Variel's WotR

Game Master Neltji

From Level 1 to Level 20. Good luck heroes you might need it.

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Silver Crusade RPG Superstar 2014 Top 16

Any other opinions/suggestions?

I’m happy to fill the niche that needs filled the most.


Rogue (scout) 15/Trickster 7 [hp 136/136 |AC 25 T 19 FF 19 |F7* R18* W8 |CMD 33 |Init +15 |Perc +20 (+24 to avoid being surprised; +24 to overhead conversations/find hidden things; +31 to find traps) Darkvision 120' |MP 17/17 |Surge +1d10 | Conditions:

Nope, rogue with +31 to find traps. There’s a limit to how much damage you can do at range and he’s garbage in melee, but I’ve tried to make sure he’s up to the task for epic/mythic traps.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Damiel: Well, with Morgrym and Ari at melee, it really wasn't necessary for him to be also. He does some pretty good ranged damage, obviously way better when he can apply sneak attack.

@Zahir: Not really. I say just roll with whatever you want. Now, if you rolled with Ranger, I'd go with Trapper archetype instead of Urban. Trapper you lose spells. Not sure how you feel about having them or not, but that's all you lose.

Urban leans more towards a community. There is no community in this AP. A lot of his abilities are based on communities. You'd be replacing normal Ranger abilities with ones you'll never really use.

I'd either go that route or the Greatsword Radiance guy. That'd be freaking cool. But that's just because I'd like to see that play out. But if you were to go Tempered Champion, you could use a longsword and still do 2d6 damage. And use it two-handed if you want.

It kinda kills the Greatsword Radiance bit if you went TC.

BUT, if it was me, I'd totally go TC if I were running a paladin. Totally. Plus, you can use LoH to use your Divine Bond ability more times. :) (I'm also NOT a big spell guy. I don't mind them, but I'm better without them. That's just gonna depend on your preference).

Ranger(Trapper)(ranged) or Paladin(TC)(melee) is the direction I'd go. But that's just me.

Or you can simply take over the paladin(Arigoder) or Damiel.

Like I say, whatever you feel works for you. The world is your oyster. :)

Silver Crusade RPG Superstar 2014 Top 16

Using that archetype, yeah, I can get greatsword damage out of any weapon, but I’ll say that a CG Paladin of Gorum just sounds fun.


I will admit there are so many options now that I can’t keep up with all of them.

My suggestion has been and always will be find something you will have fun with. Everything will fall into place. There are ways to tweak combats if only 1 melee person…more spellcasting and ranged to spread out combat. traps can be added or subtracted based on the group. No rogue…only 2-3 traps to keep you on your toes but not to kill anyone.


Also at your level and mythic ability even death is just a small hindrance as you can be brought back to life. Magic and mythic abilities can cover Ora lot of deficits.

Silver Crusade RPG Superstar 2014 Top 16

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It's funny, when I look at the numbers involved, the weapon used is pretty immaterial in its damage, because the static bonuses are so insane.

Tell me, 6d6+216 damage is a lot, right?


1 person marked this as a favorite.
Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

LOL!!!

You should see Grumbaki's build. It's murderous, too. He's got a Dwarf Warpriest build. A melee demon destroyer. Pretty freaking nasty. A lot like what you got there. :P

It's not that much murderous. But it's still pretty murderous. :)


Blessings (10/10) Fervor (18/18) Mythic (17/17) Hammer (4/4) Sacred Armor (15/15) Sacred Weapon (15/15) Wounds (0) HP (218) AC (38/12/38, +2 vs undead) Saves (20/10/25, +7 vs mind effecting, +2 vs undead) DR 10 (Epic) Initiative (+0)

Hi everyone. I’ve got my build pretty much up, and in doing so I’ve been trying to tone it down. Decided to give the dwarf a tower shield and thus to go one handed, without shenanigans such as Unhindering Shield.

Each round he can do about 140 damage or so (160ish with sacred weapon). That seemed respectable enough, while fitting the feel of the mythic guardian (ie: heavily armored with a huge shield). I’m still tinkering with it…

With that said…I’m open to changes, and would shoot to make a character that fits into the feel and numbers for the party. Feedback is always appreciated.

(Also, as for a character outside of just numbers. This is an old dwarf. Strength 13, Dex 10. Him being able to hit these numbers is because he holds a hammer that gave him mythic powers. And ironically it stops him from aging, but does nothing to reverse his current age. This should make him be different than our resident dwarven barbarian)


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]
Thurin Ironfist wrote:
This should make him be different than our resident dwarven barbarian)

Oh, dear, does older mean crankier? Because well…

;-)

Silver Crusade RPG Superstar 2014 Top 16

Holiday weekend with the family! I should get a character posted tomorrow.

Half Orc CG Tempered Champion of Gorum.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Nasira Yusra Abujamal wrote:
Thurin Ironfist wrote:
This should make him be different than our resident dwarven barbarian)

Oh, dear, does older mean crankier? Because well…

;-)

LOL!!!

Silver Crusade RPG Superstar 2014 Top 16

Alright, so here is Dranok Ironsong:

Stats:

Dranok Ironsong
Male half-orc paladin (tempered champion) 15/Guardian 7 (Weapon Master's Handbook 7)
CGNone Medium humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +0
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 34, touch 14, flat-footed 33 (+17 armor, +3 deflection, +1 Dex, +3 natural)
hp 294 (15d10+200)
Fort +21, Ref +11, Will +14
Defensive Abilities hard to kill, mythic saving throws, orc ferocity; DR 10/epic; Immune charm, disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron dagger +22/+17/+12 (1d4+23/19-20) or
. . radiance +24/+19/+14 (1d8+25/19-20) or
. . radiance +31/+22/+17 (2d6+42/17-20)
Special Attacks channel positive energy 7/day (DC 22, 8d6), force of will, guardian's call (absorb blow), mythic power (17/day, surge +1d10), smite evil 5/day (+5 attack and AC, +15 damage)
Paladin Spell-Like Abilities (CL 15th; concentration +20)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 30, Dex 12, Con 24, Int 14, Wis 10, Cha 20
Base Atk +15; CMB +21; CMD 39
Feats Divine Fighting Technique (gorum's Swordsmanship), Furious Focus[APG], Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Vital Strike, Power Attack[M], Prodigy[UM], Vital Strike[M], Weapon Focus (greatsword)[M], Weapon Specialization (greatsword)[M]
Traits exposed to awfulness, obnoxious
Skills Acrobatics -4 (-8 to jump), Handle Animal +9, Intimidate +7, Knowledge (nobility) +20, Knowledge (religion) +20, Perform (oratory) +23, Profession (soldier) +22, Ride +4; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Gnoll, Orc
SQ amazing initiative, armored might[MA], beyond morality[MA], burst through[MA], divine bond, divine bond (weapon +4, 3/day), divine weapon specialization, impervious body[MA], impervious body[MA], lay on hands 14/day (9d6), mercies (blinded, diseased, exhausted, fatigued, poisoned), orc blood, recuperation
Combat Gear unfettered shirt[UE]; Other Gear +1 mithral chain shirt, +5 full plate, +1 cold iron dagger, radiance, radiance, amulet of natural armor +3, belt of physical might +6 (Str, Con), bracers of the merciful knight[UE], headband of alluring charisma +6, muleback cords[APG], ring of protection +3, uplifting boots, 7,346 gp
--------------------
Special Abilities
--------------------
Absorb Blow (35 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Burst Through (Ex) Allies don't block charge and can overrun foes (no AoO) to reach target.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Su) Expend a lay on hands usage to activate your divine bond
Divine Bond (Weapon +4, 15 mins, 3/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Divine Fighting Technique (Gorum's Swordsmanship) You may apply Vital Strike to greatsword at end of a charge, or 1 additional damage if you lack Vital Strike.
Divine Weapon Specialization (Ex) Gain increased weapon damage with deity's favored weapon, as Sacred Weapon.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (9d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Blinded) (Su) When you use your lay on hands ability, it also removes the blinded condition.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Paladin Channel Positive Energy 8d6 (7/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Prodigy (Perform [oratory], Profession [soldier]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Smite Evil (5/day) (Su) +5 to hit, +15 to damage, +5 deflection bonus to AC when used.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.
Weapon Focus [Mythic, Greatsword] 1 MP: As a swift action, add half tier to attack with selected weapon.
Weapon Specialization [Mythic, Greatsword] Increase bonus to damage rolls based on mythic tier

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Background:

Dranok Ironsong – Background

Dranok was born among the bloodied peaks of the Hold of Belkzen, where mercy is weakness and survival is religion. His mother was a slave from Lastwall—educated, quiet, and broken. His father was a raider-chieftain who named his sons after weapons and storms. Dranok was neither. He was born smaller, quieter. The shamans called him "the runt who listens too much."

But he listened to everything: to the grunts and growls of orcish speech, to the sermons of foreign gods muttered in chains, to the clash of steel, and to the wind howling through jagged stones like a chorus of lost souls.

He did not grow up strong. He grew up precise.

He watched. He learned. And when the day came that his father mocked him publicly, Dranok stood tall and quoted Gorum’s scripture back at him—"It is not the loudest who leads, but the last one standing." Then he split the chieftain's shield in two with a perfect blow.

He was fifteen.

---

The Warpath

Dranok did not inherit the warband. He abandoned it. Their petty squabbles and brutal power plays disgusted him. He wandered north, where the skies darkened and the land groaned—the Worldwound.

There, amidst the shattered rocks and cursed winds, he found war with purpose.

At first, the Crusaders doubted him. They would not share fire or food. But when a host of dretches poured from a fissure and panic took the camp, it was Dranok who roared commands, rallied defenders, and sang an old orcish war-chant that turned fear into fury.

By campaign’s end, they were calling him Ironsong—for his voice, his blade, and the iron truth in his words.

---

The Paladin Who Kneels to None

Dranok’s path to Gorum was not paved with sermons, but with steel. He does not kneel in temples. He does not proselytize in peace. He fights with honor, dies with fire in his blood, and blesses those who die well.

He is a Paladin, but not of law or blind obedience. His code is his own:


  • Fight with purpose.
  • Lead with courage.
  • Speak only truth.
  • Give mercy to the fallen—but only after the fight is won.

---

Now

Dranok is in his forties—gray creeping into his temples, old scars lacing his arms. He walks with a slight limp from an old demonic bite that never fully healed. But his voice? It still carries like thunder. His greatsword, an heirloom reforged in crusader forges, still sings its iron song.

He has no illusions of glory. He knows war is horror. But the Worldwound stirs again. And he will not sit idle while others bleed.

For Gorum. For the world. For those too soft to lift a blade.

He is Dranok Ironsong. And he has come to kill demons and speak truths that burn.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I would dump Furious Focus and choose another feat.

If you look at Mythic Power Attack, once you use a Mythic point for Power Attack, you lose ALL the minuses it gives you for 10 rounds.

That's a great Mythic feat to have. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Also, you have Mithral Chain shirt AND Full Plate. Just fyi.

Silver Crusade RPG Superstar 2014 Top 16

Javell DeLeon wrote:

I would dump Furious Focus and choose another feat.

If you look at Mythic Power Attack, once you use a Mythic point for Power Attack, you lose ALL the minuses it gives you for 10 rounds.

That's a great Mythic feat to have. :)

See, that goes to my unfamiliarity with the Mythic rules! I’ll find another Feat to replace Furious a

Focus.

As for the mithral chain shirt, you see, that’s my PJs!


Rogue (scout) 15/Trickster 7 [hp 136/136 |AC 25 T 19 FF 19 |F7* R18* W8 |CMD 33 |Init +15 |Perc +20 (+24 to avoid being surprised; +24 to overhead conversations/find hidden things; +31 to find traps) Darkvision 120' |MP 17/17 |Surge +1d10 | Conditions:
Zahir ibn Mahmoud ibn Jothan wrote:


As for the mithral chain shirt, you see, that’s my PJs!

Lad’s thinkin’, me boyo!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Zahir ibn Mahmoud ibn Jothan wrote:
As for the mithral chain shirt, you see, that’s my PJs!

Lol! That is a new one on me. :D

Silver Crusade RPG Superstar 2014 Top 16

That’s +5 AC for night time fights, and I’ll take it! Hmmm, maybe +7 for me.


Blessings (10/10) Fervor (18/18) Mythic (17/17) Hammer (4/4) Sacred Armor (15/15) Sacred Weapon (15/15) Wounds (0) HP (218) AC (38/12/38, +2 vs undead) Saves (20/10/25, +7 vs mind effecting, +2 vs undead) DR 10 (Epic) Initiative (+0)

Ah adventuring pajamas. I went for the most expensive kind. Mithral double-plated comfort glamered plate with steelbone frame.

Weighs 60lbs. +10 AC +1 Max Dex -0 ACP and “ Armor of comfort sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions.

A suit of armor with this enhancement always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer’s saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor’s armor check penalty is reduced by 1 (to a minimum of 0).” glamered just lets it look like pajamas.


Female Elf Wizard (Manipulator) 15/Archmage 7 Portrait

Meanwhile, my AC is 11.


I love this banter already!

Thanks for joining the group both of you.

Do you have any questions about where we are in the campaign or what the goals are? Anything in game that you would like to do before jumping in and meeting the group? I am fine with however you would like to be introduced as the 5th crusade has many newcomers all of the time. At your power level Queen Galfrey can even be your referral to join the party.

Other options are Arivashinal: Librarian and Rift Warden
Irabeth Tirabade: Commander of Drezen
Anevia Tirabade: Deep Scout
Horgus Gwerm: Financier of the 5th Crusade
Arueshalae: redeemed succubus

Also I try to tailor the encounters to the party to some degree to get a better mix of danger and heroics without them being cakewalks or tpks. With new additions and not sure myself about all the fancy new mechanics and rules you bring the first few encounters will be a learning curve for all of us so bear with me please.

Silver Crusade RPG Superstar 2014 Top 16

I have a ton of questions, because I don't know where the group is, or what the goal is.

With that said, Just throw me into the mix, and give me a task. I'm NOT LG, I'm CG, so I'll do it for my own reasons, and not because some knightly order has directed me to do it.

And, umm, how did I get this Radiance thing?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Ansha Saeralyan wrote:
Meanwhile, my AC is 11.

LOL!!!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Zahir ibn Mahmoud ibn Jothan wrote:

I have a ton of questions, because I don't know where the group is, or what the goal is.

With that said, Just throw me into the mix, and give me a task. I'm NOT LG, I'm CG, so I'll do it for my own reasons, and not because some knightly order has directed me to do it.

And, umm, how did I get this Radiance thing?

The goal of this AP is to shut down the Demons from flowing in freely into Golarion. The opening is within the Worldwound.

In a nutshell, if we don't stop it, Golarion gets overrun by the Abyss and everybody dies. :)

Now, our previous paladin has Radiance currently. So, that's gonna be a Variel thing on how you get that.

I guess technically you don't have to have it. But I don't know. I don't know how important it is for you to even have it, to be honest.

Silver Crusade RPG Superstar 2014 Top 16

If it’s set to become a +5 Holy sword,well, then what Paladin wouldn’t want it! In AD&D we’d do whole quests just for such a thing.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Zahir ibn Mahmoud ibn Jothan wrote:
If it’s set to become a +5 Holy sword,well, then what Paladin wouldn’t want it! In AD&D we’d do whole quests just for such a thing.

You're right about that. I love paladins and have played many - Javell(my absolute favorite pc) for one, being my RL paladin back in the day, and a few on the boards - but I've never wielded the Holy Avenger. Sure would've been cool. :)


Blessings (10/10) Fervor (18/18) Mythic (17/17) Hammer (4/4) Sacred Armor (15/15) Sacred Weapon (15/15) Wounds (0) HP (218) AC (38/12/38, +2 vs undead) Saves (20/10/25, +7 vs mind effecting, +2 vs undead) DR 10 (Epic) Initiative (+0)

Very glad to be here!

I see that we are about to assault the Ivory Labyrinth? While in PbP I seen Drezen retaken twice I’ve never gotten past that. But I’ve played the computer game so I’m not totally lost. Thurin is ready to be thrown in. By whatever way makes the most sense for the story.

The only question I have left to make is whether to replace furious focus with Blessed Hammer

Silver Crusade RPG Superstar 2014 Top 16

Never heard of any Ivory Labyrinth, but assaults seem right up my alley!

@GM: Being CG, what are the odds that for my Weapon Bond class ability, I could swap in Anarchic to replace Axiomatic? Not that it will prove overly useful, since Demons are CE, so Anarchic won't help against them but you never know what tool will be the right one for a job!

Hmmm, probably I should arm myself with at least some ranged weapon. I can add in a +1 bow, just in case there are flying things that need to be made dead.

Soooo, with Smite, and Weapon Bond all up and running, I'm not convinced that at 16th level I can't one-shot a Balrog, errr, Balor! Look at me, I'm Gandalf!


Blessings (10/10) Fervor (18/18) Mythic (17/17) Hammer (4/4) Sacred Armor (15/15) Sacred Weapon (15/15) Wounds (0) HP (218) AC (38/12/38, +2 vs undead) Saves (20/10/25, +7 vs mind effecting, +2 vs undead) DR 10 (Epic) Initiative (+0)

Quick test before I jump in. I find doing this helps ensure that the numbers are right and that the character works as intended. It also helps me find the voice for the character. Decided to hold off on Blessed Hammer. It feels like a good feat to build into as his mythic power grows.

Playtest:

Driven by visions, the old dwarf trudged forward through the wasteland that was once Sakoris. His weathered face was frozen in a grimace as the wind blew against it, forcing his long white beard to trail behind him. Once he was a single crusader among many. Four dozen strong, the crusaders had marched out into what was once a vibrant kingdom, a land blessed by the Stag God. Now all that remained were the burn out wreckages of the civilization, strewn about like corpses. The crusaders, who had sung songs of piety and victory as they marched out under streaming banners now all lay dead. Their bodies, like the ruins they had fought and bled in, were physical evidence of the downfall of man. All had died, except Thurin. And the paladin Dranok. Though he knew not where the half-orc was, as they had become separated in the storm.

Thurin knew that he only lived because of his hammer. It was blessed by the Forge Father, and just holding it filled his body with strength. Even in the flower of his youth he had never felt so full of vitality. Even in the great temples of High Helm he had never felt so close to his deity, for the hammer whispered to him. It was alive, in its own way. Watching. Judging. Demanding that he take one step after another. It held him to his oaths. With his hammer in hand he knew that he did not have permission to die. He had to find his kinsman. He had to find the Ivory Labyrinth. He had to fight. He had given his word, and to turn his back on it was akin to deciding not to breath.

Looking up he saw a demon blocking his way. Smaller ones chittered in the shadows, watching. Waiting. He knew that they would attack either him, their lord, or each other. It all depended on what happened. What stood in the open, before him, was a Balor.

Balor Initiative: 1d20 + 11 ⇒ (17) + 11 = 28
Thurin Initiative: 1d20 ⇒ 19

Round 1
Casts blasphemy, moves forward
Will: 1d20 + 25 ⇒ (15) + 25 = 40
Passed, paralyzed 1 round. Freedom of movement prevents that.
Thurin uses swift action to use Sacred Weapon. Gains Keen and Holy.

Hit: 1d20 + 26 ⇒ (12) + 26 = 38
Pick Highest: 1d20 + 26 ⇒ (7) + 26 = 33
Lawful and Good Damage: 6d6 + 96 ⇒ (4, 1, 3, 2, 4, 1) + 96 = 111
Holy: 6d6 ⇒ (5, 5, 1, 1, 6, 1) = 19
Fire damage taken: 1d6 ⇒ 6

The Balor walked forward, as confident as their kind could be. It pointed a finger and chanted words so blasphemous that merely hearing them would have destroyed a platoon of mortal crusaders. Thurin felt his muscles seize, as his very being recoiled against the words. But his God stood with him, and the enchantments on his equipment sufficed to block that which otherwise would have incapacitated him. His hammer glowed with a holy light. When he swung it, it hit the demon with enough force to shatter the gates of a fortress. It staggered backwards, horribly wounded. The demonic horde grew agitated, surprised at the turn of events. But they waited, sensing weakness, and thus personal opportunity.

Round 2

+1 vorpal unholy longsword +31/+26/+21/+16 (2d6+13),

Longsword: 1d20 + 31 ⇒ (9) + 31 = 40
Damage: 2d6 + 2d6 + 13 ⇒ (2, 5) + (5, 4) + 13 = 29

Longsword: 1d20 + 26 ⇒ (2) + 26 = 28
Damage: 2d6 + 2d6 + 13 ⇒ (1, 1) + (4, 2) + 13 = 21

Longsword: 1d20 + 21 ⇒ (5) + 21 = 26
Damage: 2d6 + 2d6 + 13 ⇒ (1, 6) + (6, 1) + 13 = 27

Longsword: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 2d6 + 2d6 + 13 ⇒ (5, 1) + (2, 2) + 13 = 23

+1 vorpal flaming whip +30/+25/+20 (1d4+7 plus 1d6 fire and entangle)
Freedom of movement stops entangle

Whip: 1d20 + 30 ⇒ (12) + 30 = 42
Damage: 1d4 + 1d6 + 7 ⇒ (4) + (4) + 7 = 15

Whip: 1d20 + 30 ⇒ (2) + 30 = 32
Damage: 1d4 + 1d6 + 7 ⇒ (1) + (3) + 7 = 11

Whip: 1d20 + 30 ⇒ (2) + 30 = 32
Damage: 1d4 + 1d6 + 7 ⇒ (3) + (1) + 7 = 11

Total Damage Taken: 6 + 29 - 10 + 15 - 10 = 30

Sensing the danger it was in, the Balor lashed out with sword and whip. Ancient as he was, the dwarf merely raised his shield and weathered the assault.

Swift action fervor for divine power

Hit: 1d20 + 32 ⇒ (12) + 32 = 44
Pick Highest: 1d20 + 32 ⇒ (1) + 32 = 33
Lawful Damage: 6d6 + 114 ⇒ (6, 2, 5, 4, 5, 5) + 114 = 141
Fire Damage Taken: 1d6 ⇒ 4

—-Sacred Weapon Bonuses ——

Keen and Holy, good damage to attack above
Holy: 6d6 ⇒ (3, 2, 4, 3, 5, 4) = 21

Balor damage taken: 111 + 19 + 141 + 21 = 292

Realized just now that I forgot about unholy aura. Don’t want to redo everything. So chalking it up to Torag’s blessing with a slightly weaker than normal Balor. Putting in the save now as it kicks in

Will save vs unholy aura: 1d20 + 25 ⇒ (20) + 25 = 45
Torag protects!

Round 3

+1 vorpal unholy longsword +31/+26/+21/+16 (2d6+13),

Longsword: 1d20 + 31 ⇒ (9) + 31 = 40
Damage: 2d6 + 2d6 + 13 ⇒ (4, 2) + (3, 1) + 13 = 23

Longsword: 1d20 + 26 ⇒ (19) + 26 = 45
Damage: 2d6 + 2d6 + 13 ⇒ (3, 4) + (2, 3) + 13 = 25

Longsword: 1d20 + 21 ⇒ (17) + 21 = 38
Damage: 2d6 + 2d6 + 13 ⇒ (3, 6) + (3, 2) + 13 = 27

Longsword: 1d20 + 16 ⇒ (5) + 16 = 21
Damage: 2d6 + 2d6 + 13 ⇒ (5, 3) + (5, 6) + 13 = 32

+1 vorpal flaming whip +30/+25/+20 (1d4+7 plus 1d6 fire and entangle)
Freedom of movement stops entangle

Whip: 1d20 + 30 ⇒ (4) + 30 = 34
Damage: 1d4 + 1d6 + 7 ⇒ (3) + (2) + 7 = 12

Whip: 1d20 + 30 ⇒ (14) + 30 = 44
Damage: 1d4 + 1d6 + 7 ⇒ (3) + (5) + 7 = 15

Whip: 1d20 + 30 ⇒ (8) + 30 = 38
Damage: 1d4 + 1d6 + 7 ⇒ (1) + (3) + 7 = 11

Total Damage Taken: 30 + 4 + 23 - 10 + 25 - 10 + 27 - 10 + 15 - 10 + 11 - 10 = 85

Heavily wounded, the demon attacked again and again. Sword struck shield. Whip wrapped around limb after limb. Flames snaked around the dwarf. And yet threw it all he stood, withstanding damage that should have killed him several times over. Before he had found the hammer it would have easily killed him, that he knew. But he was oathbound, and it would not let him die. There was strength yet within him, it could tell. Telepathically it filled his head with a command. It was as simple as it was emphatic. Kill. Kill all that stand in your way. Fulfill your oath.

Swift action fervor to cast cleanse to heal himself: 4d8 + 15 ⇒ (8, 1, 4, 7) + 15 = 35

Hit: 1d20 + 32 ⇒ (7) + 32 = 39
Pick Highest: 1d20 + 32 ⇒ (19) + 32 = 51
Lawful Damage: 6d6 + 114 ⇒ (4, 2, 1, 4, 6, 2) + 114 = 133
Fire Damage Taken: 1d6 ⇒ 4

—-Sacred Weapon Bonuses ——

Keen and Holy, good damage to attack above
Holy: 6d6 ⇒ (5, 5, 6, 4, 4, 5) = 29

Crit due to Keen with holy: 24d6 + 228 ⇒ (4, 6, 3, 4, 3, 6, 5, 4, 3, 5, 2, 6, 5, 6, 3, 6, 4, 4, 5, 4, 4, 1, 2, 1) + 228 = 324

Ref vs death throws: 1d20 + 10 ⇒ (10) + 10 = 20

Thurin Damage: 85 + 4 - 35 + 100 = 154

All around him the demons began to move. They sensed blood. They were certain that their lord was to win, for who could survive such an assault? Surely not a mortal. Dozens upon dozens of lesser demons came in, their claws extended. Each wanted a piece. Each wanted to claim part of him, to rise up in their twisted hierarchy. The Balor roared in victory. But in doing so, it leaned in too close. Thurin had waited for just that opportunity. Once. He swung once with his hammer. The liquid steel swam, its currents exhilarating in what was to come. With a *crack* of holy power the hammer met forehead. Divine and unholy energies met in that moment. And then, like the roll of thunder the demon broke. Blinding light filled the air as reality itself seemed to buckler. The Balor exploded. It’s army screamed. Each demon screamed. Some in rage. Some in fear. Some in pain. The fire immolated them, the lessor ones vanishing, naught remaining but their shadows burnt into the ground.

Thurin groaned as he rose from the ground. He was not alone. Where there had been dozens of demons, now only a handful remained. None had been left unscathed by the explosion. His old body likewise groaned under the weight of years and wounds. But the hammer? The insistent command rung in his head like the ringing of a church bell. Kill. Kill then all.

He was oathbound to obey. Hammer and shield raised, Thurin continued the grisly task.

A few mistakes here and there in quickly running the fight. But Thurin beat the Balor, such as it was. Could have died (a single crit with vorpal would have done it, and even then he was down to 64 wounds. Freedom of movement was the biggest part of this win). But he lived up to the Guardian build I had planned.

I think he is good to go. Hopefully what was shown above is the ‘right’ power for this level with mythic.

———

As for ranged weapons…perhaps cold iron javelins? Cheapest way to get some decent damage in at range. You won’t need to put away your sword to use them. Plus they look cool.

Silver Crusade RPG Superstar 2014 Top 16

Perhaps Thurin and Dranok are an unlikely pair of grizzled battle buddies looking for a new challenge together? They’ve saved one another dozens of times, have inside jokes, etc.


Blessings (10/10) Fervor (18/18) Mythic (17/17) Hammer (4/4) Sacred Armor (15/15) Sacred Weapon (15/15) Wounds (0) HP (218) AC (38/12/38, +2 vs undead) Saves (20/10/25, +7 vs mind effecting, +2 vs undead) DR 10 (Epic) Initiative (+0)

We could modify the backstory somewhat. Have the two of them be survivors of the same crusading force. Thurin survived because he came across his hammer during the expedition, which gave him mythic power. Dranok survived because he came across radiance, which did the same.

It would mean that we reach the party at the same time and why they know each other. And yeah, Thurin is just old, not grumpy. With +17 diplomacy, he is beyond things such as looking down on half-orcs or the like. If anything I’d say that he’d look fondly on Dranok, as the paladin would remind him of a friend he had in his youth. Thus being around the half-orc would simultaneously make him feel younger, while reminding him of how old he really is.

Silver Crusade RPG Superstar 2014 Top 16

An interesting take on it! Especially since I’ve gone and taken Intimidate on my end, and not diplomacy, so I’m the grumpy jerk!

I’m in!

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