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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Surprise round:

Raven, Varn and Orlando fire arrows and bolts at the demons.

Raven hits one for 10, Orlando follows up with another hit for 13 Taking one Quasit down and Varn hits the other for 4.

Aeron manages to creep up close and trows a chakram striking a cultist in the back he howls in pain and wavers but is still standing.

Tessai and Selka try to sneak up getting as close as they can.

Init:

Orlando: 1d20 + 3 ⇒ (9) + 3 = 12
Raven: 1d20 + 3 ⇒ (8) + 3 = 11
Aeron: 1d20 + 2 ⇒ (7) + 2 = 9
Orlando: 1d20 + 3 ⇒ (5) + 3 = 8
Tessai: 1d20 + 1 ⇒ (13) + 1 = 14
Varn: 1d20 + 3 ⇒ (13) + 3 = 16
enemies: 1d20 + 6 ⇒ (18) + 6 = 24

The remaining Quasit panics and uses his innate powers to make himself invisible.

The cultist quickly react to the surprise attack some move to engage in melee while other cast spells upon themselves in preparation for battle.

One attacks Tessai, another attacks Selka and another moves up to Aeron while the other nine hang back casting spells. (3 spellcraft checks to identify the 3 spells used)

Cultist scythe attack on Tessai: 1d20 + 5 ⇒ (1) + 5 = 62d4 + 3 ⇒ (1, 3) + 3 = 7

Cultist scythe attack on Tessai: 1d20 + 5 ⇒ (10) + 5 = 152d4 + 3 ⇒ (4, 2) + 3 = 9

You all need to roll a will save on your turn. Dc 12 if you fail you take -1 on all attack rolls and saving trows against fear for 2 minutes.

Your turn you can all post.

Sorry I still don't have map made I just wanted to move on anyway. Making the map for this one is more difficult since it's a large area and I have a description of what is around but no visual I can use so I have to make the whole thing in paint and I suck at it. If anyone want to volunteer please do, if not I will post a map as soon as I have something decent.


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

Round 1______

Will save: 1d20 + 2 ⇒ (7) + 2 = 9

Orlando keeps an eye out for the last Quasit as he calmly reloads his crossbow and fires at a spellcaster.
Crossbow shot: 1d20 + 4 ⇒ (7) + 4 = 11 for a possible 1d8 ⇒ 1 good and piercing damage.


I would suggest trying to begin with a simple excel sheet, squaring out the cells, and then filling out with flat colors - it is a crude, but very effective way to map encounters for beginners and advanced alike. In an encounter such as this one - I see 3 melee facing off against 3+9 - positioning is everything, flanking moves, reach, etc., and we may find ourselves in a dire situation without even realizing it. That being said, and to move things along:

Will Save: 1d20 + 11 ⇒ (16) + 11 = 27

Tessai growls as the cultists close in, feeling the futile attempt to overcome her with their foul magics - "You are going to pay for what is happening here" - she threatens - "This is not the time for repentance, but for punishment" - she finishes, letting the golden glint of Radiance speak for her.

Radiance Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 7 ⇒ (6) + 7 = 13

Status
AC: 22
HP: 30/30
Effects: Protection from Evil


Ok here is a decent map sorry it took so long
Encounter Map white dots are civilians.

Also checking now Orlando, Raven and Varn you are unaffected by the spell as you are out of it's range so no need for will saves on your part.

number 3 is the one Aeron hit with the Chakram.

Tessai hits number 2 for 13 and while he is badly injured he is still standing.

Orlando misses his second shot.


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

Round 2______

In the absence of a Quasit to shoot, Orlando will target Red 5 as he calmly reloads his crossbow and fires.
Crossbow shot: 1d20 + 4 ⇒ (2) + 4 = 6 for a possible 1d8 ⇒ 5 good and piercing damage.


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

Round 1

Varn smiles grimly as his arrow strikes the demon, while the other quasit drops dead. Unfortunately before he is able to draw and fire once more, the foul creature disappears. Varn decided to concentrate his attention on the cultists, but suddenly remembers as spell which would come in handy for this fight. Varn's eyes turn jet black as he begins to speak aloud a spell and draws his hand along his bow.

Casting Gravity Bow. This will increase the damage for all arrows fired by Varn to 2d6.


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

Raven mutters a curse under her breath as the second quasit disappears. She nocks an arrow, readying it for when the flying demon reappears. Knowing that her friends are engaged against a multitude of cultists, she lingers on the area where the quasit was, hoping it reappears.

Ready attack on teh quasit if it reappears this round.

Raven Longbow: 1d20 + 8 ⇒ (15) + 8 = 23
Arrow Dmg: 1d8 + 2 ⇒ (6) + 2 = 8

If within 30', add +1 to both rolls for Point Blank Shot


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

Will save: 1d20 + 5 ⇒ (6) + 5 = 11 Booo...

Aeron strikes out at the cultist:
Attack: 1d20 + 8 - 1 ⇒ (2) + 8 - 1 = 9 Double boo...


Varn cast his spells to make his arrows more effective.

Raven looks around looking for the missing demon.

Aeron swings and misses his target affected by the foul cultist magic.

Selka reaches over and stabs and cultist 2 using her spear.
attack: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 6 ⇒ (6) + 6 = 12

The cultist in front of Tessai is caught of-guard by the attack from the side and is stabbed in the ribs and he goes down.

The two cultist in the back cast a second spell each.

The cultist who are close enough move to engage in melee using their scythes to swing at Selka, Tessai and Aeron and trying to move into flanks.

The cultist moving around to the side gives Selka a chance that she takes and she stabs number as he moves into position for 6 damage.

The cultist begin their counter-attack. Cultist 1 moves into position to flank Selka and slashes her for 7 damage and before she can recover Selka is slashed again by 5 for 11! Lucky for Selka the one she stabbed wasn't able to land a hit of his own.

Cultist 6 and 7 attack Tessai using weapons they have magically enhanced to be more effective. One of them just barely misses but the other one hits for 11 damage!

Cultist 3 and 8 attack Aeron and number 3 manages to land a good hit on Aeron dealing him 11.

The missing Quasit doesn't reappear just yet the demon is clever and cowardly and will likely only attack when it sees a good opportunity.

rolls:

Selka Atk of op: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 5 ⇒ (1) + 5 = 6
cultist 1 attack: 1d20 + 6 ⇒ (18) + 6 = 242d5 + 4 ⇒ (1, 2) + 4 = 7
cultist 4 attack: 1d20 + 6 ⇒ (8) + 6 = 142d5 + 4 ⇒ (2, 3) + 4 = 9
cultist 5 attack: 1d20 + 4 ⇒ (16) + 4 = 202d5 + 4 ⇒ (2, 5) + 4 = 11
cultist 6 attack: 1d20 + 5 ⇒ (14) + 5 = 192d5 + 5 ⇒ (2, 1) + 5 = 8
cultist 7 attack: 1d20 + 5 ⇒ (18) + 5 = 232d5 + 5 ⇒ (3, 3) + 5 = 11
cultist 3 attack: 1d20 + 6 ⇒ (20) + 6 = 262d5 + 4 ⇒ (3, 4) + 4 = 11
cultist 8 attack: 1d20 + 7 ⇒ (2) + 7 = 92d5 + 5 ⇒ (2, 4) + 5 = 11

Ouch! lots of big hits there. Your turn again. You can all post in any order except for Orlando who is a bit ahead and already posted his round 2 action.


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

Raven is frustrated by the quasit's failure to reappear so she moves forward to within 30' of the melee combat, and fires at one of the targets flanking Selka,

Raven Longbow, PBS: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Dmg, PBS: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Can't exactly tell where the target are now, could you update the map?


The map was updated already when I posted I guess it just hadn't synchronized with the google drive yet it should be fine now. Here is a fresh link

Map


"Very well dogs!" - Tessai spits through bloodied teeth - "Let us see this through" - a soft glow emanates from her hand, then quickly enveloping her whole body even though she seems to make no conscious or purposeful action to trigger it.

The tiefling seems to hesitate momentarily, but as the warm glow begins mending her wounds, a smile crosses her not so bloodied lips - "Iomedae is with me" - she whispers, while swinging Radiance.

Swift Action: Lay on Hands for 1d6 + 2 ⇒ (2) + 2 = 4. Standard Action: Attacking Cultist 1

Radiance attack on nr1: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 7 ⇒ (3) + 7 = 10

Status
AC: 22
HP: 21/30
Effects: Protection from Evil
Lay on Hands remaining: 4/5


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

Varn watches with worry as his companions take quite the beaten from the cultists. He draws an arrow from his quiver and takes aim at one of the cultists attack Aeron. He lets the projectile fly with the sharp snap of a bowstring. As soon as the arrow left the string, it sudden grows in size as it continues towards its target!

Before checking to see if his attack is successful he suddenly shouts towards the captives. "Fight you fools! Use what weapons you have and kill your captors!"

Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 2d6 ⇒ (5, 4) = 9

Attacking cultist #8!


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

Round 3, Initiative 15
hp 26/37; AC 20/11T/19FF; CMD 20
+6F/+5R/+5W

Aeron grunts in pain as the cultist cuts him deeply and swings again.

Attack #3: 1d20 + 9 - 1 ⇒ (7) + 9 - 1 = 15
Damage?: 2d6 + 17 ⇒ (6, 4) + 17 = 27

and the steps over to stand beside Tessai (J9)


Selka takes a step back into H8 and takes a stab at number 1 and he goes down.
attack: 1d20 + 5 ⇒ (10) + 5 = 151d8 + 6 ⇒ (2) + 6 = 8

The villagers takes Varn's advice and charges number 11 trying to swarm him and even manage to nick him twice but even so the cultist doesn't seem overly worried.

villager attacks:

1d20 + 0 ⇒ (7) + 0 = 71d4 ⇒ 1
1d20 + 0 ⇒ (16) + 0 = 161d4 ⇒ 2
1d20 + 0 ⇒ (6) + 0 = 61d4 ⇒ 2
1d20 + 0 ⇒ (17) + 0 = 171d4 ⇒ 1

Aravashial and Anivia arrive lagging behind the group.


"My magic will aid you by making you react faster!" says the wizard casting a spell and you feel your limbs speeding up and sudenly things seems to be moving slower to you.

Casting haste on Anivia, Varn, Raven and Orlando.


Anivia final in position takes her bow and fires 3 arrows at number 4.

attack 1: 1d20 + 5 ⇒ (19) + 5 = 241d8 + 1 ⇒ (1) + 1 = 2
attack 2: 1d20 + 5 ⇒ (1) + 5 = 61d8 + 1 ⇒ (1) + 1 = 2
attack 3: 1d20 + 5 ⇒ (15) + 5 = 201d8 + 1 ⇒ (5) + 1 = 6

She manages two hits but doesn't hit anything vital. (dealing 8 damage)


The cultist close in and continue their attacks.

Once again Selka takes advantage of her weapon's reach and takes a stab at 5 as he advances giving a deep wound in the gut for being so careless.
atk of op: 1d20 + 5 ⇒ (15) + 5 = 201d8 + 6 ⇒ (7) + 6 = 13

Cultist 4 and 5 attack Selka but this times she is ready and avoids both attacks.

Cultist 12, 6 and 7 attack Tessai but none manage to land a hit this time.

Cultist 3, 8 and 9 attack Aeron and none manage to land a hit.

Finally the Quasit reappears right next to Varn having picked him out as the easiest target and attacks. Catching Varn off guards it claws him twice and bites him for 5 damage. Varn quickly feels the poison from the demon's claws entering his body and slowing him down. [Varn loses 2 dex from poison]

Lucky break this time around it seems, well exept for Varn. Varn need to make another save on his turn againts poison. dc 15 if he fails he loses another 1d2 dex.

rolls:

attack number 4: 1d20 + 4 ⇒ (8) + 4 = 122d4 + 4 ⇒ (4, 1) + 4 = 9
attack number 5: 1d20 + 4 ⇒ (2) + 4 = 62d4 + 4 ⇒ (1, 3) + 4 = 8

attack number 12: 1d20 + 5 ⇒ (9) + 5 = 142d4 + 4 ⇒ (4, 4) + 4 = 12
attack number 6: 1d20 + 5 ⇒ (1) + 5 = 62d4 + 5 ⇒ (1, 3) + 5 = 9
attack number 7: 1d20 + 5 ⇒ (9) + 5 = 142d4 + 5 ⇒ (3, 1) + 5 = 9

attack number 3: 1d20 + 5 ⇒ (10) + 5 = 152d4 + 4 ⇒ (2, 1) + 4 = 7
attack number 8: 1d20 + 5 ⇒ (3) + 5 = 82d4 + 5 ⇒ (2, 1) + 5 = 8
attack number 9: 1d20 + 5 ⇒ (2) + 5 = 72d4 + 5 ⇒ (4, 1) + 5 = 10

attack quasit claw: 1d20 + 9 ⇒ (14) + 9 = 231d3 - 1 ⇒ (1) - 1 = 0
attack quasit claw: 1d20 + 9 ⇒ (17) + 9 = 261d3 - 1 ⇒ (3) - 1 = 2
attack quasit bite: 1d20 + 9 ⇒ (15) + 9 = 241d4 - 1 ⇒ (2) - 1 = 1

Varn fort saves vs poison
Varn fort save 1: 1d20 + 2 ⇒ (3) + 2 = 5
Varn fort save 2: 1d20 + 2 ⇒ (9) + 2 = 11

Varn dex damage
dex damage: 1d2 ⇒ 2

updated map

You can all post again.


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

Round 3___________

Orlando suddenly bursts out in a fiery speech, some quote from Holdar the Grim, part V.
"Men jostle and climb to meet the bristling fire.
Lines of grey, muttering faces, masked with fear,
They leave their trenches, going over the top,
'Onward, O Onward!' they cry, as suns they rise to sear!"

Performance:Acting: 1d20 + 6 ⇒ (10) + 6 = 16
Bard Performance: Inspire Courage.
All allies gain +1 to hit, damage, saves.

He drops his crossbow (free);
Then as a move action, he darts forward in a blur of motion (Drawing his sword along the way). Moving in a right hook, he ends up flanking Red 4 with Selka.


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

Aeron should be at J9


Round 4, Initiative 15
hp 26/37; AC 20/11T/19FF; CMD 20
+6F/+5R/+5W
-1 attack(spell), +1/+1 Inspire

Aeron swings again at a cultist and this time connects solidly,

Attack Cultist #3(PA, FF): 1d20 + 9 - 1 + 1 ⇒ (17) + 9 - 1 + 1 = 26
Damage: 2d6 + 17 + 1 ⇒ (4, 1) + 17 + 1 = 23


Map corrected and updated.

Cultist 3 goes down.

Map


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

Fort DC 15: 1d20 + 2 ⇒ (11) + 2 = 13
Dex: 1d2 ⇒ 1

Varn gasps as the demon's poison burns through his veins and stumbles back a step, reeling from his attacker. He takes a deep breath to steady himself and, thanks to Aravashneil's magic, quickly draws and fires two arrows at the quasit!

Attack #1: 1d20 + 3 ⇒ (20) + 3 = 23
Attack #2: 1d20 + 3 ⇒ (20) + 3 = 23
Crit Confirm #1: 1d20 + 3 ⇒ (2) + 3 = 5
Crit Confirm #1: 1d20 + 3 ⇒ (16) + 3 = 19
Damage #1: 2d6 ⇒ (1, 1) = 2
Damage #2: 6d6 ⇒ (6, 6, 5, 3, 3, 4) = 27

Thank god for those double 20s!!! Never seen that before... ever. 5-foot step back to K2 away from the quasit. Pumps two arrows into that little monster...


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

Firing her bow at cultist #9, Raven is able to get off two shots with he Haste spell still in effect.

Shot #1, PBS, deadly aim: 1d20 + 9 ⇒ (12) + 9 = 21
Shot #2, PBS, deadly aim: 1d20 + 9 ⇒ (4) + 9 = 13
Shot #1 Damage, PBS, DEadly aim: 1d8 + 5 ⇒ (7) + 5 = 12
Shot#2 Dmg, PBS, Deadly Aim: 1d8 + 5 ⇒ (5) + 5 = 10


Thanks to the haste magic and his own Varn is able to quickly fire two shots and to bring down the second Quasit.

Raven fires twice and hits once dealing 12 damage to number 9.

Missing Tessai and Selka will npc is not posted by tomorrow.


Apologies for the delay people. Last days have been kinda crazy with sickness in the family... I'll have a post up in a few.


Tessai attacks Cultist 12 using Radiance and lands a good blow slashing him deeply.
attack: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 5 ⇒ (8) + 5 = 13

Selka also attack number 12 with her spear and finishes him off.
attack: 1d20 + 6 ⇒ (17) + 6 = 231d8 + 5 ⇒ (4) + 5 = 9

Cultist 4 moves into a less disadvantageous position moving out of the flank and next to his partner. He then attacks Orlando but Orlando easily avoids the attack.
attack: 1d20 + 4 ⇒ (10) + 4 = 142d4 + 4 ⇒ (4, 2) + 4 = 10

Cultist 5 continues to swing at Selka and selka blocks his attack once more.
attack: 1d20 + 4 ⇒ (10) + 4 = 142d4 + 4 ⇒ (1, 2) + 4 = 7

Cultist 6, 7, 8 and 9 all flank and attack Aeron together trying to bring him down. even so only one of them manage to land a hit stabbing Aeron in the shoulder with his scythe. (13 damage)
attack: 1d20 + 7 ⇒ (12) + 7 = 192d4 + 5 ⇒ (2, 1) + 5 = 8
attack: 1d20 + 7 ⇒ (13) + 7 = 202d4 + 5 ⇒ (4, 4) + 5 = 13
attack: 1d20 + 7 ⇒ (1) + 7 = 82d4 + 5 ⇒ (1, 4) + 5 = 10
attack: 1d20 + 7 ⇒ (5) + 7 = 122d4 + 5 ⇒ (4, 4) + 5 = 13

Cultist 11 cuts down one of the villagers showing them no mercy.
attack: 1d20 + 4 ⇒ (20) + 4 = 242d4 + 4 ⇒ (3, 2) + 4 = 9

The villager attack again trying to bring him down but the cultist is a warrior and he easily avoids their attacks.
attack: 1d20 + 0 ⇒ (12) + 0 = 121d4 ⇒ 3
attack: 1d20 + 0 ⇒ (1) + 0 = 11d4 ⇒ 4
attack: 1d20 + 0 ⇒ (13) + 0 = 131d4 ⇒ 2

updated map

You can all post 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

(Ouch, that one hurt...)

Round 5, Initiative 15
hp 13/37; AC 20/11T/19FF; CMD 20
+6F/+5R/+5W
-1 attack(spell), +1/+1 Inspire
]

"That all you got!? Bring it on it! I'll send every last one of you to the abyss!"

Attack #8: 1d20 + 9 - 1 + 1 ⇒ (20) + 9 - 1 + 1 = 29
Confirm?: 1d20 + 9 - 1 + 1 ⇒ (15) + 9 - 1 + 1 = 24

Crit damage(x3): 6d6 + 51 + 3 ⇒ (1, 4, 3, 4, 3, 1) + 51 + 3 = 70

5' Step to I8

(A crit is a beautiful thing)


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

Round 4___________

Orlando continues his performance.
Bard Performance: Inspire Courage (Round 2).
All allies gain +1 to hit, damage, saves.

Seeing the villagers in danger of being slaughtered, Orlando breaks away from Red-4 and moves to (17,C) in a blur of (hasted) motion.
He flank attacks Red-11.
Rapier flank attack: 1d20 + 4 + 2 + 1 ⇒ (3) + 4 + 2 + 1 = 10 for a possible 1d6 + 2 + 1 + 1d6 ⇒ (3) + 2 + 1 + (4) = 10 piercing damage.


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

Raven, still under the effect of the hasten spell fires twice more at the same target trying to end at least one flank on poor Aeron.

Shot #1 Longbow, PBS, inspire: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Shot #2 Longbow, PBS, inspire: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Shot #1 Dmg, PBS,inspire: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Shot #2, DMG, PBS, inspire: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11


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

Varn sees the cultist cut down one of the villagers from the corner of his eyes and feels a righteous fury raise up inside him! His comrades are handling the other cultists quite well, so he rushes past Raven to get a clear shot at the murderous foe! Once in position he takes aim and lets an arrow fly!

Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 2d6 ⇒ (6, 4) = 10

Moving to C5. Firing at cultist. And since... I'm technically not using a full around attack action I won't be able to get a second attack in with haste.


Aeron crushes cultist 8 with a might blow to the skull.

Orlando moves into position to attack cultist 11 and he swings but he misses.

checking your sheets you guys don't have precise shot so you both takes -4 when shooting at someone in melee.

Raven takes a -4 shooting into melee she misses once and hits with the second shot. dealing 11 damage to number 9.

Varn takes a -4 shooting into melee penalty and misses.

Tessai swing Radiance at cultist 6 but misses.
tessai attack: 1d20 + 8 ⇒ (4) + 8 = 121d8 + 6 ⇒ (1) + 6 = 7

Selka reaches over and stabs at cultist 9 stabs him hard and he goes down. tessai attack: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 6 ⇒ (8) + 6 = 14

Cultist 4 sees a chance and charges Varn but he is too eager and his swing is clumsy.
attack cultist 4: 1d20 + 6 ⇒ (2) + 6 = 82d4 + 4 ⇒ (1, 4) + 4 = 9

Cultist 5 moves up and attacks Tessai flanking with cultist 7 but even so Tessai block his attack.
attack cultist 5: 1d20 + 6 ⇒ (13) + 6 = 192d4 + 4 ⇒ (4, 4) + 4 = 12

Cultist 6 attacks Tessai bu also fails to connect.
attack cultist 6: 1d20 + 5 ⇒ (2) + 5 = 72d4 + 5 ⇒ (4, 4) + 5 = 13

Cultist 7 takes advantage of the flank and finding an opening lands a accurate hit on Tessai but he loses his footing and can't put too much power behind the blow.
attack cultist 7: 1d20 + 7 ⇒ (20) + 7 = 272d4 + 5 ⇒ (1, 1) + 5 = 7
attack cultist 7 confirm: 1d20 + 7 ⇒ (2) + 7 = 9

Cultist 11 find himself faced with a more skilled foe attacks Orlando instead slicing him using his scythe.
attack cultist 11: 1d20 + 4 ⇒ (16) + 4 = 202d4 + 4 ⇒ (2, 1) + 4 = 7

The villagers try to take advantage of the situation to attack the cultist from the flank and one of them manages to stab him in the ribs.
attack: 1d20 + 2 ⇒ (16) + 2 = 181d4 ⇒ 3
attack: 1d20 + 2 ⇒ (2) + 2 = 41d4 ⇒ 1
attack: 1d20 + 2 ⇒ (8) + 2 = 101d4 ⇒ 2

updated map

Your turn again.


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

Round 5___________

Orlando continues his performance.
Bard Performance: Inspire Courage (Round 3).
All allies gain +1 to hit, damage, saves.

His rapier licks out like a striking snake as he haste full round flank attacks Red-11.
Rapier flank attack 1: 1d20 + 4 + 2 + 1 ⇒ (12) + 4 + 2 + 1 = 19 for a possible 1d6 + 2 + 1 + 1d6 ⇒ (3) + 2 + 1 + (5) = 11 piercing damage.
Rapier flank attack 2: 1d20 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 13 for a possible 1d6 + 2 + 1 + 1d6 ⇒ (3) + 2 + 1 + (6) = 12 piercing damage.


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

Round 5, Initiative 15
hp 13/37; AC 20/11T/19FF; CMD 20
+6F/+5R/+5W
-1 attack(spell), +1/+1 Inspire

Aeron swings again at another cultist,

"If you run now, you might live to see the end of this day...."

Attack #7: 1d20 + 9 - 1 + 1 ⇒ (5) + 9 - 1 + 1 = 14
Damage(if hit): 2d6 + 17 + 1 ⇒ (3, 5) + 17 + 1 = 26


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

Ok, I'm trying to get back into the game! If I get this right: Selka's initiative is after the enemies, it's our turn to act, and she took 7+11=18 damage. Assuming I got this right, here I go! ^_^

Although her wounds are pulsing angrily with pain, Selka focuses all her attention on her enemy, trying to find an opening to take advantage of.

'I need to finish him quickly, Varn needs help!'

Taking a quick step back, she suddenly twists her arm and sends her spear swirling forward toward the cultist's gut.

Longspear Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 9 ⇒ (6) + 9 = 15

5-foot-step to J:8, then attack on Cultist 5.


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

Oh shoot! I completely forgot about the penalty, sorry Merc. That being said... Thanks for having the cultist charge Varn. Now he can attack without penalty lol.

Varn spots the cultist charging him early and due to his hastened movements, is able to dodge the clumsy attack. Varn takes a step back away from the cultist and rapidly fires two arrows!

Attack #1: 1d20 + 3 ⇒ (4) + 3 = 7
Attack #2: 1d20 + 3 ⇒ (6) + 3 = 9

5-foot step to B5 and two misses.


Orlando takes advantage of the distraction created by the villagers to slip past the cultist defenses and stab him in a vital spot. Cultist 11 goes down.

Aeron lands a hard blow on cultist 7 and he goes down ad well.

Selka takes down cultist 5 with a mighty stab.

Only two cultist remain.

Raven and Tessai are left for this turn.


Phew.... Apologies for all the hold ups people - last week was crazy as ever... Trying to get back on track now. DireMerc, would it be possible to have the current combat map readily available somewhere we could promptly access it, like at the top under the campaign name, or in the Campaign Info tab?

Not really sure which cultists are up at the moment, but there are two of them, correct? If one of them is close to the captives, and she can charge him/her, she will.

Tessai moves in on one of the remaining cultists, brandishing Radiance.

Radiance Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 7 ⇒ (3) + 7 = 10


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

My bad for not updating Raven's profile page, but for future reference she took Precise Shot for her 3rd level feat. I just hadn't updated her page. If you want to not count the other damage, I understand.

Seeing Varn's shots miss, and knowing he may be in trouble, Raven drops her bow, and charges cultist #4, drawing her warharmmer as she comes.

Raven Warhammer, charging: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

AC drops to 15 during charge attack.


if you check the link at the top for images it will take you to my google drive were I keep all images related to this campaign including one called encounter map that is a map of the current battle always kept up to date. And yes please keep your sheets up to date!

Tessai stabs number 6 who is standing right in front of her.

Raven swings and hits cultist 4 who is caught of-guard by her attack.

Cultist 6 swings at Tessai for what is likely his last chance but once more he fails to connect.
attack: 1d20 + 4 ⇒ (4) + 4 = 82d4 + 4 ⇒ (4, 3) + 4 = 11

Cultist 4 retaliates and swings at Raven who attacked him either momentum she is unable to avoid the hit.
attack: 1d20 + 4 ⇒ (12) + 4 = 162d4 + 4 ⇒ (2, 3) + 4 = 9

The villagers hang back and free those who are tied up.

your turn again.


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

Varn takes advantage of Raven's distraction. He quickly drops his bow and draws out the magical morningstar that hung from his hip. He takes a step forward, swinging his weapon towards the cultist!

Attack: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Free Action to drop the bow. Move action to draw the morningstar. 5-foot step to C6 to flank #4 with Raven. Attack against #4!


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

Round 6, Initiative 15
hp 13/37; AC 20/11T/19FF; CMD 20
+6F/+5R/+5W
-1 attack(spell), +1/+1 Inspire

Aeron swings at the last remaining cultist, but he slips in the spilled blood of his foes, and his swing goes wide.

Attack #6: 1d20 + 9 - 1 + 1 ⇒ (1) + 9 - 1 + 1 = 10


Cultist 4 finally succumbs to a hard blow by Varn.

That leave only number 6 standing in front of Tessai and Aeron.


still need a post from Tessai, Selka, Raven and Orlando.


"I would offer you mercy, but you deserve none after your foul deeds" - Tessai growls at the cultist in front of her, swinging Radiance.

Radiance Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d8 + 7 ⇒ (3) + 7 = 10

Was in the process of writing it ;)


With that the final cultist is down and the battle is over.

The worn, weary and wounded villagers let out a small cheer.


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

The gruesome confrontation finally over, Selka takes a few deep breaths while looking around the battlefield, trying to determine with her experienced eye how badly wounded are her companions, and if the villagers need assistance as well.

"Here, come closer, I'm a cleric of the Inheritor, I can help you if you're in need of healing." - she calls to the villagers, also gesturing to her friends to gather around if they require her talents.

When everyone is close enough, Selka channels energy to get them back on their feet!

Channel Positive Energy, Healing: 2d6 ⇒ (6, 4) = 10


All of the villagers were wounded but this fully heals them

The villagers are truly grateful, offering thanks over and over and bowing their heads several have tears of joy at having been rescued.


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

Varn shakes the cultist's blood and gore from his morningstar before hooking it back on his belt. He gingerly touches the oozing wounds from the quasit... still feeling weak from it's poisonous claws. He approaches Selka as she pours out her deity's healing magic. His wounds close; however, his body still feels sluggish. "That quasit poisoned me I believe. Perhaps one of you can purge this weakness I feel plaguing me.

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I bought and received the first 3 parts of the adventure path. Looking forward to Gm-ing it.

So...Who wants in?

Max 6 players.

-Level 1. (You do not start as a mythic character)

-Roll for starting wealth.

-No evil alignment.

-For stats roll 4d6 and take the 3 best, roll 2 sets of 6 and pick one. Post your rolls here. Special rule: 4 rolls of 6 = 19.

Example
Set 1:
4d6 ⇒ (5, 3, 4, 5) = 17 = 14
4d6 ⇒ (1, 6, 5, 4) = 16 = 15
4d6 ⇒ (4, 6, 6, 4) = 20 = 16
4d6 ⇒ (6, 4, 1, 4) = 15 = 14
4d6 ⇒ (4, 4, 3, 3) = 14 = 11
4d6 ⇒ (2, 3, 5, 3) = 13 = 11

Set 2:
4d6 ⇒ (5, 2, 1, 2) = 10 = 9
4d6 ⇒ (4, 3, 3, 5) = 15 = 12
4d6 ⇒ (2, 5, 5, 3) = 15 = 13
4d6 ⇒ (3, 6, 6, 2) = 17 = 15
4d6 ⇒ (6, 2, 1, 5) = 14 = 13
4d6 ⇒ (6, 1, 1, 1) = 9 = 9

special rule example: 4d6 ⇒ (6, 6, 6, 6) = 19

In this case I would choose set 1 and have 14, 15, 16, 14, 11, 11 as my stats that I can allocate as I choose for my character.

The Exchange

What are the rules for Race, Class restrictions, Item crafting, and Traits.
1st
4d6 ⇒ (1, 6, 3, 6) = 16
4d6 ⇒ (3, 5, 2, 6) = 16
4d6 ⇒ (6, 2, 2, 5) = 15
4d6 ⇒ (3, 5, 1, 4) = 13
4d6 ⇒ (1, 6, 1, 1) = 9
4d6 ⇒ (4, 5, 1, 1) = 11
2nd
4d6 ⇒ (3, 5, 6, 4) = 18
4d6 ⇒ (4, 5, 5, 6) = 20
4d6 ⇒ (6, 1, 5, 4) = 16
4d6 ⇒ (2, 1, 3, 3) = 9
4d6 ⇒ (6, 1, 2, 6) = 15
4d6 ⇒ (5, 4, 1, 6) = 16
Ok set two for 16,15,15,15,14,8. Very even scores. I am making a druid, Cleric, or Ranger.


Count me interested! Been wanting to have some fun with mythic classes!

1st
4d6 ⇒ (3, 2, 5, 4) = 14
4d6 ⇒ (4, 1, 6, 5) = 16
4d6 ⇒ (5, 4, 4, 1) = 14
4d6 ⇒ (3, 3, 3, 2) = 11
4d6 ⇒ (5, 1, 2, 4) = 12
4d6 ⇒ (5, 1, 3, 5) = 14
2nd
4d6 ⇒ (6, 2, 3, 6) = 17
4d6 ⇒ (6, 6, 4, 3) = 19
4d6 ⇒ (1, 1, 3, 2) = 7
4d6 ⇒ (2, 2, 3, 5) = 12
4d6 ⇒ (6, 1, 3, 1) = 11
4d6 ⇒ (1, 4, 6, 4) = 15

Okay so I think I'll take first the first set so I'm not screwed with a 6...

12, 15, 13, 9, 11, 13. Eh, not bad. Not great either... I'll come up with race/class in a bit.


Any core race is allowed obviously, non core races are allowed but check with me first.

2 traits each.

Item crafting is allowed.

Also indicate which mythic path you intent to take.

-Archmage
-Champion
-Guardian
-hierophant
-Marchal
-Trickster

If possible I would like one of each to see how they match up.

First come first serve!

The Exchange

Because I think it would be awesome Ratfolk Magus Archmage path.
Haven't decided if i will use an archetype though.
Please tell me if that's ok.


Pathfinder Adventure Path, Maps Subscriber

I have the first two parts of this AP, but haven't looked at them much yet.

Set 1
4d6 ⇒ (5, 5, 6, 5) = 21 = 16
4d6 ⇒ (6, 5, 6, 4) = 21 = 17
4d6 ⇒ (6, 3, 3, 6) = 18 = 15
4d6 ⇒ (3, 4, 2, 2) = 11 = 9
4d6 ⇒ (2, 4, 2, 4) = 12 = 10
4d6 ⇒ (6, 3, 1, 6) = 16 = 15

Nice Set! 36 points buy

Set 2
4d6 ⇒ (2, 5, 6, 3) = 16 = 14
4d6 ⇒ (5, 5, 4, 4) = 18 = 14
4d6 ⇒ (2, 4, 2, 1) = 9 = 8
4d6 ⇒ (2, 4, 3, 6) = 15 = 13
4d6 ⇒ (6, 5, 6, 6) = 23 = 18
4d6 ⇒ (4, 4, 2, 5) = 15 = 13

Or 31 points? Both are good, but will go with the higher points! I was thinking a elf or half-elf ranger, with ranged weapon focus, that would move to Marshal mythic path later.

If Walter goes Ranger, I can go Paladin or something else. Will have a crunch up in a bit.


Set 1
4d6 ⇒ (5, 4, 6, 3) = 18=>15
4d6 ⇒ (2, 2, 6, 6) = 16=>14
4d6 ⇒ (4, 6, 5, 1) = 16=>15
4d6 ⇒ (4, 4, 3, 4) = 15=>12
4d6 ⇒ (1, 1, 6, 6) = 14=>13
4d6 ⇒ (5, 3, 2, 2) = 12=>10
24 point buy

Set 2
4d6 ⇒ (3, 2, 3, 1) = 9=>8
4d6 ⇒ (2, 6, 1, 3) = 12=>11
4d6 ⇒ (1, 6, 6, 6) = 19=>18
4d6 ⇒ (1, 1, 4, 1) = 7=>6
4d6 ⇒ (5, 5, 3, 2) = 15=>13
4d6 ⇒ (1, 3, 2, 1) = 7=>6
7 point buy

Hmm. Which set do I pick I wonder...


I would personally would rather see a full caster like a wizard or sorcerer go the Archmage path but if that's what you want to do go for it. It does benefit the magus quite a bit also.

Have a look at my post in the gameplay section to see a bit of what your going into.

Try to work that into your backgrounds.

Oh also if you roll a set that is less than 15 point buy go ahead and
re-roll it.

So go ahead and re-roll that second set Camris.


That's 5 so far. Room for one more.


Hmm...
Set 1: 6, 14, 10, 6, 14, 7.... (-6) below 15 point buy (reroll)
Set 2: 14, 12, 11, 15, 10, 9... (14) also below 15 point buy (reroll)

Okay, attempt #2:
Set 3:
4d6 ⇒ (2, 1, 1, 3) = 7
4d6 ⇒ (3, 4, 4, 6) = 17
4d6 ⇒ (4, 3, 2, 3) = 12
4d6 ⇒ (1, 1, 4, 1) = 7
4d6 ⇒ (1, 6, 6, 2) = 15
4d6 ⇒ (1, 2, 1, 4) = 8

Set 4:
4d6 ⇒ (5, 5, 4, 1) = 15
4d6 ⇒ (4, 1, 4, 4) = 13
4d6 ⇒ (4, 1, 2, 5) = 12
4d6 ⇒ (3, 5, 5, 5) = 18
4d6 ⇒ (3, 3, 2, 4) = 12
4d6 ⇒ (1, 2, 4, 3) = 10

trying again


Hmm, identical rolls, not sure what happened. Okay, now for actual sets 3 and 4.

Set 3:
4d6 ⇒ (1, 2, 3, 1) = 7
4d6 ⇒ (2, 5, 4, 4) = 15
4d6 ⇒ (5, 5, 2, 1) = 13
4d6 ⇒ (5, 2, 3, 4) = 14
4d6 ⇒ (4, 6, 6, 5) = 21
4d6 ⇒ (6, 1, 4, 1) = 12

Set 4:
4d6 ⇒ (4, 6, 1, 6) = 17
4d6 ⇒ (1, 1, 2, 4) = 8
4d6 ⇒ (6, 5, 5, 6) = 22
4d6 ⇒ (1, 6, 1, 2) = 10
4d6 ⇒ (1, 6, 4, 1) = 12
4d6 ⇒ (2, 3, 1, 4) = 10

trying again:
set 3: 6, 13, 12, 12, 17, 11... (14) below 15 points, 6 is ugly!
set 4: 14, 7, 16, 9, 11, 9... (10) below 15 points

AGAIN

Set 5:
4d6 ⇒ (6, 4, 4, 3) = 17
4d6 ⇒ (2, 6, 4, 6) = 18
4d6 ⇒ (6, 6, 1, 2) = 15
4d6 ⇒ (3, 6, 4, 6) = 19
4d6 ⇒ (3, 3, 1, 6) = 13
4d6 ⇒ (3, 5, 6, 1) = 15

Set 6:
4d6 ⇒ (4, 6, 1, 1) = 12
4d6 ⇒ (3, 2, 6, 5) = 16
4d6 ⇒ (5, 2, 1, 6) = 14
4d6 ⇒ (1, 4, 6, 4) = 15
4d6 ⇒ (3, 1, 5, 5) = 14
4d6 ⇒ (5, 1, 5, 1) = 12

RPG Superstar 2014 Top 32

Dotting for interest! Thinking about a Cleric, and Hierophant mythic path (eventually!).


Mulliganing set 2:

4d6 ⇒ (6, 6, 1, 3) = 16=>15
4d6 ⇒ (5, 4, 3, 6) = 18=>15
4d6 ⇒ (1, 5, 3, 5) = 14=>13
4d6 ⇒ (5, 6, 4, 3) = 18=>15
4d6 ⇒ (5, 6, 1, 1) = 13=>12
4d6 ⇒ (4, 6, 5, 1) = 16=>15
33 point buy

Much better. I'll take this set.

Taking a level of Bard, then Rogue (Swashbuckler) all the way. Going for Trickster.
Wealth roll: 3d6 ⇒ (2, 6, 1) = 9x10=90gp


you can expect to become mythic at lv 5

RPG Superstar 2014 Top 32

@DireMerc can you tell us anything about what classes do you allow, what material (only paizo, 3pp, etc...), if you have any house rules we should be aware off... You know, the usual stuff. ;)


set 5: 14, 16, 14, 16, 12, 14... I think that is above 15...
set 6: 11, 14, 13, 14, 13, 11... above, but not as good as set 5.

So: 16, 16, 14, 14, 14, 12

So it seems we have a magus and a ranger (or paladin), and cleric/druid/ranger.

Thinking alchemist seeking personal redemption, though definitely not ruling our oracle/cleric/inquisitor/paladin/ranger. Seems like the perfect game for a religious character. Will play with some ideas and post shortly.


Classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard, Alchemist, Cavalier (no Cockatrice), Gunslinger, Inquisitor, Magus, Oracle, Summoner, Witch.

Races: Dwarves, Elves, Gnomes, Halfling, Half-Elves, Half-Orcs, Humans, Aaasimar, Catfolk, Dhamphir, Oread, Ratfolk, Sylph, Tengu, Tielfing, Undine, Ifrit, Changeling.

This is not absolute. If you want something not on this list ask. What is here is approved for use however.

Houserules: I have a few but they are minor and may never come into play. If they do come into play I will explain them.


Mythic rules found here.

http://www.d20pfsrd.com/mythic/mythic-heroes


Camris here, this is my candidate.

Orlando Nedraid, professional Actor and Playwright, here in Kenabres to provide the entertainment desperately needed by the troops.


Okay, so my first set is actually only 13 point buy according to my calculations and my second set is right at 15. So.... rerolling first set!

4d6 ⇒ (4, 2, 5, 1) = 12
4d6 ⇒ (3, 2, 1, 2) = 8
4d6 ⇒ (1, 1, 1, 5) = 8
4d6 ⇒ (2, 5, 3, 2) = 12
4d6 ⇒ (6, 4, 6, 1) = 17
4d6 ⇒ (2, 1, 1, 6) = 10

*EDIT*

Good lord, and that was a 6 point. These dice effing hate me. AGAIN!

4d6 ⇒ (5, 5, 1, 3) = 14
4d6 ⇒ (3, 2, 1, 2) = 8
4d6 ⇒ (5, 5, 3, 2) = 15
4d6 ⇒ (3, 3, 4, 2) = 12
4d6 ⇒ (4, 6, 4, 6) = 20
4d6 ⇒ (4, 6, 4, 5) = 19

Sigh. 13, 7, 13, 10, 16, 15. 19 point buy.

Well, I think I might even just go with my initial second set. That leaves me with...
16, 15, 14, 10, 10, 6. With that, I'm laying claim to Fighter and Champion mythic path.


Orlando: Excellent character sheet. Character looks good. Make an intro post whenever you feel like it.

Note once you character is done what I would like to see under your name is the following: Race, Class, level, Current hp, Saves, Init and Perception.

Also indicate the mythic path you have chosen somewhere on your sheet (even if you aren't mythic yet.)


Starting Wealth: 5d6 ⇒ (3, 1, 3, 5, 4) = 16

160gp


Hello all, if there are still any open spots, I would like to throw my hat in the ring.

The plan is to play a tiefling Oracle/Paladin going the tank/guardian way most likely.

DireMerc, Let me know if that is ok, and if there is still room, and I'll roll :D


Aeron Dawnforge

This is Faelyn. Here's what I've got so far. I'll plan on finishing it up and transferring it over to this Alias soon!

Also, you mentioned item crafting is allowed. Does that mean those with ranks in Craft skill can create items at reduced prices during creation? I know some GMs allow it and some don't, just curious.


Set 1
4d6 ⇒ (2, 2, 5, 1) = 10=9
4d6 ⇒ (5, 4, 5, 6) = 20=16
4d6 ⇒ (1, 3, 5, 5) = 14=13
4d6 ⇒ (3, 6, 6, 5) = 20=17
4d6 ⇒ (5, 6, 6, 6) = 23=18
4d6 ⇒ (6, 5, 5, 1) = 17=16

Set 2
4d6 ⇒ (5, 3, 2, 3) = 13=11
4d6 ⇒ (1, 2, 3, 2) = 8=7
4d6 ⇒ (4, 5, 3, 4) = 16=13
4d6 ⇒ (1, 1, 5, 4) = 11=10
4d6 ⇒ (2, 6, 5, 4) = 17=15
4d6 ⇒ (4, 1, 5, 3) = 13=12

First set is what I'm going with. Character will be made in a bit.


Is there a roster of the Mythic Paths already taken?


After reading back a tad, I haven't seen any particular class or Mythic path set yet, except for Orlando ;)

Another question for DireMerc -> any other criteria for selection besides a correct crunch?


I've chosen fighter/champion, see previous posts above.


Sorry Faelyn, I didn't add it because I didn't see any character crunch ;)

Fighter Champion it is then sir ;)


Pathfinder Adventure Path, Maps Subscriber

My Ranger/Marshal will be up soon.

Starting Wealth: 5d6 ⇒ (2, 2, 1, 6, 4) = 15or 150gp, a little less than average, but same as PFS so that should be easy enough. Just need to gear up and crunch will be up, backstory may be alittle longer.


Rolling for fun:

Set #1
4d6 ⇒ (2, 4, 4, 5) = 15=13
4d6 ⇒ (2, 1, 6, 1) = 10=9
4d6 ⇒ (6, 3, 2, 2) = 13=11
4d6 ⇒ (3, 5, 3, 3) = 14=11
4d6 ⇒ (4, 6, 4, 3) = 17=14
4d6 ⇒ (2, 5, 6, 6) = 19=17
22pt buy

Set #2
4d6 ⇒ (2, 5, 4, 5) = 16=14
4d6 ⇒ (5, 6, 5, 2) = 18=16
4d6 ⇒ (1, 4, 3, 5) = 13=12
4d6 ⇒ (1, 5, 6, 6) = 18=17
4d6 ⇒ (1, 4, 5, 2) = 12=11
4d6 ⇒ (5, 5, 5, 6) = 21=16
41 pt buy

I guess that's a no brainer... let's see if I can get the juices flowing on a character.


Starting Wealth - Cleric: 4d6 ⇒ (4, 1, 6, 6) = 17=170gp

Do one trait necessarily need to be from the WotR player's guide?

Finishing up a Cleric/Wizard going for the Mysthic Theurge, probably through the Hierophant path.

The Exchange

This is Walter
Ok, I am switching to an Elf Wizard Archmage. Crunch to follow in profile.
backstory
And rerolling since my first roll was an 13.
4d6 ⇒ (4, 5, 5, 1) = 15
4d6 ⇒ (1, 4, 4, 3) = 12
4d6 ⇒ (3, 3, 6, 1) = 13
4d6 ⇒ (1, 3, 4, 2) = 10
4d6 ⇒ (4, 4, 5, 3) = 16
4d6 ⇒ (3, 1, 4, 2) = 10
10 this time
4d6 ⇒ (5, 4, 3, 3) = 15
4d6 ⇒ (3, 6, 6, 2) = 17
4d6 ⇒ (1, 6, 1, 1) = 9
4d6 ⇒ (3, 6, 1, 6) = 16
4d6 ⇒ (4, 6, 4, 5) = 19
4d6 ⇒ (3, 4, 2, 1) = 10
Exacty 15
using the 2nd roll from my first post.

Spoiler:
Varn was born in the elven city of Kyonin. He was from a family of wizards and much of his youth was average for an elven child. Unfortunately for Varn while exploring with his friends they stumbled onto a sinkhole. The hole dropped them into a cave none the worst for wear. But Varn learned that he could see clearly in the deepest dark and used that ability to guide the others out of the cave. Having the other elves learn about this trait they began shunned Varn and his family. They moved away and eventually ended up in Riddleport. Varn eventually left Riddleport to study at the Acadamae in near by Korvosa. He wants to place his mark on history itself so he is finishing up his studies against his teachers in Avistan trying to find out what proximity to the World Wound has on summoning both fiendish and celestial creatures.

15 Str
17 Dex
13 Con
18 Int
14 Wisdom
8 Cha


Ok, so Champion, Hierophant, Archmage. It seeems there is still a spot for me.

I am still with the Paladin In mind, though a monk of Irori with some Paladin thrown into the mix might not be bad... Hmmmm :D


Still looking for 1 more? I can fill any gap needed in the party right about now, I've got 3-4 concepts running.


Rolling in case of

Set 1
1: 4d6 ⇒ (4, 4, 3, 4) = 15 = 12
2: 4d6 ⇒ (4, 2, 4, 6) = 16 = 14
3: 4d6 ⇒ (3, 6, 4, 1) = 14 = 13
4: 4d6 ⇒ (6, 2, 5, 5) = 18 = 16
5: 4d6 ⇒ (4, 4, 6, 3) = 17 = 14
6: 4d6 ⇒ (1, 2, 4, 1) = 8 = 7

Set 2
1: 4d6 ⇒ (1, 5, 1, 3) = 10 = 9
2: 4d6 ⇒ (1, 6, 4, 5) = 16 = 15
3: 4d6 ⇒ (2, 5, 6, 2) = 15 = 13
4: 4d6 ⇒ (3, 6, 1, 4) = 14 = 13
5: 4d6 ⇒ (5, 4, 1, 2) = 12 = 11
6: 4d6 ⇒ (2, 6, 3, 2) = 13 = 11

Choice isn't very hard here, 16-14-14-13-12-7 vs 15-13-13-11-11-9


Well, I am actually waiting for the feedback from DireMerc to know if I should advance with my concept for a tank/guardian.

I'm starting to see a lot of contenders though :D


Well, Halara's crunch is ready. Will do background and other stuff soon.


Here is Raven Leafwalker, Ranger of the Estrovian Forest in Mendev, who has been guiding crusaders to the battle lines at Kenebres and Nerosyan.

Crunch:
Raven Leafwalker
Female Human (Taldan) Ranger (Guide) 1
NG Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +4 (1d8+3)
Ranged longbow +5 (1d8/x3)
Special Attacks ranger's focus
Ranger (Guide) Spells Prepared (CL 0; concentration +3):
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 15, Int 10, Wis 17, Cha 9
Base Atk +1; CMB +4; CMD 17
Feats Deadly Aim, Weapon Focus (longbow)
Traits child of nature, devotee of the green
Skills Climb +7, Handle Animal +3, Knowledge (geography) +5, Knowledge (nature) +5, Perception +7, Ride +7, Stealth +7, Survival +7 (+9 to find food and water, +9 to avoid becoming lost when using a Mapmaker's Kit as you travel, +8 to track, +9 to avoid becoming lost when using this)
Languages Common
SQ track, wild empathy
Other Gear Leather armor, Arrows (40), Longbow, Morningstar, Backpack (19 @ 34 lbs), Bedroll, Belt pouch (2 @ 1.32 lbs), Compass, Fishhook, Flint and steel, Mapmaker's kit, Mess kit, Pot, Rope, Torch (10), Trail rations (5), Whetstone, 25 GP, 8 SP, 8 CP
--------------------
Special Abilities
--------------------
Child of Nature (Knowledge [nature]) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------

Early Fluff:

Raven was born to a woodland druid in the Estrovian Forest and a warrior of the Third Crusade. Her father died fighting the demons along the Sellen River and he rmother raised her to be in tune with nature and commune with the God/Goddess Gozreh.

Her druid mother still lives in the forest, but is aged and infirm. She grew up tracking and hunting in the forest Often feeding the small family solely on her kills. To help care for the family, Melisaria started as a guide to crusaders coming from the rest of Golarion to Kenebres and the points where the battle raged.

Raised in the forest, she is socially inept and has little tact or subtlety and may rub party members the wrong way.


Set 1.
4d6 ⇒ (6, 4, 5, 2) = 17=15
4d6 ⇒ (4, 5, 5, 1) = 15=14
4d6 ⇒ (5, 2, 6, 3) = 16=14
4d6 ⇒ (1, 2, 3, 6) = 12=11
4d6 ⇒ (2, 6, 3, 6) = 17=15
4d6 ⇒ (2, 4, 5, 2) = 13=11

Set 2.
4d6 ⇒ (6, 3, 6, 1) = 16=16
4d6 ⇒ (5, 6, 3, 4) = 18=15
4d6 ⇒ (3, 3, 6, 3) = 15=12
4d6 ⇒ (6, 2, 5, 2) = 15=13
4d6 ⇒ (6, 4, 4, 1) = 15=14
4d6 ⇒ (1, 6, 5, 3) = 15=14

Cleric of Nethys, Wraak found here.Going to fix the crunch for the new stats soon.


Here is Wraak from The Celtic Circle, just in case there is still a spot, otherwise, just ignore him.

Going Arcane savant and then hierophant.


Ok then, I'm rolling too as soon as I get home in a couple of minutes and can post from my laptop.


As soon as I am done with this traffic jam, that is...


I would have something for a Samsaran character if that is allowed, if not I'l go back to my previous choices, depending on what's needed.


In the meantime I'll add a couple more details about my character - idea is a tiefling left abandoned in the wilds of the Worldwound.

Having lived as an animal for some time, spared from simply being crushed by any other demonic servant perhaps for her heritage, even after having been taken in by a priest of Iomedae, fascinated with the creature's will to live, it was hard for her to shake away her old ways, behaving like somewhat of an animal for months until her benefactor was able to bring some measure of reasoning into the creature - he saw something in her...

Her education was mainly in the tenets of Iomedae, and she was found to adhere to them almost instinctively - her benefactor would call her the most amazing of contradictions - but in her heart, she did not hear the calling, she felt as if she was not yet ready to embrace the faith, too many questions lingering at the edge of her conscience, her heritage not the least important of them.

Delving with abandon into knowledge has always been a part of her thirst for understanding - what she is, what her purpose in life would be, and if her "father" is correct in pointing her in Iomedae's direction - she has been able to tap on some of her powers, that came almost naturally as she delved deeper and deeper unto herself, but still she does not feel yet capable to take the path towards the goddess...


Ok, crunch is in the profile and fluff to follow! Also, I will add all the requested information to the tag list later!


So lets see...It looks like I have a full party

players:

1. Walter Lindie -> Archmage

2. Faelyn -> Champion

3. Doctor Evil -> Marshal

4. Camris -> Trickster

5. Wanderer 82 -> Guardian

6. Thanos Maximo -> Hierophant

I will be sure to leave a message here if a spot becomes open however.

Your traits can be anything you like.


If you're on the above list and have your character ready make a post in the game play section. I will examine your character and any last minutes changes can be done then. We can start the roleplay even if your not 100% done.


My bad I guess... All this time talking about building a Guardian/Tank. I honestly did not realize that Wanderer 82 had built one.

Ok then, I will be skulking around for a chance at this one.

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