have been given to one of you. I do not know who has it currently.


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

I glanced through the posts of the mission briefing, I didn't see any mission equipment issued. Would it have automatically gone to our team leader, Tessai probably?


I may have forgotten to hand that out.

You can decide who claimed it now.


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

We sake of ease, we can just assume Varn took the rod. (He is the most arcane/magical of the group after all.) On a different thread... Merc, wanted to get your thoughts on a spell.

Call the Void states that any adjacent creature cannot breathe. Would that then fall under the Suffocation rules as far as holding their breath? Or would it be more of an immediate suffocation type situation?


it would fall under suffocation were they can hold their breath for so many rounds.


This is something I do very often and I try not too. I often forget about NPC that are with the group..cough..Irabeth...

She was supposes to help you clear out the second floor and then when you go up to fight the Minotaur she stays at the base of the stairs to hold off some tiefling cultist and a demon (a babau) coming up from behind telling you to complete the mission before more come and she will hold them off. I just forgot to make a post for that event ought I think I started too at one point but didn't finish it/post 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
DireMerc wrote:
it would fall under suffocation were they can hold their breath for so many rounds.

Okay, sounds good! Also, just to verify our mission was to use the Rod of Cancelation on the shards?


Correct


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

Out of curiosity, what is the level progression for this AP in relation to the mythic tiers? I wouldn't mind being able to map out my feat progression, if possible.


When you finish the next fight you will be level 5 mythic 1 and have completed book 1.

After that you earn levels at a fairly steady rate and a mythic tier each time you complete a "trial". The trials are set so there are 3-6 of them per book till book six and completing each one earns you another mythic tier max 10.

The trials are secret but there will be hints to them here and there.

At the end of the adventure you will be level 18-20 mythic 10 most likely.

There is no set level for when you earn another tier but I'm fairly sure you will get your second tier at level 7.


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

Hot dog! Mythic spells here I come!


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

Aww.. I hoping we'd hit level 6 before we jumped to mythic.

No mythic vital strike for Aeron until level 10(or so) :(


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

And that's when Aeron will really be bringing the pain. Mythic Vital Strike is stupidly awesome!


You traits also become better. (You should each have one of these let me know if you don't)

Chance Encounter (Trickster): The PC gains a +2 trait bonus on Ref lex saves. By expending one use of mythic power, the PC can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.

Child of the Crusades (Marshal): The PC gains a +2 trait bonus on Will saves. Whenever he successfully saves against a mind-affecting effect from a demon, as an immediate action the PC can expend one use of mythic power to cause the demon to become staggered for a number of rounds equal to the PC’s mythic tier. The demon can reduce this effect to 1 round by making a successful Will save (DC = 10 + the PCs’ mythic tier + the PC’s Charisma modifier).

Exposed to Awfulness (Guardian): The PC gains +3 hit points per level. When she is reduced to negative hit points by an attack or effect from a demon, as an immediate action the PC can expend one use of mythic power to heal damage equal to 2d6 + twice her mythic tier. This healing occurs after the damage is done—if the damage is enough to kill the PC, she cannot activate this ability.

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

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

Touched by Divinity (Hierophant): The PC can select a second domain granted by his affiliated deity. He can use the 1st-level spells of both domains as spell-like abilities a number of times per day each equal to his mythic tier. By expending one use of mythic power, he may use any of these two domains’ spells as a spell-like ability, but may only use spells of a level equal to or less than his mythic tier.


HP: 13/13 | MP 14/22 | Condition: 12 | Status Effects: x | Fumble Points: x Farmer 1

Wow, we just got super epic! I'll get myself updated later this afternoon. For my benefit, how do you handle the leveling process (HP gained, abilities resetting, etc)?


roll hp and post what you gained here in dicsussion


HP: 13/13 | MP 14/22 | Condition: 12 | Status Effects: x | Fumble Points: x Farmer 1

HP: 1d8 ⇒ 5

HP +18 (5rolled + 4con + 4mythic + 5bonus)
CHA +2
Skills - Acrobatics, Heal, Knowledge(planes), Knowledge(religion), Spellcraft, UMD +1 rank
Bonus Skill Ranks - UMD
Trait Upgrade - shield of faith (Glory Domain)
Favored Class Bonus - Channel Energy (now as Level 7.5 Oracle)
Level-Up Feat - Skill Focus(heal)
Bonus Feat - Eldritch Heritage(celestial)
Oracle Curse adds levitate andminor image
Added entropic shield and martyr's bargain

Mythic Rank 1 (hierophant)
Divine Surge (inspired spell)
Hard to Kill
Mythic Power 5/day
Mythic Surge (1d6)
Mythic Feat - Eldritch Heritage(celestial)
Mythic Path Ability - Faith's Reach

I think that's everything.


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

AS much fun as the game is, and as ready as I am too see the mythic tiers in action, I have been asked to play this AP in real life with my local group. As such I am going to withdraw from the PBP campaign, here at the end of the first book.

Had lots of fun, but my group is deadset on this AP. Sorry to go, good luck to all and great job runnng by DireMerc!


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 you go, Raven! Good luck with your other group and enjoy!

HP: 1d6 ⇒ 2

I'll be out of town tomorrow, so I'll work on leveling up Varn Friday! And these HP rolls are freaking killing me... Lastly, are Item Creation Feats even worth investing in for this AP. Would we even have time to use them?


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

Good luck Raven!

1d8 ⇒ 6

GM: I am mulling changing the Rogue (Swashbuckler) levels to the new ACG Swashbuckler. Would this be permitted?


1d10 ⇒ 6

Still mulling over my options, and will only have a chance to update Tessai later today, but the plan is most likely a dual path hierophant/guardian. More to come ;)

A shame to see you leave Raven, your skillset and ranged capabilities were important to the group. Good luck with your game, and have fun.


Sorry to see you go Raven take care.

Sure Orlando and yes Varn you do have time to craft you spend weeks traveling from place to place during the adventure.


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

Sorry to see you go Raven. Are we going to re-recruit or just press on with 5?

HP: 1d10 + 2 + 5 + 5 ⇒ (9) + 2 + 5 + 5 = 21
+2 STR
+2 Perc
+2 fort (Champion trait)

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

Tier Abilities: Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

I'm still thinking about what feats to take.


Press on with 5 from what I have seen so far you should be fine.


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

Okay, good to know! I was debating on taking Craft Wonderous Item for my 5th level bonus wizard feat. What do you guys think?


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

Craft wondrous is pretty awesome.

I guess I'll take Iron will and improved initiative (unless someone has a better idea)

Mythic Power attack as well.


Craft Wondrous Items is amazing Varn - I even know exactly already what to 'order' for Tessai :D

As for my level up choices:

HP +18 (6rolled + 2con + 5mythic + 5bonus)
STR +2
Bonus Skill Ranks - Profession (Soldier)
Trait added - Stolen Fury (Champion ye, had to be since Mythic Smite is not in the Guardian list :/)
Favored Class Bonus - Additional HP healed with LoH
Level-Up Feat - Skill Focus (Knowledge: Planes)
Bonus Feat - Eldritch Heritage (Abyssal)

Mythic Rank 1 (Dual Path Champion/Hierophant)
Inspired Spell
Fleet Charge
Hard to Kill
Mythic Power 5/day
Mythic Surge (1d6)
Mythic Feat - Dual Path
Mythic Path Ability - Mythic Smite

Updated Tessai's alias.


I stated at the very beginning I didn't want two people taking the same mythic path and I wasn't allowing dual paths at all. This is mainly due to wanting to explore as much of the content as possible.

Raven leaving means I wont have all six paths but I'd rather not have two people going champion too.

While mythic smite is good there is plenty of amazing guardian stuff as well especially if you use a sword and shield.


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

Alright! Choice is made, Varn will take Craft Wonderous Item as his bonus 5th feat. Haven't had a chance to decide on a mythic feat yet... Though possibly Mythic Crafter :)


Hmmm, I'm not really interested in using a sword and a shield DireMerc, or my damage will be even less impressive than it already is.


Aren't you using a heavy steel shield?

I'd consider going for mythic vital strike


I've been woelding Radiance two-handed. I own a shield but usually haven't been using it, to try and keep my damage more relevant, and because with LoH Tessai is kinda durable. And I am planning on taking Vital Strike anyway ;)

I can understand your wish to have us in separate paths, but Guardian will not make much to improve on Tessai's weaker point, which is the damage output.

I'll mull it over, but really? Giving up Mythic Smite..? I'm having a hard time with it :/


You might want to consider going a bit tankier some of the beasties later on are pretty nasty and could drop you in one full round if all their attacks hit. The first mythic creature you encounter has like +16 to hit an attacks 5 times for an average of 2d6+13 per hit and you only gain 1 more level before you face it. You are the party tank and you draw most of the fire your way afterall.

If you want to do more damage some abilities do both.

Sudden block is pretty good.

Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.

Also a good choice (this one saved a life in my RL game in the battle against the above mentioned creature)

Relentless Healing (Su): You can restore life to the recently dead. If a creature has died within 1 round, as a free action you can expend one use of mythic power when casting a healing spell or using a class feature that heals damage to apply that healing to the dead creature. If this healing brings the creature's hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total (similar to the way breath of life functions); otherwise, it remains dead. Alternatively, you can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with a prepared cure light wounds spell) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature's hit points above its death threshold, it returns to life.


Tessai can always tank if she simply one hands Radiance, and draws out the shield, and actually I am looking for an opportunity to grab a Quick Draw one ;)

Truth be told, a Shield spell can go a very long way in making a 2h weapon wielder much good - it all depends on group composition and cooperation. But so far buffs on the group have been very few and far apart (except for the Protection from Evil cast on Aeron I believe), so I was aiming on the one hand to make Tessai:

- Resourceful and self reliant in the thick of things (hence the amazing Inspired Spell for self buffing if needed, or even to buff Aeron),
- Hard hitting so she simply cannot be ignored (hence 2handed wielding Radiance, and going Champion with Mythic Smite, etc.) - truth of the matter is, if she does not hurt the bad guys, they will simply go after Aeron, Varn, Orlando, or anyone else who poses a definite threat.
- Not a turtle. I can pack armour, pile on a shield, etc, etc, and get as armored as possible, but that's it - no one really needs to attack me, because I am not a threat - Sudden Block may play an important role there.

Relentless Healing is amazing, but then again how many roles can I play in the middle of a fight?

Anyway, I guess I can see Tessai as a Guardian - in fact that was my initial idea for her. Maybe I will Dual Path Guardian/Champion and still get my hands on Mythic Smite after all. But I'll admit I find Inspired Spell simply amazing, and it kinda pains me to let it go :D

I'll mull it over some more, and try to have an alternative crunch for her 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

Yeah guys, I'm working on getting more buff spells for Varn and then probably change around some of his Bonded Spells to offensive types. That way I can reserve spell slots for buffs like Haste, which I picked up this level, and still have some versatility.


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

Mythic Smite is ok, but doesn't really have much use after tier 3 when we get recuperation. If you want pure DPS look at aiming for mythic vital strike or trying to get mythic bleeding critical (enemies bleed CON!!).

Another thing to look at is that with Raven gone, I think that opens up the Marshal path as an option and it is better than guardian. The action economy it provides is pretty amazing.


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

Agreed. With the amount of damage Aeron is dishing out we don't really need more damage. I feel we need someone a little beefier to stay the line, but it's your character Tessai. Something to think about though... As a paladin, sword and board is a very powerful option; I had a sword and board pally, level 16 who dominated with Smite Evil... Just something to think about.


HP: 13/13 | MP 14/22 | Condition: 12 | Status Effects: x | Fumble Points: x Farmer 1

Guardian is best for tankiness. Marshall is good for buffing/action economy. I should have healing covered as long as someone keeps the enemies off me (but martyr's sacrifice and sanctuary will help prevent that). I'd suggest focusing on being a tank/secondary DPR.

EDIT: regarding buffs, I have a wand of Pro:evil and will eventually be able to give it to everyone whenever I channel. Still, we should definitely start being more tactical. Charging headlong into danger is going to get people killed if DM's warning is any indication.


I kind alike the guardian path better for Tessai story-wise but either can work.

Guardian - As a child you were taken by cultist and they performed a dark ritual on you, crusaders stormed the site and stopped right before they finished but a dark taint was put in you. Later on you discover the truth of this ritual.

Marhal - Both your parents were crusaders who were lost in the worldwound years ago as you venture the worlwound you find something left behind by them and it leads you to something important.


Hmm actually seems I got it mixed up a bit.

What I had was:

Orlando (Chance encounter): You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you've never seen her again. Ever since, you've just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster.

Varn (Riftwarden Orphan): You bear a strange birthmark on your body—something you've learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the
Worldwound less than a month after you were born. You're not sure what happened to them, but you’re certain they’re dead. In any event, you've long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks. Associated Mythic Path: Archmage.

Tessai (Exposed to Awfulness) : When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you've been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian

Aeron (Stolen Fury) : You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn't work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you've been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you've finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated
Mythic Path: Champion.

Raven (Child of the Crusade): Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could be brothers or cousins instead, since it’s possible that the Worldwound simply didn’t exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic inf luence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Marshal.

Adalric (Touched by Divinity): As long as you can remember, you've had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant.

I had assumed (hoped) that you would all take the associated paths and I would have one of each. Looking at it story wise some changes could be a good idea and now is the time since we haven't started any of the trait storylines yet. I would suggest the following.

Aeron (Exposed to Awfulness) : When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you've been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian (I will let you take this trait and be a champion)

And Tessai take either of these and you can go Guardian or Marshal.

(Stolen Fury) : You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn't work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you've been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you've finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn't kill you makes you stronger. You've been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated
Mythic Path: Champion.

(Child of the Crusade): Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could be brothers or cousins instead, since it’s possible that the Worldwound simply didn't exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They've told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Marshal.

I am still not allowing dual paths however I want to see how each paths does independently I may actually find someone to make a character of the remaining path...Let me know what you decide.


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Reposting the trait upgrades for reference:

Chance Encounter (Trickster): The PC gains a +2 trait bonus on Ref lex saves. By expending one use of mythic power, the PC can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.

Child of the Crusades (Marshal): The PC gains a +2 trait bonus on Will saves. Whenever he successfully saves against a mind-affecting effect from a demon, as an immediate action the PC can expend one use of mythic power to cause the demon to become staggered for a number of rounds equal to the PC’s mythic tier. The demon can reduce this effect to 1 round by making a successful Will save (DC = 10 + the PCs’ mythic tier + the PC’s Charisma modifier).

Exposed to Awfulness (Guardian): The PC gains +3 hit points per level. When she is reduced to negative hit points by an attack or effect from a demon, as an immediate action the PC can expend one use of mythic power to heal damage equal to 2d6 + twice her mythic tier. This healing occurs after the damage is done—if the damage is enough to kill the PC, she cannot activate this ability.

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

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

Touched by Divinity (Hierophant): The PC can select a second domain granted by his affiliated deity. He can use the 1st-level spells of both domains as spell-like abilities a number of times per day each equal to his mythic tier. By expending one use of mythic power, he may use any of these two domains’ spells as a spell-like ability, but may only use spells of a level equal to or less than his mythic tier.


Wait DireMerc - no dual paths..?

@Aeron: I am still planning on taking Mythic Vital Strike, regardless of Mythic Smite. And Mythic Smite is not ok... It is GREAT for a Paladin, and it cannot be compared to recuperation. One thing is to have multiple smites at your behest, another thing alltogether is having to rest one hour to recover a smite.

@Varn: There is a very thin line between staying the line, and dishing out damage - if I don't hurt them, they will care more about going around than actually fighting with me. Sword and Board is a good option when you have the feats for it, otherwise it eats up everything. Sudden block helps, but it means I am supposed to be next to Aeron, wherever he is. Which will mean in the thick of things 99% of the time.

I can agree Marshal is very useful, but I am more of an action player, which means Tessai is also like that - I will give it a second look though :D

As I said, I am mullling it over right now, and expect to have something later on - I do feel somewhat cornered into the Guardian role, mainly without any Dual Paths... I'll have something up soon.


Ok, Tessai is updated to Guardian - I am still seriously in doubt whether to take Sudden Block or Absorb Blow, as it is simply amazing to soak up damage [guess I might deposit my confidence in Adalric regarding the damage, and take Absorb Blow later on ;)]

Went with Retributive Reach as Path Ability because I really couldn't think of a better one (again Fast Healing is quite impressive...), and it allows me a wider arc of protection against my allies, like Varn and Adalric for example.

Added in Mythic Power Attack.

Trait is Exposed to Awfulness -> It does tons for my hit points, and pumps survivability even further, as well as being associated with the Guardian Mythic Path.

The lack of Mythic Smite hurts a LOT on the amount of smites per day though... But I think I am done.


Ok perfect so were are back to the following:

Orlando (Chance encounter): You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you've never seen her again. Ever since, you've just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster.

Varn (Riftwarden Orphan): You bear a strange birthmark on your body—something you've learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You're not sure what happened to them, but you’re certain they’re dead. In any event, you've long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks. Associated Mythic Path: Archmage.

Tessai (Exposed to Awfulness) : When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you've been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian

Aeron (Stolen Fury) : You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn't work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you've been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you've finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated
Mythic Path: Champion.

Adalric (Touched by Divinity): As long as you can remember, you've had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant.


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

hp: 1d10 ⇒ 8
hp: 1d10 ⇒ 9
hp: 1d10 ⇒ 1 Rerollhp: 1d10 ⇒ 8
hp: 1d10 ⇒ 7


Wow


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

Replacing Rogue levels, Adding one level of Swashbuckler (Inspired Blade) [ACG] and one level of Mythic Trickster.

[Replacing Rogue (Swashbuckler) abilities.]
Panache: Gain a pool of points that can be spent to fuel deeds.
Inspired Panache: Regain panache only from rapier crits.
Deed: Derring-Do—Use 1 panache, +1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride or Swim Check. On a 6, add another 1d6.
Deed: Dodging Panache—When attacked, spend 1 panache to immediately step 5 ft., granting a dodge bonus equal to Charisma bonus. (Provokes AoO from others as normal).
Deed: Opportune Parry and Riposte
Charmed Life: 3/day—Choose to add Charisma bonus to save before roll.
Deed: Kip-Up—While have 1 panache, stand up from prone as a move action without AoO. Use as Swift if use 1 panache.
Deed: Menacing Swordplay—While 1 panache, as a swift action when hit, attempt demoralize check.
Deed: Precise Strike +4—While 1 panache, precision bonus to damage. Use 1 panache to double this.
Deed: Swashbuckler Initative-- +2 to Initiative.
Nimble +1 -- +1 dodge bonus.
BAB: +2
Ref +1
Bonus Feat/Dare: Dueling Cape[ACG]
Lose 12 skill points! Sob

Trickster +L1
Mythic Power: 5/day
Surge 1d6: Use 1 power to increase any d20 roll by the listed amount.
Trickster Surprise strike: Swift use 1 power to attack a foe FF in 30 ft. Bypass all DR.
Path Ability: Display of Dexterity. Free act, use 1 power for +20 to any Dex skill or check.
Weapon Finesse [Mythic]: Add Dex bonus to damage as well as to hit.
Bonus Hit Points: 4
Hard to Kill: Auto stabilize when dying, only die at neg Con x2.

+Wardstone Power inheritance:
+2 to one skill of your choice (Acrobatics),
one bonus feat (any),
+2 to a stat of your choice (Dex)
+5 max hp.

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