Claire Calloway |
Sorry, both my kids are still sick, husband's sick, and I'm sick now. Not a good week. I'll post when I can.
Thanks.
Fredric Fulk |
I hope you all get well again soon. Take care.
Davok Scarred-Sight |
3 people marked this as a favorite. |
Sorry, both my kids are still sick, husband's sick, and I'm sick now. Not a good week. I'll post when I can.
If we were neighbors I'd cook you a dinner (and then thrust it into your hands at your door and run away so you didn't get me sick.)
Feel better soon!
Claire Calloway |
2 people marked this as a favorite. |
Claire Calloway wrote:Sorry, both my kids are still sick, husband's sick, and I'm sick now. Not a good week. I'll post when I can.If we were neighbors I'd cook you a dinner (and then thrust it into your hands at your door and run away so you didn't get me sick.)
Feel better soon!
Hahaha! I accept your imaginary dinner with enthusiasm!
Davok Scarred-Sight |
Does Draghis want to take the new scrolls? She doesn't need a check to use them and they might come in handy down the road.
Sure, but keep one of each for yourself since we know Draghis is going to get benched for a bit. Draghis will take two of each.
And who doesn't have many potions in their inventory? Take the healing potions!
Davok has one clw and one cmw. I don't really know the spread of potions among people, and I can't access the loot document from work. Feel free to just tell people that they have the potions in their inventory, now. :)
Kaeldron |
Nice!
My lvl5 will be Furious Focus for my feat, and my shield will become 1d8 (bashing) 2d6 (piercing)
For divine bond will pick Weapon (as oath of the crusade means that I can use it for Outsider Bane)
Fredric Fulk |
I'm looking at weapon of the chosen and divine bond for Fredric's weapon.
Sariel Daore |
I'll post this now while I can. Assuming Sariel survives...
FCB: +1 skill point
HP +7
BAB +1
Skills (3): Acrobatics, Disable Device, Escape Artist
Background skills (2): Handle Animal, Sleight of Hand
Feat: Skill Focus (Disable Device)
Divine Bond (ranged weapon): can add the distance, returning, or seeking special abilities, but not defending or disruption.
Fredric Fulk |
1 person marked this as a favorite. |
@Kaeldron:
While "enjoy" may or may not be the apt term, I hope your next few weeks aren't entirely woeful. Take care.
Davok Scarred-Sight |
1 person marked this as a favorite. |
Story wounds are fine if you’d like Kaeldron out of action
This is all just an elaborate plot to get Kaeldron alone with Draghis. I see this now.
(See you soon, Kaeldron!)
Claire Calloway |
1 person marked this as a favorite. |
Kaeldron wrote:Story wounds are fine if you’d like Kaeldron out of actionThis is all just an elaborate plot to get Kaeldron alone with Draghis. I see this now.
Don't worry. Claire's onto them!
Sariel Daore |
I miscalculated damage on my smite! That first arrow should be 21 damage. If she's an evil outsider, that goes up to 25 damage. The second looks like a miss so it doesn't matter.
GM Kevin O'Rourke |
3 people marked this as a favorite. |
*cries as he reads combat tactics...*
"doesn’t bother using spells with saving throws against paladins."
...so many good spells... she probably thinks Claire is a swashbuckler or rogue to be honest. Sariel seems like a ranger, everyone else though... I mean they could be pious fighters? If you guys had done several raids into this place she'd be better informed.
Fredric Fulk |
And casters can be arrogant.
"Of course *my* magic can break even paladin! MUHAHAHAHA!"
Davok Scarred-Sight |
2 people marked this as a favorite. |
An idea. Every character “needs” cloaks of Resistance, amulets of natural armor, and rings of protection. As we are all paladins, our “need” is equal.
So, when they drop we rolls a dice.
1: Claire
2: Davok
3: Frederic
4: Kaeldron
5: SarielWhen someone has it then if the roll lands on them add 1, which if it is a 5 then counts as 1.
No discussion is then needed for who gets what on the common items everyone wants. Game keeps flowing. The next best thing to ABP for not having to worry about those common items.
1d5 ⇒ 1
Claire and Davok each have a cloak of resistance. Enjoy your +2 cloak, Frederic!
Davok Scarred-Sight |
1d5 ⇒ 2
Oh, and it looks like the amulet is mine.
Fredric Fulk |
Fredric may not hit often, but the Abyss will have a hard time killing him. Or any of us! :D
Davok Scarred-Sight |
"I have no experience handling strange rods."
Davok looks at the others.
"Do any among you have experience with another's rod?"
I apologize from the bottom of my hear that I wasn't strong enough to resist this.
Fredric Fulk |
1 person marked this as a favorite. |
You should feel bad.
But it was still amusing. ;)
I edited Fredric's post. IC because he's pretty impatient and OOC to move things along. If someone seriously wants to speak up, I'm all for that IC or OOC.
Fredric Fulk |
Oh, wow.
I'm looking forward to this fight!
Kaeldron |
2 people marked this as a favorite. |
I’m back! Kinda! Still in Fort Polk, just got my phone. But still in the woods and no charger until tomorrow night.
Training was so bad that one of my best times was getting tear gassed while eating lunch. JRTC is Hell. But I’m back! Catching up and leveling up
Kaeldron |
Lvl5:
HP: +8
BaB: +1
Saves: +0
Feat; Furious Focus
Divine Bond:
“The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. ”
Oath of the Crusade
“At 5th level, the paladin adds evil outsider bane to the list of weapon special abilities that can be added to her weapon and removes f laming from the list.
This ability alters divine bond.”
Fredric Fulk |
@Kaeldron: I may have laughed out loud. But I'm glad you're getting near the end.
@Sariel: The delicious understatement!
Level 5 Oath of Vengeance Paladin
54 HP (44+10)
BAB +1
Skills:
Intimidate, Knowledge History, Knowledge Religion, Sense Motive
Feat: Weapon Focus (Bastard Sword) - prequisite for Weapon of the Chosen
Class Features: Divine Bond
Weapon. Definitely weapon.
Spells:
2 x 1st level
GM Kevin O'Rourke |
3 people marked this as a favorite. |
End of Book One. Time for a bit of down time...
...but you guys just gained you first mythic tier and hit level six... the shiny template is gone however!
Also your traits kind of mutate becoming more powerful!
@Fredric
Stolen Fury
The PC gains a +2 trait bonus on Fortitude saves. By expending one use of mythic power as a swift action, she can ignore a single demon’s damage reduction for 1 minute, and increases the critical multiplier of any weapon she wields against that demon by 1.
@Sariel
Child of the Crusades
The PC gains a +2 trait bonus on Will saves. Whenever he successfully aves against a mind-affecting effect from a demon, as an immediate action the PC can expend one use of mythic power to cause the demon to become staggered for a number of rounds equal to the PC’s mythic tier. The demon can reduce this effect to 1 round by making a successful Will save (DC = 10 + the PCs’ mythic tier + the PC’s Charisma modifier).
@Kaeldron
Exposed to Awfulness: The PC gains +3 hit points per level. When she is reduced to negative hit points by an attack or effect from a demon, as an immediate action the PC can expend one use of mythic power to heal damage equal to 2d6 + twice her mythic tier. This healing occurs
after the damage is done—if the damage is enough to kill the PC, she cannot activate this ability.
@Davok, Claire
Touched by Divinity: The PC can select a second domain granted by his affiliated deity. He can use the 1st-level spells of both domains as spell-like abilities a number of times per day each equal to his mythic tier. By expending one use of mythic power, he may use any of these two domains’ spells as a spell-like ability, but may only use spells of a level equal to or less than his mythic tier.
Davok Scarred-Sight |
End of Book One. Time for a bit of down time...
...but you guys just gained you first mythic tier and hit level six... the shiny template is gone however!
Also your traits kind of mutate becoming more powerful!
Whoo!
Kaeldron |
Wooo! Loads of Hp!
Paladin 6
Lvl 6:
HP: +8
Saves: +1 All
BaB: +1 (Iterative attack!)
Skills: +2
Paladin Mercy: Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice)
Channeling: 1d6->2d6
Mythic 1
Mythic Trait: +18 HP
Mythic Guardian: +5 HP
Mythic Ability: Sudden Block (As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally’s AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.)
Mythic Feat: Dual Path Champion (Fleet Charge (As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.)
Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
———-
In total: +31HP!
In addition Kaeldron and adjacent allies can make the enemies reroll particularly nasty hits. For example: a demon with a scythe crits Claire. If Kaeldron is next to her then she gets +1 AC, the demon has to roll again, and one of us gets a free attack.
Dual Path is taken for more tactical flexibility. Guardian is too much defense, so the dual path is needed to make Kaeldron into anything but a punching bag.
GM Kevin O'Rourke |
1 person marked this as a favorite. |
@Kaeldron wheres the reroll ability coming from. I don't doubt you just not sure. Pathfinder builds are complicated without adding the mythical sauce!
@All "Legendary Item (Ex)
You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact"
This is great with the upgradable ability! With enough money a tier 1 character can upgrade their legendary item in eight hours... other restrictions matter a lot less. 100k+8 Hours and you can make your legendary weapon a +10 item.
@Claire Although legendary would be great with radiance it'll auto upgrade at certain milestones anyway so upgradable isn't too needed I admit.
Kaeldron |
1 person marked this as a favorite. |
“Mythic Ability: Sudden Block (As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally’s AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.) ”
So, as I read it. You post:
Bad Guy attacks me: 20 + 8 = 28
Confirm: 20 + 8 = 28
Scythe Damage: 8d4 + 48 ⇒ (2, 3, 3, 1, 3, 3, 2, 4) + 48 = 69
That’s be bad. So I use Sudden Block. This pushes my AC up to 20 and makes the bad guy roll again, picking the worst of the attack rolls.
Bad Guy: 1d20 + 8 ⇒ (11) + 8 = 19
So he misses. And the mythic ability furthermore let’s me get in a counter attack.
——
Mostly, though, I like how it is insurance against really nasty hits.
Claire Calloway |
Oooh! Exciting!
I'll work on my level up and everything tomorrow.
Sariel Daore |
Level 6 Paladin:
FCB +1 skill point
HP +7
Skills (3): Acrobatics +2, Disable Device +1
Background skills (2): Sleight of Hand +1, Linguistics +1 (Infernal)
Distant Mercy: At 6th level, a divine hunter can expend two uses of her lay on hand ability to use her lay on hands ability on a target within 5 feet per paladin level. Distant mercy has no effect on creatures harmed by positive energy, such as undead. This ability replaces the paladin’s 6th-level mercy.
Mythic (Champion) Rank 1
Bonus HP: 5
Hard to Kill
Mythic Feat (Extra Mythic Power)
Mythic Power 7/day
Surge 1d6
Champion's Strike (Distant Barrage): as a swift action, use 1 power for tanged att (+1 bonus, ignore cover/conceal and bypass all DR).
Path Ability (Impossible Speed): base speed increases 30ft, and spend 1 power to increase speed by 10 ft/tier for 1 hour.
Divine Hunter
Male azata-blooded aasimar (musetouched) paladin (divine hunter, tempered champion) 6/Champion 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 62, Weapon Master's Handbook 7)
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 51 (6d10+11)
Fort +9, Ref +10, Will +8
Defensive Abilities hard to kill; Immune disease; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 60 ft.
Melee bardiche +6/+1 (1d10/19-20) or
. . dagger +6/+1 (1d4/19-20) or
. . dagger +6/+1 (1d4/19-20) or
. . spiked gauntlet +6/+1 (1d4) or
. . unarmed strike +6/+1 (1d3 nonlethal)
Ranged longbow +9/+9/+4 (1d8+5/×3) or
. . mwk longbow +10/+10/+5 (1d8+5/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks channel positive energy 3/day (DC 16, 3d6), mythic power (7/day, surge +1d6), smite evil 2/day (+3 attack and AC, +6 damage)
Spell-Like Abilities (CL 6th; concentration +9)
. . 1/day—glitterdust (DC 15)
Paladin Spell-Like Abilities (CL 6th; concentration +9)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 10, Dex 21, Con 13, Int 10, Wis 10, Cha 16
Base Atk +6; CMB +6; CMD 21
Feats Deadly Aim, Extra Mythic Power[M], Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Disable Device), Weapon Focus (longbow)
Traits child of the crusades, reckless, vagabond child (urban)
Skills Acrobatics +13 (+25 to jump), Appraise +1, Diplomacy +10, Disable Device +17, Escape Artist +6, Handle Animal +7, Knowledge (nobility) +5, Knowledge (religion) +4, Linguistics +2, Ride +8, Sleight of Hand +10, Stealth +5; Racial Modifiers +2 Diplomacy
Languages Abyssal, Celestial, Common, Infernal
SQ distant barrage[MA], distant mercy (30 feet), divine bond, divine bond, divine weapon specialization, impossible speed[MA], lay on hands 6/day (3d6), mercy (sickened), shared precision
Combat Gear cold iron arrows (50); Other Gear mwk chain shirt, studded leather, arrows (20), bardiche[APG], blunt arrows[APG] (20), dagger, dagger, longbow, mwk longbow, spiked gauntlet, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Erastil)[UE], mess kit[UE], pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, wooden holy symbol of Erastil, 19 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+1 bonus, ignore cover/conceal & bypass all DR).
Distant Mercy (30 feet) (Sp) Use 2 lay on hands to heal an ally within the listed range.
Divine Bond (Su) Expend a lay on hands usage to activate your divine bond
Divine Bond +1 (6 minutes) (Su) Add bonus/properties to ranged weapon. Add distance/reliable/seeking to list.
Divine Weapon Specialization (Ex) Gain increased weapon damage with deity's favored weapon, as Sacred Weapon.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Disease You are immune to diseases.
Impossible Speed (+10 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Lay on Hands (3d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 3d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shared Precision (Su) When hit foe with ranged attack, all allies in 10 ft gain Precise Shot vs. that foe.
Smite Evil (2/day) (Su) +3 to hit, +6 to damage, +3 deflection bonus to AC when used.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Claire Calloway |
So, I just realized my trait says you pick a domain and get its spell, not its domain power. For some reason I thought it was domain power and had 'elysium's call' down as my ability. Which is wrong! Haha. Correcting it now.
Her two domains are charm (love) and good. That grants her charm person and protection from evil as a spell-like ability once per day each.
I'll finish her levelling soon.
Claire Calloway |
Paladin
+8 hp
+1 BAB
+1 Fort, Reflex, Will
+1 rank in Diplomacy, Spellcraft, UMD
+1 rank in profession (bartender, painter)
+1 Acid resistance
Mercy: haunted
Mythic Tier 1: Hierophant
+4 hp
Mythic Feat: Extra Mythic Power (+2)
Hard to Kill
Mythic Power
Surge
Divine Surge: Inspired Spell (lets her spontaneously cast any spell from the paladin spell list without using a spell slot at +2 CL)
Path Ability... Tough decision! I'm going with Alter Channel. This lets her mess with an enemies attempts to channel energy by making it either affect the opposite kind of targets (undead or living), or change whether it heals or harms, but not both. Channeled energy that has been changed in this way heals or deals half the normal amount of damage. If our enemies ever channel energy let me know!
Full details for all new abilities are in my profile
Kaeldron |
Interesting choice! I'm really enjoying seeing what people choose for their mythic powers.
Fredric Fulk |
Level 6 Oath of Vengeance Paladin / Tier 1 Champion
69 HP (54+10+5)
BAB +1 to +6/+1
Fort +1
Ref +1
Will +1
Skills:
Intimidate +2, Knowledge Religion, Sense Motive
Class Features: Mercy
Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
Spells:
Still 2 x 1st level
Tier 1 Abilities:
Hard to kill, mythic power, surge +1d6
Champion's Strike:
Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Mythic Feat:
Power Attack (Mythic)
Your attacks are truly devastating.
Prerequisite(s): Power Attack.
Benefit: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2.
In addition, the bonus damage from this feat is doubled on a critical hit, before it’s multiplied by the weapon’s critical multiplier.
You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.
Champion Path Ability:
Burst Through (Ex): When you charge, you can move through allies and opponents almost as if they were not there to obstruct your path. You can move through squares containing allies freely, but you must succeed at an overrun combat maneuver check for each opponent that obstructs your path to the target of your charge. If the result of the check exceeds the opponent's CMD, you may move through the opponent's square and continue toward the target without provoking an attack of opportunity from that opponent. If you fail any of these combat maneuver checks, your movement ends in the square before that opponent, but you may resolve the charge attack against the foe that stopped you.
Fredric Fulk |
1 person marked this as a favorite. |
I'm thinking about making Fredric's sword a legendary item later on.
On another note, I may have to spend a mythic feat slot on a *gasp* non-mythic feat.
To do this plan, which I think actually really suits Fredric's brutal fighting style, I'll need four non-mythic feats but only have three slots left with VMC.
Feats: Weapon of the Chosen, Improved WotC, Greater WotC, Vital Strike
Mythic: Vital Strike
Fredric Fulk |
Also, in case anyone hasn't seen it, there is a guide to mythic:
GM Kevin O'Rourke |
Fredric do NOT spend a mythic feat on a regular feat. Its not worth it and I don't believe you can. They're very powerul once you get them going. At the least there are mythic feats to choose an extra path ability. You may be too low tier to get maximise critical but theres a great other champion one called always a chance which meams you don't auto miss on ones... horrifying on a gunslinger.
@Claire just remember you spend mythic power to do that but its very nice.
Kaeldron |
Glad you like the build that much!
If a rebuild is allowed...
Trait: Omen or Berserker of the Society
L1: Power Attack
L3: Exotic Weapon Proficiency (Bastard Sword)
L5: Weapon Focus (Bastard Sword)
Swap a trait for Heritage Weapon, which gives Profiency Bastard Sword.
Swap lvl3 feat for weapon focus
Swap lvl5 feat for Weapon of the Chosen
That saves you a feat right there, and gets the build started. Wouldn’t change much and you get started faster.
Kaeldron |
Made a mistake. Didn’t choose a mythic ability, only took the feature. My first time doing Mythic. So how I think it works like this:
(1) Choose path, get a feature (Guardian: Sudden Block)
(2) Choose an ability: Extra Mythic Feat- Mythic Power Attack
(3) Choose a mythic feat: Dual Path (Champion)
Damage goes from 2d6+14 to 2d6+17
Kaeldron |
Thank you :)
+2 bonus to a skill of his choice. Perception
5 permanent hit points. 80!
+2 increase to an ability score of his choice +2 Str: 22
Davok Scarred-Sight |
Wolf Animal Companion (Totem Guide archetype)
N Medium animal
Init 3
DEFENSE
AC 17, touch 13, flat-footed 14
hp 45
Fort +5, Ref +5, Will +2
OFFENSE
Speed 50 ft.
Melee bite +7 (1d6+3)
STATISTICS
Str 16, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +7; CMD 20
Feats Blind-Fight, Power Attack, Improved Overrun
Tricks Attack(x2), Aid, Defend, Down, Flank, Hunt, Track, Watch
Skills
Acrobatics: 7 = 1 + 2 (Dex) + 3
Climb: 7 = 1 + 3 (Str) + 3
Perception: 6 = 2 + 1 (Wis) + 3
Survival: 5 = 1 + 1 (Wis) + 3
Swim: 7 = 1 + 3 (Str) + 3
SPECIAL ABILITIES
Trip, Low-Light Vision, Scent, Link, Share Spells, Spiritual Guidance, Beast Speech
Anaba is medium size for just this one level, so I'm going to go ahead and use that mechanically but treat her as large size for flavor so that it's not too jarring when she is suddenly large size when Davok reaches level 7. I'm also taking the liberty of having Draghis also understand Anaba's Beast Speech ability, but let me know if that's not all right.
Davok has taken a +2 to Dexterity and a +5 to the Ride skill from his blessing from Iomedae. I plan to get him fully leveled and mythiced today. And then I need to level up Draghis.
Alistair the Fierce & Terrible |
So for no reason at all, just confirming Anaba is a female wolf?
And does not have the exclusive trick.
This definitely will not lead to any out of combat shenanigans.
...Trust me!
Davok Scarred-Sight |
So for no reason at all, just confirming Anaba is a female wolf?
That's what was implied when I called her a "she-wolf," but I appreciate your need to be certain.
And does not have the exclusive trick.
I don't know what that is!
This definitely will not lead to any out of combat shenanigans.
This statement will be true if all shenanigans turn out to be combat shenanigans!
...Trust me!
Pros and cons to being in the same party as another, lecherous animal spirit were weighed before I created her. There were no cons.
Davok Scarred-Sight |
Level 6:
HP is now up to 53
Mercy targets Staggered condition
Lay on Hands goes up 1 user per day
Trait blessing: Adding Resurrection subdomain to already-existing Law domain
Mythic:
Mythic Path: Marshal
HP is up to 57
Mythic Feat: Power Attack (Mythic)
Abilities:
Whenever a mythic ally that is within 30 feet uses the surge ability, it rolls its bonus die twice and takes the higher result.
Everyone please take note of the Focus ability. This is a passive ability that affects all of us!