Wrath of the Righteous- go to 11 (Inactive)

Game Master drbuzzard

Map

combat map

Environs of Drezen


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Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

oops, I blame the feed reader for just telling me there are new articles.

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

We can't edit the dungeon map to move the icons and we need one more icon for Maranse coming with us.


fixed

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

Maranse looks a lot like Petyr Baelish (Aidan Gillen) from Game of Thrones.


As I don't watch the show, I have no idea who it is. I just picked someone's icon from a different game I'm in.


Half-Orc

Hey guys, work and the upcoming holidays has kept me real busy and I apologize that I cannot keep up to the pace this game deserves. I respectfully bow out.


Sorry to see you go but life is life.


I usually don't bother to give many instructions during recruitment. However when I do give even a minor one (hate pets) and it is ignored, I find it very amusing.


Resources:
Corruption Resistance 1/1 | Minor Blessings (Good/War) 7/7 | BloodRage 16/21| Mythic 5/7 | Sacred Armor 8/8 | Sacred Weapon 6/8 | Fervor 8/8
HP 84/94 24 nonlethal| AC 22 (27 Iron Skin) | T 11 | FF 22 | CMD 23 | Fort +12 | Ref +3 | Will +14 | Init +3 | Perc +2
Active:
Defending Bone 5/40 Iron Skin 8 +5 AC minutes

It was fun playing with you Rayne. Best of luck inside and outside of gaming.

Hope you didn't mind me chiming in on the front line person GM!


No, it was helpful, though as I said it amuses me when instructions are ignored. Especially if people treat character creation as a chore. Personally I do it for kicks sometimes.


Resources:
Corruption Resistance 1/1 | Minor Blessings (Good/War) 7/7 | BloodRage 16/21| Mythic 5/7 | Sacred Armor 8/8 | Sacred Weapon 6/8 | Fervor 8/8
HP 84/94 24 nonlethal| AC 22 (27 Iron Skin) | T 11 | FF 22 | CMD 23 | Fort +12 | Ref +3 | Will +14 | Init +3 | Perc +2
Active:
Defending Bone 5/40 Iron Skin 8 +5 AC minutes

I love character creation myself but mid level mythic gestalt was a mindbender for me. As the state of my character sheet can attest!


As long as I can make the character in Hero Lab, I find it easy enough. If I can't I simply don't even try.

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

Hero Lab is my character creation crutch. So much fun to just try out build ideas with it.


Resources:
Corruption Resistance 1/1 | Minor Blessings (Good/War) 7/7 | BloodRage 16/21| Mythic 5/7 | Sacred Armor 8/8 | Sacred Weapon 6/8 | Fervor 8/8
HP 84/94 24 nonlethal| AC 22 (27 Iron Skin) | T 11 | FF 22 | CMD 23 | Fort +12 | Ref +3 | Will +14 | Init +3 | Perc +2
Active:
Defending Bone 5/40 Iron Skin 8 +5 AC minutes

Ahaha, Doing it by hand is the source of my problems.

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

@Godwin I sent you a PM with your character built in Hero Lab.


Since a dungeon full of cells is a good place to introduce a character, we'll continue after I choose the replacement later today.

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

I can see us coming across a naked person in a cell then we have to search for their equipment in some chest somewhere. If it was a movie, the new character would have amnesia and not know how to cast spells, swing a sword, or anything until we find their equipment, then all of sudden once they put on their own stuff everything comes rushing back and they are once again a functioning character.


I will likely go with something thoroughly implausible and cheesy.


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

Thank you for the selection! Looking forward to playing with you all.

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

@Kendren How'd you get around the Lawful alignment requirement for the Paladin? Also you can't afford all that gear with the 23,500g allowance. How'd you get 5 1st level bloodrager spells?


Yeah, I was a bit wondering about the NG paladin.

And then Mama is properly nitpicky. I suspect you didn't see we're doing 7th level equipment.


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

I did miss the 7th level equipment requirement. I was going to scale back down today.

The NG is an accidental leaving from when I last used the alias.

As for the 5 1st-level bloodrager spells, that’s from my 4 bloodrager spells known and the bloodline spell I get at level 7 (shield).


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

Okay, could someone double check the math on my equipment? I think I scaled back down to 23500.

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

Sorry formatting sucks on this post:

600 2 potions of cure moderate wounds,
600 2 potions of darkvision Other Gear
10330 +2 cold iron longsword (Radiance?),
316 masterwork cold iron morningstar,
800 masterwork composite longbow (Str +4) with
4 40 cold iron arrows,
2650 +1 full plate,
170 masterwork heavy shield (assuming steel, not wood)
4000 belt of giant strength +2,
4000 headband of alluring charisma +2,
1000 cloak of resistance +1,
2000 amulet of natural armor +1,
11 paladin’s kit,
219 gp

26700
23500

3200 over

I'd scale the sword back to +1 (-6000)
Then get the ring of protection +1 (+2000)
And add the +1 back to your shield (+1000)
Leaving you with 29g

AC would be 27

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

@Kendren lastly, there are only a couple little things left. Your HP should be 86 not 76 (I think you left off the +10 from Mythic)
You're missing one skill point to spend (Survival or Planes probably)
What Paladin Divine Bond did you choose? weapon?
And no Bloodline Mutations chosen?

character sheet:

Kendren Nollt
Human bloodrager (steelblood) 8/paladin (oath against fiends) 8/gestalt 8/Champion 2 (Pathfinder RPG Advanced Class Guide 15, 85, Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (human)
Init +8; Senses Perception +11
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 27, touch 13, flat-footed 25 (+10 armor, +1 deflection, +2 Dex, +1 natural, +3 shield)
hp 86 (8d10+34)
Fort +14, Ref +8 (+1 bonus vs. trample attacks), Will +10; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, hard to kill; Immune disease, fear
--------------------
Offense
--------------------
Speed 35 ft. (25 ft. in armor)
Melee +1 Legendary cold iron longsword +16/+11 (1d8+7/19-20) or
. . mwk cold iron morningstar +15/+10 (1d8+6)
Ranged mwk composite longbow +11/+6 (1d8+4/×3)
Special Attacks blood casting, bloodrage (20 rounds/day), channel positive energy 3/day (DC 17, 4d6), mythic power (7/day, surge +1d6), smite evil 3/day (+3 attack and AC, +8 damage)
Paladin Spell-Like Abilities (CL 8th; concentration +11)
. . At will—detect evil
Bloodrager (Steelblood) Spells Known (CL 8th; concentration +11)
. . 2nd (2/day)—bull's strength, resist energy, see invisibility
. . 1st (2/day)—blade lash[ACG], enlarge person (DC 14), expeditious retreat, long arm[ACG], shield
. . Bloodline Destined
Paladin (Oath against Fiends) Spells Prepared (CL 5th; concentration +8)
. . 2nd—litany of righteousness[UC] (DC 15), remove paralysis
. . 1st—divine favor (2)
--------------------
Statistics
--------------------
Str 23, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +8; CMB +15; CMD 27 (28 vs. overrun)
Feats Eschew Materials, Following Step[APG], Improved Initiative, Power Attack[M], Step Up, Step Up And Strike[APG], Weapon Focus (longsword)
Traits scholar of the great beyond, stolen fury
Skills Acrobatics -3 (-7 to jump), Climb +5, Diplomacy +14, Knowledge (planes) +11, Knowledge (religion) +12, Perception +11, Sense Motive +11, Survival +10, Swim +5
Languages Common, Dwarven
SQ amazing initiative, anchoring aura, armor training 1, blood deflection, certain strike, destined strike +4, fated bloodrager +2, indomitable stance, lay on hands 7/day (4d6), legendary item[MA], legendary power, legendary surge, mercies (fatigued, staggered), mythic bond, mythic smite[MA], returning, sudden attack[MA]
Combat Gear cold iron arrows (50), potion of cure moderate wounds (2), potion of darkvision (2); Other Gear +1 full plate, +1 heavy steel shield, +1 Legendary cold iron longsword, mwk cold iron morningstar, mwk composite longbow (+4 Str), amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, 29 gp
--------------------
Special Abilities
--------------------
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).
Anchoring Aura (DC 17) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Deflection (Su) Imm. act: sacrifice spell for defl. bonus to AC until start of next turn.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (20 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Certain Strike (1/rage) (Su) Reroll one attack before the results are revealed.
Destined Strike +4 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fated Bloodrager +2 (Sp) Gain luck bonus to AC and saving throws when raging
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Lay on Hands (4d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Mythic Smite (Su) Recover 1 smite w/mythic power, attacks vs. evil creatures bypass DR for rest of turn.
Paladin Channel Positive Energy 4d6 (3/day, DC 17) (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.
Returning (Same Plane) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can
Smite Evil (3/day) (Su) +3 to hit, +8 to damage, +3 deflection bonus to AC when used.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Step Up and Strike When a foe tries to move away, you can follow and make an attack.

Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6.

Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may als
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +2 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

At some point when I’m not on mobile, I’m gonna have to look over the Excel sheet I did my gear math on so I can see what I did wrong, cause I’ve never had this kind of math issue before.

I’ll adjust HP and skill points once I’m on a computer, plus finish tweaking the gear.


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

Okay, I've made all the changes. I took Mama's suggestions, and to answer her questions:

1) I put the point in Knowledge (planes). That's probably where I intended to put it, and may have just hit 1 instead of 2.

2) Divine Bond choice was weapon - I usually go with that.

3) No Bloodline mutations. I feel the Destined bloodline is generally strong enough without needing any.

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

All updated for you.

character sheet:

Kendren Nollt
Human bloodrager (steelblood) 8/paladin (oath against fiends) 8/gestalt 8/Champion 2 (Pathfinder RPG Advanced Class Guide 15, 85, Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (human)
Init +8; Senses Perception +11
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 27, touch 13, flat-footed 25 (+10 armor, +1 deflection, +2 Dex, +1 natural, +3 shield)
hp 86 (8d10+34)
Fort +14, Ref +8 (+1 bonus vs. trample attacks), Will +10; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, hard to kill; Immune disease, fear
--------------------
Offense
--------------------
Speed 35 ft. (25 ft. in armor)
Melee +1 Legendary cold iron longsword +16/+11 (1d8+7/19-20) or
. . mwk cold iron morningstar +15/+10 (1d8+6)
Ranged mwk composite longbow +11/+6 (1d8+4/×3)
Special Attacks blood casting, bloodrage (20 rounds/day), channel positive energy 3/day (DC 17, 4d6), mythic power (7/day, surge +1d6), smite evil 3/day (+3 attack and AC, +8 damage)
Paladin Spell-Like Abilities (CL 8th; concentration +11)
. . At will—detect evil
Bloodrager (Steelblood) Spells Known (CL 8th; concentration +11)
. . 2nd (2/day)—bull's strength, resist energy, see invisibility
. . 1st (2/day)—blade lash[ACG], enlarge person (DC 14), expeditious retreat, long arm[ACG], shield
. . Bloodline Destined
Paladin (Oath against Fiends) Spells Prepared (CL 5th; concentration +8)
. . 2nd—litany of righteousness[UC] (DC 15), remove paralysis
. . 1st—divine favor (2)
--------------------
Statistics
--------------------
Str 23, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +8; CMB +15; CMD 27 (28 vs. overrun)
Feats Eschew Materials, Following Step[APG], Improved Initiative, Power Attack[M], Step Up, Step Up And Strike[APG], Weapon Focus (longsword)
Traits scholar of the great beyond, stolen fury
Skills Acrobatics -3 (-7 to jump), Climb +5, Diplomacy +14, Knowledge (planes) +12, Knowledge (religion) +12, Perception +11, Sense Motive +11, Survival +10, Swim +5
Languages Common, Dwarven
SQ amazing initiative, anchoring aura, armor training 1, blood deflection, certain strike, destined strike +4, divine bond (weapon +2, 1/day), fated bloodrager +2, indomitable stance, lay on hands 7/day (4d6), legendary item[MA], legendary power, legendary surge, mercies (fatigued, staggered), mythic bond, mythic smite[MA], returning, sudden attack[MA]
Combat Gear cold iron arrows (50), potion of cure moderate wounds (2), potion of darkvision (2); Other Gear +1 full plate, +1 heavy steel shield, +1 Legendary cold iron longsword, mwk cold iron morningstar, mwk composite longbow (+4 Str), amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, 29 gp
--------------------
Special Abilities
--------------------
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).
Anchoring Aura (DC 17) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Deflection (Su) Imm. act: sacrifice spell for defl. bonus to AC until start of next turn.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (20 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Certain Strike (1/rage) (Su) Reroll one attack before the results are revealed.
Destined Strike +4 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 8 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fated Bloodrager +2 (Sp) Gain luck bonus to AC and saving throws when raging
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Lay on Hands (4d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Mythic Smite (Su) Recover 1 smite w/mythic power, attacks vs. evil creatures bypass DR for rest of turn.
Paladin Channel Positive Energy 4d6 (3/day, DC 17) (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.
Returning (Same Plane) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can
Smite Evil (3/day) (Su) +3 to hit, +8 to damage, +3 deflection bonus to AC when used.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Step Up and Strike When a foe tries to move away, you can follow and make an attack.

Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6.

Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may als
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +2 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.


Resources:
Corruption Resistance 1/1 | Minor Blessings (Good/War) 7/7 | BloodRage 16/21| Mythic 5/7 | Sacred Armor 8/8 | Sacred Weapon 6/8 | Fervor 8/8
HP 84/94 24 nonlethal| AC 22 (27 Iron Skin) | T 11 | FF 22 | CMD 23 | Fort +12 | Ref +3 | Will +14 | Init +3 | Perc +2
Active:
Defending Bone 5/40 Iron Skin 8 +5 AC minutes

Working from home today so I can actually move myself on the map.


As is to be expected with the time of year, posting tends to drop, and I don't mind. We will continue at whatever pace is convenient till after New Years.

For Christmas pick a potion of up to 2nd level to have in your stocking.


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

Thanks Buzz! I'll take Invis..


Resources:
Corruption Resistance 1/1 | Minor Blessings (Good/War) 7/7 | BloodRage 16/21| Mythic 5/7 | Sacred Armor 8/8 | Sacred Weapon 6/8 | Fervor 8/8
HP 84/94 24 nonlethal| AC 22 (27 Iron Skin) | T 11 | FF 22 | CMD 23 | Fort +12 | Ref +3 | Will +14 | Init +3 | Perc +2
Active:
Defending Bone 5/40 Iron Skin 8 +5 AC minutes

Godwin will take Protection from Arrows

Happy new Year to all as it starts to come around for people! Hope your 2018 was great and may your 2019 be even better.


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

I think I'll grab an Invis, as well. Might help with all that clanky, shiny armor :).

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

I found a potion of cure moderate wounds in my stocking.


Got an open spot in a Serpent Skull game. The frontline barbarian had to run along due to that pesky life thing.

Would need some sort of replacement front liner.

(some players from here are already in the game).


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

Now that we've had our first, "Get our asses handed to us moment", I would like to address the group. In regular games most fights start with assessing the situation before pulling out the big guns. That's not the case in mythic. It took them 2 rounds to obliterate us, so you have to go into a fight maxed out every time and if you run out of resources you rest. There can't be any trying to save stuff. This includes spending you mythic points, which I haven't seen much of, and using any and all special abilities at a start of a fight not waiting till we are in deep dodo before trying to do so.

Also in the future try to focus on obvious leaders and let me handle the little stuff. We are attacking the lackeys that are slowed while getting demolished by the main guy.. I will handle the lackeys with CC till the boss is dead.


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

I chose to start by attacking a lackey because I had to go through the minotaurs in order to get to the boss - being in the circle of pain where the minotaurs get flanking probably would have killed me quicker.

The traitor depriving us of archery support probably didn't help against him, either.


I think I'm going to hit a reset button here, and you were all Dimdoored out of the fortress to your armor. Nobody is dead, just a few of you are down.

I would take Nuala's comments to heart. Mythic is a strange beast where the normal fare of rocket tag present in high level PF manifests much sooner.

Nuala pointed out that I did close to 200 HP damage in a round. You folks are capable of 300+ in a round without trouble, so you sort of have to expect things to be messy. Worry about defenses. Don't hold back unless you're sure you're just fighting mooks.

If someone has different, better equipment, you might want to consider them a threat.

I'd note that most of the encounters here I built for a party of six (as you level, it will get a lot worse since the party went to 7, with an insane buffing bard). You're getting the stuff my face to face game had to deal with.

In the near future mythic breath of life will be available, which makes death really rare. I'll have to check when you are supposed to level, as you are mighty close to that.


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

Oh. I did not realize you were using encounters built for a party of six. That changes things greatly, then. Everyone, get ready for lots of 15 minute adventuring days. Well, 8 minute adventuring days. Divine bond can only be used once per day right now, and then it lasts for my level in minutes.


If you're counting on divine bond as a large portion of your functionality, you're doing it wrong.


As we are pausing anyway, it's a good time to level up.


Resources:
Corruption Resistance 1/1 | Minor Blessings (Good/War) 7/7 | BloodRage 16/21| Mythic 5/7 | Sacred Armor 8/8 | Sacred Weapon 6/8 | Fervor 8/8
HP 84/94 24 nonlethal| AC 22 (27 Iron Skin) | T 11 | FF 22 | CMD 23 | Fort +12 | Ref +3 | Will +14 | Init +3 | Perc +2
Active:
Defending Bone 5/40 Iron Skin 8 +5 AC minutes

Sick kid has me thrown for a loop. Will probably be able to post again Wednesday.


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

So we should be 9th level then? I feel like we just leveled. Perhaps that was another game.


You level once soon after entering the fortress and then again when you start exploring the dungeon. I may have waited a bit long after entering the fortress, so these are a bit close together.


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

I'm not - I'm mainly counting on smite and bloodrage. However, divine bond does add a nice bit of punch, since I can use it to add the holy enhancement to my weapon. Regardless, I can use it twice a day now, since we leveled up to 9.

HP: 6 (1/2 max +1) + 2 = 8
BAB: +1
Saves: Ref +1
FCB: +1 round of bloodrage

Skills: 4 + 1 Int + 1 Human = 6
Diplomacy +1
Knowledge (planes) +1
Knowledge (religion) +1
Perception +1
Sense Motive +1
Survival +1

Feat:

Paladin Abilities
Holy Vessel - Apply Divine bond to armor or shield, in addition to weapon
Spells - +1 1st level spell/day

Bloodrager Abilities
+3 rounds of bloodrage
Bloodline feat - Lightning Reflexes
Spells - +1 1st level spell/day, +1 1st level spell known (true strike)
EDIT: Forgot, I now have armor training 2. Still need to choose a feat.


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

Might wanna consider Raging Vitality to keep u from dieing with rage drop in the future. +1 fort and 9 hp is a nice bonus as well..


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

I don't have a 15 Con - only 14. I thought about using my Bloodline feat on Endurance so I could take Diehard and get a similar effect (without the Con boost), but decided Lightning Reflexes was more useful. I might make my next Mythic Ability Boost Con, though, so I can grab Raging Vitality.

Right now I'm leaning towards Arcane Strike as a prerequisite for Blooded Arcane Strike, which gives me the benefits of Arcane Strike when raging without taking a swift action to use it. Arcane Strike is also the prerequisite for Riving Strike, which gives the target a -2 penalty on saves against spells and spell-like abilities.


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

The bard thats not a bard is ready.

HP +9
Reflex +1

Feat: I would love to take Greater Spell Pen, but I feel I need to take Quicken Channel with the damage being thrown around. This will give her a standard, swift, and move action per round if needed.

5th level spells in both classes..

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

Leveled up and well rested now. Contemplating why we are here in the first place, maybe we can just buy one of those sword things we're looking for. Maybe check out the local junk yards and see if we can find one.

I think I deserve a bonus feat Play Dead as I'm already an experienced expert in it.

Thinking we are going to need to clear up the top level first before venturing back down into that scary dungeon. Going to have to break out the chalk and start marking which rooms we've looked in already so we can keep track of what we missed.


The encounter which caused you grief was from the upstairs.

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I am the Fighter/Inquisitor

Crunch:
Frederick
Male human (Ulfen) fighter 7/inquisitor of Sarenrae 7/gestalt 7/Champion 2 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +11; Senses Perception +3
--------------------
Defense
--------------------
AC 31, touch 14, flat-footed 28 (+14 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural, +2 shield)
hp 77 (7d10+31)
Fort +12, Ref +6, Will +10 (+2 vs. fear)
Defensive Abilities hard to kill; Immune inhaled poison
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine scimitar +15/+10 (1d6+8/18-20)
Special Attacks bane (7 rounds/day), judgment 3/day, mythic power (7/day, surge +1d6), weapon training (heavy blades +1)
Domain Spell-Like Abilities (CL 7th; concentration +10)
. . 6/day—rebuke death (1d4+3)
Inquisitor Spell-Like Abilities (CL 7th; concentration +10)
. . At will—detect alignment, discern lies (7 rounds/day)
Inquisitor Spells Known (CL 7th; concentration +10)
. . 3rd (2/day)—cure serious wounds, dispel magic
. . 2nd (4/day)—align weapon, cure moderate wounds, lesser restoration, see invisibility
. . 1st (5/day)—bless, cure light wounds, detect evil, magic weapon, shield of faith
. . 0 (at will)—create water, detect magic, light, read magic, resistance, stabilize
. . Domain Healing
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 16, Int 10, Wis 16, Cha 10
Base Atk +7; CMB +11; CMD 25 (32 vs. disarm, 32 vs. grapple)
Feats Advanced Armor Training, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Lookout[APG], Power Attack[M], Shield Wall[APG], Spell Penetration, Weapon Focus (scimitar)[M], Weapon Specialization (scimitar)
Traits flame of the dawnflower, stolen fury
Skills Acrobatics -4 (-8 to jump), Intimidate +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (local) +7, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +10, Sense Motive +6, Spellcraft +10
Languages Common, Skald
SQ amazing initiative, armor training 2, extra mythic feat[MA], fleet charge[MA], healer's blessing, monster lore +3, mythic sustenance[MA], solo tactics, stern gaze +3, track +3
Other Gear full plate, heavy steel shield, +1 adamantine scimitar, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, ring of protection +1, bedroll, belt pouch, belt pouch, belt pouch, flint and steel, grappling hook, hemp rope (50 ft.), large tent[APG], masterwork backpack[APG], silver holy symbol of Sarenrae, spell component pouch, trail rations (7), waterskin (2), whetstone, 4,842 gp, 3 sp, 8 cp
--------------------
Special Abilities
--------------------
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).
Armor Specialization +5 (Full plate) (Ex) Increase armor bonus of chosen armor.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bane (+2 / 2d6, 7 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (7 rounds/day) (Sp) Discern Lies at will
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Healer's Blessing (Su) Your cure spells are empowered for free.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Inquisitor Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +3 Add the listed bonus to Survival checks made to track.
Weapon Focus [Mythic, Scimitar] 1 MP: As a swift action, add half tier to attack with selected weapon.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

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Given the site issues, drbuzzard, I don't think anyone would begrudge you picking later than you intended to.


drbuzzard wrote:
Sorry about the delay. I'll have picks posted today.

It's really hard to complain about delays on an individual's part when the forums are acting like this. Good luck everyone!


OK, here's the party.

Nuala Sataleeti (preselected)
Frederick Von Stupp (preselected)

Godwin Solace
Rayne Blood-Tusk

Thanks for all the submissions. Some were plenty enough impressive that I was worried I could challenge them.

I will keep people in mind who have submitted if people drop off the posting requirements (or drop for another reason).

Selected folk should report to discussion and dot into gameplay.


Thanks for the consideration and have a great adventure!


Thanks for the consideration! Happy gaming!


Good luck guys!

Grand Lodge

testing


We lost a player. Who's still interested? I'd just as soon go with someone who is already ready.

Current level is 8/2 (level/mythic tier)


front line melee


Always interested here. What's the lost character's role?


Okay. Give me an hour or so I can have something together. Otherwise same rules as previous page?


Yes, but level/tier 8/2
For fair warning I'm not a big fan of pet classes.


Oh man. I really wanted in that game when recruitment first opened, sadly my sbumission was not considered.
I'd do something new, but if it's a race about who provides a full char the fastest, I'll probably loose. One hour is a tough call.


Not a race. I'm going to pick what I like, and give it a day.


No sweat, planning Paladin and Bard, because of course. Marshal Path.

Sheet
In progress.


Still interested from the original recruitment. I'll get the character leveled up to 8.


Character is leveled up and ready. Also fixed a few errors I missed the first time around.


I’m interested. Magus/[something]/Archmage, I think. Maybe Dual Path with Champion or Guardian.


Working on a Kitsune Sorcerer/Spirit Guide Oracle/Archmage. If you are against the double life oracle I will go a different route with the Oracle side.

EDIT

Rules Question:
I browsed forums on this one, and things are a bit sketchy.

A kitsune with eschew materials and a ring of eloquence would be able to cast spells with verbal and material components while in fox shape.
Because they are a fox-like creature already and fox-shape can be an alternate racial ability, would they have the capability to use somatic components since they are extremely familiar with the form?

The end result of the forums I read was essentially "This is GM fiat due to the nebulous way the rules approach somatic components with non-standard handed creatures."


Just chiming in as one of the players. Don't forget that we need another front line melee Jagael. DOn't want you to put in a lot of work for something that doesn't fit the game!


I've updated my previous submission to level 8 (this character's profile). She's a Monk/Cleric with a mount from her Animal domain -- I see you don't really like pets, but my intention was for them to be mostly joined at the hip, which might make it a little more palatable? Her wolf is basically an extension of her, and a sign of Erastil's trust in her. I would play her as a sort of Green Knight, like a ranger.


Ah, somehow missed the "front line/melee" comment earlier. SO...going a completely different direction.


Can two hybrid classes that share a parent be gestalted? I'm thinking Brawler/Swashbuckler.


Yes, I don't consider hybrids anything but classes.

Grand Lodge

Deleted previous post, was responding to the Sorc. build.


I imagine it could be with some well thought out shenanigans.


Your party lacks a paladin, which is rare in wotr. But I play paladins all the time. I'd rather do CG for once :)


Funny thing is, when I chose the party, I could have sworn I had picked a paladin, but once it got started I noticed I didn't. CRS gets us all.


What wealth should we expect?


WBL for 7th.


There are still a few minor crunch things to figure out with this fellow, but I think the important elements are in place. Still deliberating on one of the standard feats and unsure about the legendary item path ability.

Clicking on Niktu's name under the spoiler will take you to his character sheet.

Niktu Statblock:
Niktu, M Human (Mwangi)
Battle Dancer Brawler8/Swashbuckler8/Guardian2
Init 16, HP 78/78, Speed 30
AC 37, Touch 28, Flat-footed 19, CMD 35, Fort 9, Ref 14, Will 7, CMB +7/+2, Base Attack Bonus +8/+3
Unarmed Strike +15/+10 (1d10-1, x2)
+1 Waveblade +18/+13 or +16/+16/+11/+11 (1d8+19, 15-20x3)
+3 Chain Shirt, +1 Buckler (+7 Armor, +2 Shield, +7 Dex, +11 Dodge*)
Abilities Str 8, Dex 24, Con 14, Int 12, Wis 10, Cha 18
*Dodge +1, Nimble +2, Fighting Defensively +3, Crane Style Line +5 for a -1 to hit*
Feats:
Crane Style**, Crane Riposte**, Crane Wing**, Combat Reflexes, Dodge, Greater Weapon Focus (Waveblade)**, Improved Critical (Swashbuckler piercing weapons)**, Improved Initiative, Improved Unarmed Strike**, Mythic Improved Critical (Waveblade)**, Slashing Grace, Weapon Finesse**, Weapon Focus (Waveblade), Weapon Specialization (Waveblade)**

**denotes bonus or class granted feat

Backstory:
Niktu was raised in Sargava. Trained by his people in their fighting dance, Niktu was ready to bring the fight to the Chelaxian overlords. A failed uprising landed him as a slave on a transport to Cheliax. The next few years moved Niktu further and further north, changing owners until he was freed by a cleric of Sheylyn. The cleric was en route to the Worldwound, and with nothing else in his life Niktu followed. With his old life gone, he devoted himself to the cause of the Worldwound crusades.


Whoops, have to adjust my equipment back down to level 7!


This is Ouachitonian, submitting Lysander, Kensai Magus/Urban Bloodrager, Dual Path Archmage/Champion. I'll admit to not being a huge fan of prepared casters, so he's built to use Broad Study and Spellstrike with his Bloodrager spells, which are heavily slanted to blasting. This means he's a bit of an odd magus build in that because I'm mostly using spontaneous casting, I won't be heavily relying on Metamagic. No Magical Lineage Intensified Shocking Grasp here. I think it'll be fun, though. I did build him to be heavily reliant on pumping Dex, adding it to AC, Initiative, Attack and Damage through the magic of Mythic Weapon Finesse. With Reduce Person and Urban Bloodrage, he'll have a Dex north of 30 right out of the gate.


Here's Zorblag's completely revamped Tinnath Lyhorne. She's now a Weapon Master Fighter/ Empiricist Investigator who's still dual wielding Falcatas, but is now dex based rather than str. She'll now also contribute much more in the way of skills to the party, at the cost of no more druid spells (but let's be honest, they were mostly going to self buff anyhow which is what the extracts will do in this build.) I'd still need to fill in a bit on her character sheet for powers and choose her investigator formulae if I was chosen, but the design work is done and all there, and I want to make sure I submit this in a timely manner.

Let me know if you have any questions, and thanks again for any consideration!


Levan Bly
Paladin / Bard / Marshal

Background:
Levan is a Paladin of the crusade, an inspiration to fellow soldiers and a beacon of good and kindness that never seems to lose his smile even in the toughest of situations. He was born a child of the crusade, parents crusaders until their end and he followed in their footsteps without a second thought. There was never any other path in his mind. He schooled both as a Paladin and orator, following the Empyreal Lord Ragathiel rather than Iomedae or any of the other common faiths of the front line. He seeks out the crusader life not only to banish evil from the plane, but also to save those whom he may, for the worship of Ragathiel is not simply about anger and destruction, but also for finding hearts from even the cruelest origins which may know redemption.

These days, he is a mighty shield and a passionate sword, but moreover is a staunch ally and supporter of his fellow crusader, ensuring that none perish under his watch.


I have a pretty good idea of my char, but I won't make it today. We have a big family party...
(sorry for posting in the gameplay thread :))

Grand Lodge

@ScorchedOne On Levan Bly I assumed you meant to list an amulet of natural armor +1 to get the natural armor bonus. You don't list any Paladin spells. How are you getting the 4B and 8B Weapon Specialization feats? How are you bypassing the Fighter requirement?

Edit: Did you go Tempered Champion for the fighter feats (that would explain the lack of spells and the bonus feats)? If so, where is your second Weapon Focus to justify the second Weapon Specialization?

Can you break down the Attack Bonus on that sword, I think it should be +16/+11. +8 BAB +5 Str +2 weapon focus +1 enhancement bonus.

CMB/CMD add +1 from the Str. belt
Touch AC should be 11 (only +1 natural)


Mama Mana wrote:
@ScorchedOne On Levan Bly I assumed you meant to list an amulet of natural armor +1 to get the natural armor bonus. You don't list any Paladin spells. How are you getting the 4B and 8B Weapon Specialization feats? How are you bypassing the Fighter requirement?

Tempered Champion Archetype Paladin, Arcane Duelist Archetype Bard. Didn't want the hassle of the abounding number of low level spells I'd have with both classes. Trade spellcasting for a bonus feat every 4 levels, paladin levels count for fighter. And as to the amulet, yes, it just wouldn't fit nicely in that line. It's an amulet of natural armor +1 and a ring of protection +1. I still have ~2.7k to spend, mostly on more mundane gear.

Grand Lodge

You were posting as I was editing. Ring of Prot. explains the Touch AC, then normal AC needs that +1 deflection too. I still don't get the second Weapon Spec. and the higher weapon attack bonus.


Mama Mana wrote:

@ScorchedOne On Levan Bly I assumed you meant to list an amulet of natural armor +1 to get the natural armor bonus. You don't list any Paladin spells. How are you getting the 4B and 8B Weapon Specialization feats? How are you bypassing the Fighter requirement?

Edit: Did you go Tempered Champion for the fighter feats (that would explain the lack of spells and the bonus feats)? If so, where is your second Weapon Focus to justify the second Weapon Specialization?

Can you break down the Attack Bonus on that sword, I think it should be +16/+11. +8 BAB +5 Str +2 weapon focus +1 enhancement bonus.

Second weapon spec should have been Greater Weapon Focus, and the extra +2 is from the mythic feat version.

So it winds up being: +8 BAB, +5 Str, +1 Weapon, +1 Weapon Focus, +1 Gr. Weapon Focus, +2 Mythic Weapon Focus.


OK, finished up the Investigator formulae, bought some potions (to use with alchemical allocation,) and got most of the interesting powers and abilities in that spoiler tab. Other than mundane gear (probably an investigator's kit,) Tinnath is ready to start at any time if selected.

Good luck to everyone with this round of submissions!


I'm going to go with
Kendren Nollt (paladin/bloodrager)

Thanks for all the submissions


My best to he who got in.


Congratulations and enjoy the adventure!


Thank you for the selection! I’ll post into Discussion now.


OK, we lost another player.

If one of you still has a character ready (well you have to level to gestalt 9-tier 2) pipe up. Play will resume on Monday. It's another frontliner that needs to be replaced.


May I apply?


You're welcome to, though I'm going to be pretty much first come first serve as I don't want to take much time.

Some hints for applications:
I don't like pets.

Not fond of shapechangers since they enable breaking the game more than I want it broken.

Some odd angle which can completely nerf an encounter will not be looked upon kindly since the rest of the party might actually want to do something in combat.

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