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) 8 | AC 26, T 11, FF 25 | HP 68/68| Fort +12, Ref +6, Will +12 Immune charm, disease, fear| Init +0 | Perception +10 | 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) 8 | AC 26, T 11, FF 25 | HP 68/68| Fort +12, Ref +6, Will +12 Immune charm, disease, fear| Init +0 | Perception +10 | 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) 8 | AC 26, T 11, FF 25 | HP 68/68| Fort +12, Ref +6, Will +12 Immune charm, disease, fear| Init +0 | Perception +10 | 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) 8 | AC 26, T 11, FF 25 | HP 68/68| Fort +12, Ref +6, Will +12 Immune charm, disease, fear| Init +0 | Perception +10 | 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) 8 | AC 26, T 11, FF 25 | HP 68/68| Fort +12, Ref +6, Will +12 Immune charm, disease, fear| Init +0 | Perception +10 | 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) 8 | AC 26, T 11, FF 25 | HP 68/68| Fort +12, Ref +6, Will +12 Immune charm, disease, fear| Init +0 | Perception +10 | 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) 8 | AC 26, T 11, FF 25 | HP 68/68| Fort +12, Ref +6, Will +12 Immune charm, disease, fear| Init +0 | Perception +10 | 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) 8 | AC 26, T 11, FF 25 | HP 68/68| Fort +12, Ref +6, Will +12 Immune charm, disease, fear| Init +0 | Perception +10 | 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) 8 | AC 26, T 11, FF 25 | HP 68/68| Fort +12, Ref +6, Will +12 Immune charm, disease, fear| Init +0 | Perception +10 | 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) 8 | AC 26, T 11, FF 25 | HP 68/68| Fort +12, Ref +6, Will +12 Immune charm, disease, fear| Init +0 | Perception +10 | 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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