Variel's WotR

Game Master Neltji

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

loot list

combat map


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hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Maelchar stays back from the advanced scouts so as not to give away their location, moving forward slowly. But he remains ready to get forward quickly, charge even if that's necessary if a foe or some other danger presents itself.

perception: 1d20 + 7 ⇒ (15) + 7 = 22


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Pakak stays near the charges, ready to ward them if need be.


Perception Roll -
1d20 + 7 ⇒ (1) + 7 = 8

Glancing forward and hearing nothing of note, Ryu will dash up to K:48, being as stealthy as can be and hug the wall...

Stealth Check -
1d20 + 5 ⇒ (18) + 5 = 23

At which point he'll wait for his comrades to move up as well, his sword at the ready.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

stealth1d20 - 3 ⇒ (17) - 3 = 14
Garith moves up to K:44


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18
DM Variel wrote:

Taking some liberties to move people up from what I read, hope that is ok.

Anevia looks at Zeriax and smiles softly, As of right now I am well supplied. If we run into a prolonged fight then I might have to conserve what arrows I have left. Thank you for your concern though for my ability to help us all.

Zeriax nods and answers - "We are in the same predicament Milady - all our contributions are important in allowing us through it"

---------------------------------------

Perception: 1d20 + 9 ⇒ (10) + 9 = 19<- (+10 to locate traps, +11 vs. evil outsiders)

Zeriax shifts his position to have a clear view of Ryu as he advances.

Moving to J:44.


GM stuff:

perception2d20 ⇒ (8, 17) = 25-3 -8
stealth 2d20 ⇒ (18, 2) = 20+8+13

This is funny how the rolls are messing with me and with you guys.
Zeriax, you can add your +2 to your perception check.

perception DC 15:

There is a creature on the other side of the far wall. You can hear its claws scratching the floor as it moves its weight around.

perception DC 26:

There is another creature around the corner to the south of Ryu not 30 feet away from him! It doesn't sound like it is moving towards you so it must not have heard you talking or moving yet!

map update


Perception Check
1d20 + 7 ⇒ (1) + 7 = 8

Stealth Check
1d20 + 5 ⇒ (15) + 5 = 20

EDIT: Re the "funny rolls" via Perception checks? Yeah, Hill-AIR-ious...

I'm guessing that the Axis at line 51 is a solid wall? I hope so as it effects what I'm doing next

Ryu's eyes narrow in puzzlement at obvious lack of enemies around here.

He taps to J:50 and flattens his back against the wall, looking to the left and right.

That'll keep me in view of the archers and let the others move up nice and easy...

At this point is it just possible for me to take 10's on perceptions? I'm terrible!


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

Perception check: 1d20 + 7 ⇒ (17) + 7 = 24

Relaying her observations quietly and hoping the others would hear her, especially Ryu in front of her, and Zeriax and Garith at her back, she advises, "There's a creature on the other side of the far wall. I heard its claws scratching the floor as it moved around."

Oriana stays put until she hears from Garith or Ryu on what they want to do at this point and then she will make her move.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Adding two to my previous perception puts me at 21, and allows me to check the first perception spoiler (the previous one)

The faint sounds coming from around the corner are somewhat familiar to Zeriax, he has heard them before, or perhaps he read about it... He cannot quite place them, but there is definitely something there.

He warns his companions - "There is also a creature to the south after the bend - stay sharp Ryu, this may be an ambush"

I think the above should happen before Ryu moves?

Current Perception rolls: 1d20 + 11 ⇒ (20) + 11 = 31

More attentive after he had heard the sounds, the monk is able to pinpoint them more precisely - "Oriana is correct, but the most immediate danger comes from right around the corner to the south, no more than a few feet away. Whatever it is, it has stopped moving. Perhaps waiting for us - stand fast friends"


Ryu from where you are the creature can see you easily and you can see it even though it may not have heard you with that stealth roll...
init...

GM stuff:

Ryu 1d20 + 4 ⇒ (2) + 4 = 6
Maelchar 1d20 ⇒ 17
Pakak 1d20 + 1 ⇒ (14) + 1 = 15
Zeriax 1d20 + 2 ⇒ (10) + 2 = 12
Oriana 1d20 + 4 ⇒ (3) + 4 = 7
Sir Garith 1d20 + 1 ⇒ (14) + 1 = 15

1d20 ⇒ 8

1d20 + 5 - 8 ⇒ (10) + 5 - 8 = 7 DC: 0 for combat

Ryu makes out a shape to the south of him around the corner. It is a bipedal creature with long arms ending in claws. The creature's bloated frame shudders with each heaving step, yet despite its shape, the thing moves with surprising quickness. It appears to be standing in a cesspool of sewage. (the Green area)

map

Good Guys up easily...

know planar (evil outsider) DC 17:

The creature before is a dretch, one of the lowliest inhabitants of the Abyss. They form from the fragments of slothful evil souls. Even though Dretches are the lowliest of demons they still are formidable opponents as they have some of the standard demonic characteristics. You need cold iron or good weapons to completely bypass the skin of dretches. DR 5/cold iron or good

know planar (evil outsider) DC 22:

These demonic characteristics take the form of electricity and poison immunity and acid, cold, and fire resistance 10.

know planar (evil outsider) DC 27:

As demonic beings they have limited spell casting available to them. They can cast cause fear, stinking cloud, and summon another dretch 1 per day.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Maelchar moves forward 30 feet (to j49).

know planes: 1d20 + 7 ⇒ (13) + 7 = 20

Just barely catching sight of the creature, he creates a lucerne hammer. (swift action)

"It's a dretch...we need good or cold iron weapons to hurt the thing easily."

(THanks for the reminder onthe move speed, I forgot... so removed the std action of using the scale)


Maelchar, are you wearing the breastplate or the chainshirt? if the breastplate then your move speed is 20'.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Pakak listens to the description

Knowledge Planes: 1d20 + 7 ⇒ (2) + 7 = 9


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

"Ryu risks being outflanked. We need to press forward" - an unusual hint of urgency is present in Zeriax's words as he moves forward.

Moving to K48, nodding and standing guard over Ryu


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Pakak nods at the monk's advice, "If we face such evil, I can protect one of us from it. Who would it best serve?"

Pakak moves as he asks.

To J46

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

K(Planes): 1d20 + 4 ⇒ (4) + 4 = 8
Garith advances to L:49, Drawing his Cold-Iron Scimitar, prepared for battle.


Pakak wrote:
"If we face such evil, I can protect one of us from it. Who would it best serve?"

Ryu gives Pakak an incredulous glance at the statement.

"Yo!"

In his eyes is the look that says - That you had to ask...

Of course, Ryu is convinced that the enemy is not alone and has at least one ally.

However, given the fact that - once again - he'll likely be left behind by his companions, he decides to be proactive for a change and attacks...

Before he does, Ryu snaps on rage; but will try another tactic.

As a "Free Action" - he'll say to his companions with savage glee -

"Come on, lads! You want to live forever?"

As I have no Cold Iron weapons, Strength modifier, I guess.

Moving to N:49.
Attack -
1d20 + 5 ⇒ (17) + 5 = 22

If it hits -
1d6 + 5 ⇒ (4) + 5 = 9

Gm - I'm really confused at your recent ruling.

As I understand the rules currently, if I'm standing in front of him in broad daylight, those qualities (bright light, being in front of him) allow him a modifier to his Perception Check vs. my Stealth Check - but it is still an opposed Check.

It seems that you're using some kind of a House Rule derivative on Stealth Rolls. Can I get clarification, please? I ask because I built a character a a specific way - including his skills and stats - if you aren't using those rules, it really complicates my build. Thank you for any feedback on this.

Other details:

As far as the formal ruling goes a creature can attempt to see me with an "opposed perception check". If he does not attempt that check, I don't think he can notice me (unless he has a very high Perception or some special ability that will allow him to notice me). It's kind of very specific in the books that it has to be opposed for that reason.

The fact that I'm in front of him and in his line of sight shouldn't matter, I don't think. I mean, personally, I agree with you - What you say is very "realistic" yes - but the game isn't always realistic.

The point is, he can't see me if he didn't make his check. I could still formally be considered "Concealed" at this point. Specifically (from the rules on Stealth) - When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below).

The reason I bring it up now is because (in theory) I could have moved all the way up the creature without him noticing me (if his rolls were bad or mine were good) and I could have theoretically stabbed him before he got his Dexterity modifier.

Instead; it seems as if he got an automatic success on noticing me (though perhaps I'm wrong, I may have missed a roll, they aren't always labeled; if I did, I'm sorry about that). However, even after noticing me, then it seems like you allowed him to move (I'm not sure if it was flavor or not - but you said he moves with "surprising quickness".

If he failed his Perception roll; I am still concealed, why would he decide to move in the first place?

Also, if we beat his Initiative; how could he move first?

I'm just saying, if I moved in front of him - that alone shouldn't really matter because Stealth is for more than just tip-toeing; it's for hiding, too (ever sense Pathfinder condensed the two skills "Hide" and "Move Silently" into "Stealth" - it covers both).

Please understand that I'm not asking for a ret-con at this point; I'm just trying to figure out how you're handling the skills is all. I mean, I don't really care if he sees me one way or the other at this point (I had planned on running up and attacking him, after all). My real concern was the fact that you made that ruling at all. Basically, he automatically gets to see me and move; just because I moved in front of him? Again - realistic, okay - but that' not how the rules are written. I mean, if that's how you want to have Stealth work for the future, it's your game - but I would like to reshuffle things a bit to reflect that change, if necessary and also a clarification on it, too. Thank you.


Ryu, if you are not in cover or concealment then you are out in the open and automatically spotted. Currently you are not hiding behind anything. Your turn ended without you in cover or concealment. Since it has darkvision it sees you. It did not move, it was there the entire time.


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

Know. Planes: 1d20 + 9 ⇒ (12) + 9 = 21

"I agree with my brother's assessment that it is a Dretch, a lowly demon, and only cold iron or good weapons will cut through its skin."

Seeing the space quickly fill up with her comrades and not desiring to congest the corridor further, especially for Zeriax with his bow or Mael with his lucerne hammer, Oriana moves quietly forward 15 feet to J:48, standing just behind Maelchar, ready when she is needed.

Stealth: 1d20 + 5 ⇒ (15) + 5 = 20


Oriana Zeru wrote:
Oriana moves quietly forward 15 feet to J:48, standing just behind Maelchar, ready when she is needed.

As a free action -

Ryu flicks a glance back down the tunnel at his comrades.

He does not see them follow.

Ryu looks in the face of the slavering dretch before him.

His eyes are now flat; cold and bereft of any emotion.

He speaks to it, then.

"I am Tadamasa-Ryu! I stand before you alone - but I do not fear you!"

He raises his eyes to the heavens and offers a crude prayer, of sorts...

"I call on gods above to see me stand before you then - I will live or die with honor this day and in this battle! Come; watch me, for it will be a good fight!"

He looks back that the dretch.

"And now, if you kill me? Ha! Who cares for that? For today is a good day to die!"

GM - about the Stealth Roll - wasn't sure if you were somehow using Stealth as just "Move Silently" and didn't include "Hide in Shadows" as well. Thank you for the clarification.

I'll PM you on it later, though.

Meanwhile, Ryu would have seen everything in the room when he moved to attack the creature. I could have easily called out to my companions on what I saw as a Free Action - which would in turn may have changed some of the actions of players who didn't go yet.

Any chance I could get an update now?

Finally, I've had a chance to look over the Epic Campaign rule book lately - it suggests that the only way we can achieve Epic Levels is doing something extremely heroic. I'm very curious on how you're classifying "heroic actions" for the purpose of achieving epic levels. Any chance we could get some clues on that?

Alright, I'm off to a book signing. You guys have a great day.


Sorry Ryu not giving anything away this time.

Pakak, you still have your standard this round to cast your spell but can not move from your current location to do so. Thus, you could target Garith, Oriana, or one of the three you are escorting.

Round 1

Anevia, tired of not seeing anything in the dark cast a light about her arrow and moves up a bit. Horgus sees that the path to the south is empty and stays there in a protected area. Aravashinal maintains his close proximity to Pakak.

Everyone else moves up to take a better position save Ryu who hurries up and rams his rapier into the belly of the dretch. Knowing that the demon had some infernal resistances to his blade, Ryu focuses on power more than anything else. His blow draws forth black ichor from the wound even if it was partially resisted.

Gm Stuff:

3d20 ⇒ (1, 5, 11) = 17 +4
3d4 ⇒ (2, 3, 1) = 6+1

Round 1 bottom
The noise from the north hallways is apparent as another creature appears moving forward. Its long arms and bloated body strain to reach the impetuous mortals arrayed before it. The dretch on Ryu swipes with both claws and even tried to take a bite of Ryu's face. All of the blows are weak and fail to penetrate the armor though.

Round 2 start


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Ryu uses the scale to empower his hammer with law and takes another step forward to J50, giving his companions more options on movement. He awaits the dretch from the north, hoping it comes forward triggering an aoo as it moves through his threatened area.

"Make it come to us, don't charge it, please." he says to his companions, hoping they cooperate.

aoo attack if it approaches: 1d20 + 3 ⇒ (15) + 3 = 18
dmg from aoo if hits: 1d12 + 3 ⇒ (7) + 3 = 10


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Zeriax shifts his placement to make the most of his bow attacks, and unleashes a volley at the enemy to the North.

Shifting to K49, and flurrying at G50.

Flurry 1: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Flurry 2: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23Damage: 1d8 + 2 ⇒ (8) + 2 = 10

The extra +2 is favoured enemy bonus.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Remainder of Round 1While he'd like to help his claykin brother, Pakak isn't close enough so instead he casts it on Oriana.

Round 2

Pakak then casts the Protective Ward All Allies within 10 ft get +1 to AC. I'd move but I get the feeling I'll get most of the charges this way

He speaks, "I have both a hammer and dagger made of cold iron, if anyone wishes to use either."

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Round 2
"Aye, Ready attacks against that Dretch," Garith says in agreement with Mael, as he moves south to O:49. He skirts around Ryu to keep out of the reach of the Dretch until he is in range to...
Strike!: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
with his Cold Iron Scimitar for 1d6 + 3 ⇒ (4) + 3 = 7

confirmation: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
for 1d6 + 3 ⇒ (2) + 3 = 5 Maybe it hits...


Ryu shakes his head in disgust at the dretch, and takes another swing with his sword...

1d20 + 5 ⇒ (19) + 5 = 24

If it hits -
1d6 + 5 ⇒ (3) + 5 = 8

EDIT: I believe that confirms...

Confirmation -
1d20 + 5 ⇒ (9) + 5 = 14

1d6 + 5 ⇒ (5) + 5 = 10

I don't know if a 14 hits; if it does, I think that both damages are added together before a DC is deducted? If so (assuming it converts) - I think that would mean 18 damage minus DR, correct?


Will give Oriana a chance to post till morning then do the map update.

Sir Garith and Ryu manage to both crit the dretch and as their blades sink into the flesh they meet in the middle with a loud clang. Slowly the top and bottom of the dretch separate. the body before you starts to melt away as the demonic essence leaves returning to its home plane to fester there until such time as another slovenly soul fragment animates it again. Pakak protects the charges keeping them well cared for even if Anevia gives a slight hmmph at needed the extra help.

Assuming that since it was called out to use cold iron you are using them Zeriax...

Zeriax steps up a pace and fires twin shots at the dretch down the hall. the first misses but the second bites deep into the belly of the beast eliciting a howl of pain. Maelchar likewise steps forward ready to swing with his dragonscale empowered hammer should they come too close.


DM Variel wrote:
Sir Garith and Ryu manage to both crit the dretch and as their blades sink into the flesh they meet in the middle with a loud CLANG!

Free Action while Oriana is considering her move...

Ryu tilts his head back and laughs loudly, jerking his weapon from the sulfuric stench the pours from the filthy smoke of the vanishing demon.

"Banzai, Garith-sama!" he says with a wide smile.

He spits on the ground where the dretch remained easily and then tilts his head to the heavens and raises his sword above him.

"Domo-arigato on all you gods who lent a hand... and as for the rest... well hell, I hope you at least enjoyed the show!" he says with a tone that is at once boisterous and and somehow penitent at the same time...

After his humble prayer of thanksgiving to those gods who may have aided his efforts he turns back to Garith.

"Stick with me, lord! My luck's tip-top, ichi-ban! The way I see it, it's totally rubbing off on you, savvy?" he says with an enthusiastic and sincere tone.

His eyes flick to the north of the tunnel.

"Oye - you want to stab up and try to give the rest of the crew a hand? Or you reckon the seven of them can handle the other one without us?" he says with a grin.

"Nah, chief - just BS'ing you is all... Come on, we can't let them have all the fun, neh?"

So GM - if you want to do a little social RP via the observing gods who looked down on those amazing hits; well, I'm all for it!


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

Upon Patak's protection spell (Protection from Evil), Oriana thanks the dwarven wizard. When Pakak offers her weapons, she accepts the cold iron dagger (she isn't proficient with warhammers) and moves strategically up and around the empty corridor to F:49 and strikes at the other Dretch.

Attack with cold iron dagger: 1d20 + 4 ⇒ (13) + 4 = 17
Damage, if hits: 1d4 + 3 ⇒ (3) + 3 = 6

Oriana's AC is now 18. F +7, R +2, W +8. The spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Duration 2 mins.


Ryu glances down the hall and sees Oriana's move.

"Kick ass, Angel-chan," he calls out with glee at her brilliant tactic.

Sweet! Now that little demon-basterd will likely recoil from her hit right down to us... then we move up hard and send him back to the Nine Hells... And if we can't do the job for some reason, that just means ol' Angel-chan can stab down to flank him as soon as she gets the chance...

Then prepares to stab up to aid her as fast as he can...


map for later


DM Variel wrote:
map for later

GM - Oriana moved to F:49, not G. See you when you do an update soon.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Zeriax blocks out the ongoing conversation behind him, focusing on the enemy at hand - Maelchar's tactic was solid - a shame we cannot pursue it now - he ponders to himself.

Planting his feet solidly, he again fires two arrows in quick succession against the disgusting creature

Flurry 1: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Flurry 2: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18Damage: 1d8 + 2 ⇒ (3) + 2 = 5

"Be careful friend Oriana, we do not know what these creatures are capable of" - he warns.


You are right Ryu. Also I forgot to include one of th drenches. There should be another drench behind the other at G,51. Update if I can at work, Zeriax will take your post as this rounds action.


DM Variel wrote:
You are right Ryu. Also I forgot to include one of th drenches. There should be another drench behind the other at G,51. Update if I can at work, Zeriax will take your post as this rounds action.

No, no - I checked - there really was only one more dretch left by Oriana. Also, I think he was surrendering and offering us lots of treasure... ;)


Nice try Ryu. Sorry got swamped at work and didn't have time to update. Here we go...

Garith and Ryu dispatch with ease the dretch to the south while Zeriax fires to the north. Maelchar takes a defensive position where he can use his range to great effect at the same time that Pakak protects the charges from any harm along with those around him. Oriana moves up after receiving the cold iron dagger from Pakak and stabs the demon doing nice damage but not enough to drop it. She can see that there is another dretch behind the first.

GM stuff:

3d20 ⇒ (17, 14, 7) = 38 +4 each
3d4 ⇒ (4, 4, 3) = 11 +1 each

Bottom of round 3

The first dretch rips not Oriana with both teeth and claw as she is pummeled for 10 damage. It is not a summoned creature slit still gets its hits but you do get the AC bonus. It just rolled really well. The second ditch summons up a cloud of the most noxious vapors imaginable causing all within to choke. Pink highlighted area, poisonous fort save DC 13 or nauseated while in the cloud and 1d4+1 rounds thereafter.

Group up round 3...anything father than 5 ft away in the cloud has total concealment. Within 5ft is just a 20 % miss chance. Zeriax if you want to redo your actions I completely understand.

corrected map


DM Variel wrote:
Nice try Ryu. Sorry got swamped at work and didn't have time to update. Here we go...

Do or do not; there is no try, boss ;)

Round three...

Ryu watches the explosion of magic in the narrow confines of the tight space.

He notices that Oriana's action had prevented one dretch from casting, but the other was free to call up some noxious gas.

"And that's why you move to close with gods damned casters instead of hanging back... because hanging back just lets the sons of whores cast this gods damned crap!" he growls to himself.

Fortitude Save against gas -
1d20 + 4 ⇒ (10) + 4 = 14

Shaking his head in disgust he charges up to help his ally and moves to H:50.

He takes a swing at the enemy that Oriana hit; hoping to aid her with the attack.

Attack -
1d20 + 5 ⇒ (3) + 5 = 8

Miss Chance: 1-80 hits
1d100 ⇒ 11

IF it hits -
1d6 + 5 ⇒ (4) + 5 = 9

EDIT:

Ryu moves up to help, but decides to pull his punches a little this time...

After all, he had already destroyed one of the enemies with a few easy sword strokes; surely allowing his allies the chance for some honor or glory was only fair?

Of course, he knew that at the least the hallway was opened for another ally to move up next to him and when Oriana had her next move, she could slide over to flank the basterd with him.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

fort save: 1d20 + 1 ⇒ (18) + 1 = 19


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Maelchar moves forward to F48 out of the cloud and attacks the dretch threatening ORiana.

to hit with lawful weapon: 1d20 + 3 ⇒ (13) + 3 = 16
dmg if hits: 1d12 + 3 ⇒ (5) + 3 = 8


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

DM, Oriana isn't within the pink cloud, so I'm not sure if she has to make a fort save (I don't believe so, but not sure). Throwing one up just in case so not to slow down the game.

Fort save (DC 13): 1d20 + 7 ⇒ (14) + 7 = 21

Oriana is down to 9/19 hp now.

"Iomedae, guide my hand true."

Angered by the dretch who attacked her so viciously, a wounded Oriana takes a 5 ft step to F:50 (flanking with Ryu) and strikes at it again with her cold iron dagger. Attacking dretch at G:50, if it doesn't drop at Mael's hand?

Attack with cold iron dagger: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Cold Iron Damage, if hits: 1d4 + 3 ⇒ (3) + 3 = 6

Sorry, edited this a couple of times until I was satisfied with it. It helps to read every posting you've missed while sleeping or working. ;p

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Garith moves through the cloud, the way he remembered, trying to get a better handle on the situation, having seen the Dretches.

"Zeriax, move! Clear a path," garith shouts, so he has a Charge-lane to attack where the Dretch was, figuring it's in the same place.

Once Zeriax gives him the clear, Garith charges to H:49 and stops when he catches sight of the Dretch, taking swing at the Dretch.

fort: 1d20 + 8 ⇒ (19) + 8 = 27
Attack: 1d20 + 5 + 1 + 2 ⇒ (13) + 5 + 1 + 2 = 21
1-20 = miss 1d100 ⇒ 25 hit
for 1d6 + 3 ⇒ (5) + 3 = 8 Cold Iron
Garith's AC is 21 versus the Dretch due to Celestial Crusader


GM - with Oriana and Mal up around the corner, it's very likely that they can see down the hallway with ease and should be quite able to see at least if that's the last amount of the dretches or if there's more to come; not to mention everything else down the hallway.


Oriana, you were out of the fog originally so you are ok. Also Maelchar dropped it so if you want to 5ft up you can to strike at the other one. Garith as the fog was in the area and you could not see the dretch you can not charge. You need a clear line of sight. Those staying in the fog need another save at the start of their next turn Fyi.

As Zeriax may want to Retcon his action and Pakak hasn't gone yet will wait till the morning to update.


Curses! My blades were thirsty tonight... ;)

Well, see you all soon, then!


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9
DM Variel wrote:
Oriana, you were out of the fog originally so you are ok. Also Maelchar dropped it, so if you want to 5ft up you can to strike at the other one.

Okay, DM, a wounded Oriana will still 5 ft step to F:50 and hit the remaining dretch (knowing my luck, you will uncover the blacked-out space behind it to reveal ... yet another dretch! ;p)

Using my previous rolls to hit the dretch at G:51.

Attack with cold iron dagger: 1d20 + 4 ⇒ (15) + 4 = 19
Cold Iron Damage, if hits: 1d4 + 3 ⇒ (3) + 3 = 6

I removed the +2 as Oriana wouldn't be flanking with Ryu if she is striking at the other dretch.

To any of my allies close by, in case Oriana goes down, remember she has a CLW potion in her belt pouch. It was given to her by Ryu when she woke sickly in the morning.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Yep, I think I may retcon, instead of just sitting in the cloud, choking :D

Fort Save: 1d20 + 4 ⇒ (13) + 4 = 17

Hearing the warning from Garith behind him, and also wanting to get out of the poisonous cloud, Zeriax moves from his current position, and closer to Maelchar and Oriana, letting fly an arrow at their opponent.

Moving to G47, and firing an arrow at the one in G51. G50 is down, correct?

Longbow Attack: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18Damage: 1d8 + 2 ⇒ (5) + 2 = 7


Nice shot Zeriax!

Oriana; as you haven't formally acted this round, as you have your weapon out, I think you can move up to your current movement and attack instead of just a 5-foot step, since Maelchar dropped the first dretch before you moved. If that's the case, if you moved to F:52 you could still be flanking with Ryu for the flanking bonus, if you wanted. I suppose much of that decision will be up to circumstance one the GM updates the map, though. But it was just a suggestion, though.

Anyway, I'm off to work (even on vacation I'm working, sadly) - but I'll see you guys later today. Good hunting!

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

She's going to provoke if she doesn't 5' step, I think. Ggarith is just going to double move, but go up one more space (can't see the map at work) and try to get out the fog if he can. His AC is 21 cause no charge, just doube moveing


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Apologies. Updates weren't showing for some reason.

Unable to see a foe, Pakak advises the charges "get back out of these fumes. I will go forward while you back up. Stay together..."

He plunges into the spell and makes his way along the wall.

Okay, going to G47, hoping to take the pressure off Ori

Fort Save, dwarf bonus inc: 1d20 + 4 ⇒ (17) + 4 = 21

Then casting, if he can, a magic missile at the Dretch Ori has already wounded.

dmg: 1d4 + 1 ⇒ (4) + 1 = 5


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

Thanks, Ryu, but I'm keeping it to a 5 ft step. :)

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Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Imm, looking at the group I would recommend wizard over summoner for spell selection to broaden the arcane casting a bit. That is a recommendation not from the AP itself but just the party makeup thus far from what I am seeing.


Male to kill the six fingered man Duelist/20 years

BTW, I think if I go summoner I'm going Master Summoner with the Marshal mythic path. Holy bacrapnuts is that looking fun with all my little minions running around lol.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

You would make my life hell with that many summons wouldn't you. Just remember take out the summoner and the summons go away. Guess who the target is once they learn that...

Threats aside it should be ok.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

It looks like the Hierophant Mythic path is for my Aasimar Inquisitor.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Ok I will admit I have not looked at the mythical rules set yet but was reading the AP itself. For right now don't worry about that mythic book yet as it won't come into play till book 2 in the AP as far as I can tell. Instead find which campaign trait works best for you and go with that. The mythical rules tie in to those instead.


Male to kill the six fingered man Duelist/20 years

Sounds good. Will do.


Male commoner 1

If i went Paladin, Rain Jiro and I could be related due to angelic bloodlines, With the paladin is not as motivated to enter the Crusade as a Holy Warrior to start, but gets into it to protect his kin (hence the Sacred Shield archetype)

Or I'm really looking at Going Bard, Whip-mastery spec,


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Link worked fine for me, thanks Imm


Male to kill the six fingered man Duelist/20 years

Lol I'm doing aasimar also I think, maybe angelkin. Master Summoner with the child of the crusades trait. Rain and I are going to be siblings.


Male to kill the six fingered man Duelist/20 years

Also, happy to help Maelchar.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

I'm looking at the Touched by Divinity trait for my Aasimar Inquisitor.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

I am also using Touched by Divinity, Rain and the book suggests we have the same deity - so who's it to be? I have no particular preference as long as it's a god that allows LG followers of course. :)


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

I was going to go for Iomedae. Is that alright with you? :)

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Four Aasimars all together. Wow that will make things interesting. Could you imagine if Adular and Flynn made tieflings...not.

So we have:

Summoner: buffer and summons: child of the crusades
Inquisitor: damage dealer: touched by divinity
Paladin: defensive and damage
Oracle: healing and damage: touched by divinity


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

I can work with that, no problem, I will just have to read up on Iomedae and pick a domain... thanks for picking one because i was kind of at a loss as to who to go with. :)


Male to kill the six fingered man Duelist/20 years

Works perfectly with our parents being crusaders Rain. Also Maelchar, Rain and I were discussing having our parents be a cleric and a paladin. You could have been raised with us in the church or even been adopted. What do you think?


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

I chose the GOOD domain for mine, just so you know. I spent some time looking at the gods last night. Iomedae was my first choice followed by Sarenrae.

Domains associated with Iomedae are: Glory, Good, Law, Sun and War.

And Imm, I like that connection between us and Jiro's character.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

My background I was contemplating was that Maelchar was raised by the church, for reasons not divulged at this time, so brought up alongside the two of you within the church as a member of your age-set, or even adopted by your parents, would work fine. let me know what works for you.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Jiro, I think that connection is fine and works well with the three of us. I like the idea that our parents adopted you, possibly as an older child?

Now how does Dhaavan's Aasimar connect to us? Possibly a relation - a cousin?


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

I'm torn between good and law domains... still contemplating...


Male to kill the six fingered man Duelist/20 years

I'm good with either also. Rain?

Waiph, Flynn, when you guys start your backgrounds we can start working you all in as well.


Male to kill the six fingered man Duelist/20 years

Ninja'd by Rain lol. I like the idea of you being adopted also.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

I like the idea that we began knowing Jiro's character from church and then our parents adopted him as an older child (10 years old)?

Ninja'd by Imm this time. lol

Okay, I asked this before but I don't think you saw it Imm. Who's the oldest sibling? I was think of making Oriana 68 years old. How old is your guy and Jiro's?


Variel Nightstorm wrote:

Four Aasimars all together. Wow that will make things interesting. Could you imagine if Adular and Flynn made tieflings...not.

So we have:

Summoner: buffer and summons: child of the crusades
Inquisitor: damage dealer: touched by divinity
Paladin: defensive and damage
Oracle: healing and damage: touched by divinity

I'm torn by Monk, Stolen Fury

or some sort of sorcerer or wizard Rift Warden

Either way, I won't be an Aasimar :)

If there's something we really need instead, let me know.


Male to kill the six fingered man Duelist/20 years

That works for me.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Okay, Jiro's guy is 73, mine's 68. Imm? For flavour sake, I think the boys should be the older ones and Oriana the "youngest".


Male to kill the six fingered man Duelist/20 years

Well if you went Rift Warden, you could have been brought up in the church as well, being fostered by our parents or by another family in the church. Either way we would have close contact. If you went stolen fury, you could have come to the church seeking answers on the ritual and we all struck up a friendship.


Male to kill the six fingered man Duelist/20 years

I can be oldest or middle, it doesn't matter to me. This character will be going very supportive and tactically oriented. Calling out maneuvers and such on the battlefield and basically going for not necessarily party leader but a person who can lead if that makes sense.


imimrtl wrote:

Well if you went Rift Warden, you could have been brought up in the church as well, being fostered by our parents or by another family in the church. Either way we would have close contact. If you went stolen fury, you could have come to the church seeking answers on the ritual and we all struck up a friendship.

Oh, I'll definitely try to form attachments and friendships with as many of the other characters as I can. I may steal your ideas there as they seem a good way to establish the basics.


Male to kill the six fingered man Duelist/20 years

Variel, since we have so many aasimar, would you be willing to let me roll on the table for alternate aasimar abilities? I know normally to do that with tieflings you have to take Fiendish heritage. I would be willing to do the same here even though a feat called celestial heritage doesn't exist. Let me know. I am rolling below three times like fiendish heritage allows in case you allow it.

1d100 ⇒ 69
1d100 ⇒ 70
1d100 ⇒ 19


Male to kill the six fingered man Duelist/20 years

Heading to bed night all! Dont forget to ask any questions on Reign of Winter also on my board if you have them.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

sounds like a good idea immtl

1d100 ⇒ 18
1d100 ⇒ 37
1d100 ⇒ 80


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Rolling for alternate Aasimar abilities:

1d100 ⇒ 35
1d100 ⇒ 80
1d100 ⇒ 90


Male commoner 1

If i went Paladin, Rain Jiro and I could be related due to angelic bloodlines, With the paladin is not as motivated to enter the Crusade as a Holy Warrior to start, but gets into it to protect his kin (hence the Sacred Shield archetype)

Or I'm really looking at Going Bard, Whip-mastery spec. Im looking at different races, but could roll with an Aasimar Musetouched for a boost to Dex/Cha as a Bard and take a bunch of perormance enhancing feats =P

I'd be from an azata as opposed to angel so the chaotic character in a group of LG lol...


Male commoner 1

1d100 ⇒ 90
1d100 ⇒ 4
1d100 ⇒ 70

Lol, either CHa or CON bump from my rolls... =P that's some sweet rolled goodness


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Waiph, my character and Imm's are natural-born siblings. We met Jiro through the church and when his character was 10, our parents adopted him. So, I'm wondering, will you be a cousin perhaps to us?


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Depending on which Aasimar I go for, it may be odd to have an Azata-born in a family with Angels, but Since your famiy has cout and a strong Celestial boodlline, my character could be sent there to the temple as his family fights the wars.

I coud have a history with Adular's character, and bring him in, as Flynn's is pushinr mine to take a more active role

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Yeah you can take the feat celestial heritage to gain a random ability. Just assume that any strange physical deformity that grants the bonus is removed.

Waiph I apsaw your rolls but didn't see the cha or con increase. The chart online gave only wisdom for your roll of 90.

This is the chart I saw online


Male commoner 1

I was looking at the Aasimar table. If you scroll down the page for the assimar race, there's a list of aternate abilities simiar to tiefing but appropriate to assimar


Dhaavan wrote:

Depending on which Aasimar I go for, it may be odd to have an Azata-born in a family with Angels, but Since your famiy has cout and a strong Celestial boodlline, my character could be sent there to the temple as his family fights the wars.

I coud have a history with Adular's character, and bring him in, as Flynn's is pushinr mine to take a more active role

I'm still waffling between the Stolen Fury Monk and the sorcerer or wizard Rift Warden. It seems like we have a lot of skirmishers, so the monk might be redundant but the Champion role sounds fun. The Rift Warden has an interesting mystery involved, but a melee type might be easier for me to run.

Then again, you guys have always been quite helpful so that might not be an issue.

Variel, you're GM for this one, any suggestions on which the group needs more? the only thing I'm not interested in is the trickster


Male commoner 1

Ridge, I playtested an Archmage and they're awesome. They have an ability (wild arcana) that let's em cast any spell on their list (not known or prepped but the WHOLE LIST) for one mythic point, and sweet powers, pus we don't have a FULL arcane caster so a sorc/wiz coud be nice to have... but is yo call.

I'm tryin ta find a trap-finder bard I llike, tu use for skil monkey-ing cause we don't have a trap-finder. Think we need one?

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

From what I have seen thus far, granted it is only book 1, a wizard/sorceror would be better than the monk. that is not to say that you can't go with it, but a full arcane caster like that would fit better.

Waiph, I am at work and cant pull up the OGL here but will look when I get home. As for a trap finder, every AP has traps built in so its your call. If you do go that route then the group looses the tank. Something else to consider.


@Waiph, I did not know about that wild arcana option (I'm still looking over the mythic rules) but yeah, that's SWEET. It certainly gives a sorcerer like edge to the wizard's expertise.

If no one plays a paladin, I'll be very surprised. This AP is probably the most paladin friendly one I've heard of in awhile. If you're asking for just anyone's opinion, that's the one I'd suggest over the bard, but either could be useful and you should play what you like.

@Variel- Thanks. I'll see what I can whip up on a Riftwarden traited fellow.


Male to kill the six fingered man Duelist/20 years

I have trapfinding in the form of disposable summons ;-) If Waiph decides to go bard then I will definitely go the paladin route if everyone is ok with that, especially if ridge goes full arcane caster.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Sacred Shield may not be the most optimized build, but I'm gonna do it! And with some buffing, he'll make a sweet tank.

rain,imm,jiro backstory:

Since its siy to PM half the party w/ an intro. Kinda vague and ill written, but phone is hard
Garrith is a cousin who's ine split the generation after the celestial influence in the family boodline. His side has had fewer Aasimar, and are mainly Knights/Cavaleres on the darker side of the Crusade, some members spitting off and becoming Low Tempar. Not fitting we'll with his kin, as a more soft-spoken fellow with no horse-sense he found his way to other relations. (Rrain,imm,jiro). Game can be shorty after he starts hanging with them, so they know he's not like most of the Mordrand Knights.

He struggles to find his place, following his calling to the just battle, when he is really wishes he could llive a peacefull life, to sing, love and laugh. But the evils he's witnessed prevent him from fleeing the wordwound, honor-bound to hold the darkness at bay.

Whatcha think? Driven by his fam's dishonor and wartorn childhood to be an even more shining example or rightiousness?


Male to kill the six fingered man Duelist/20 years

What do you all think about potentially making ourselves like a unit and taking some teamwork feats?


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

background as is, Waiph, looks like a good way in with the others- remember that Maelchar is not exactly a relative - he's adopted, but still.. anyway, looks like an interesting background with some personal stuff to overcome in the course of the game. Not bad for a quick phone post, lol

Imm - teamwork feats sounds fine to me, though I have a few I want to take of my own in the fullness of time, they can wait to some degree, so yeah, neat idea.

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