| Leothar |
I think the versatility of Rally makes it a good choice.
As to Advance, there are a couple of options for Leothar to improve his movement ("Fleet Charge" Champion's Strike, or "Impossible Speed" 1st-tier ability or the "Fleet Warrior" 3rd-tier ability).
For the time being I am thinking of taking Burst Through as the Champion Path Ability, and Mythic Power Attack as the Mythic Feat.
Any thoughts?
We also need to detail what steps we are taking in the fortress. I will try to get a post up tonight.
| Leothar |
Congratulations all on finishing book 1! We started on April 26th 2020. It took less than a year. You gain level 6 from the fight and your first mythic tier. There are some other changes as well I will let you know about.
Great job so far, GM!
My best games go at about 9 months per book, which is what we are at.Thank you for running. This is a great game so far.
I will need to know exactly what you guys do in the garrison, loot, bodies etc etc.
I feel like we did a pretty good job in the prior rooms as far as acting like paladins.
Treating bodies with respect, cleaning defiled shrines, providing arms to the Crusaders, and so on.But maybe there is more we can do. Leothar will write letters to the families of the fallen saying that their loved ones fell in defense of Kenabres and have been avenged.
Was there anything of note in the Wardstone room? Any remaining fragments of the Wardstone itself we should of course gather up.
Anything of note in the Minotaur's hall? There was this:
Two alcoves on both sides of the hall hold torches that burn with white light. Each torch illuminates a pedestal, on each of which rests a battered and broken steel helm.
Perhaps we should look at these helms and see if they belong to any of the late Crusaders, or are of historical significance.
| Dadna Cloudbreaker |
It’s a good thing to do with downtime as Paladins. Hope we can keep it up as we go through the campaign. I’m sure that there will be many atrocities for us to make right. Both by purging and reconsecrating
| Leothar |
Leothar's level-up:
+1 BAB
+1 Fort/Ref/Will
+2 skill points (Perception, Survival)
+2 background skills (Craft-metalwork, Linguistics-Celestial)
Mercy: Dazed
LoH to 3d6
Mythic:
Hard to Kill
Mythic Power (5/day)
Surge (+1d6)
+5 HP
Champion's Strike (Fleet Charge)
Path Ability (Mythic Smite)
Mythic Feat: Mythic Power Attack
| Ian Passeri |
Hey trawets, I'm looking at the 'mythic abilities' for the future. Do you know how many levels of mythic there will be?
6th level:
HP + 9 + 4 mythic
+ 1 Fort, Ref, Will,
+ 1 BAB
+ 1 LoH
+ 1 Diplomacy, Intimidate, Linguistics (elvish) Lore: worldwound
Mercy: Diseased
Mythic: marshal order: Rally, Hard to Kill, mythic power @ 5, Surge +1d6, Mythic Power Attack Feat,
I'm still working on the 'Path ability' I'll post it once I figure it out.
| Dadna Cloudbreaker |
No idea! I have a rough idea of where I want to go with my mythic abilities but that's about it.
| Ardriel Zinro |
Congrats, guys! We did great!
Now that we have Mythic Tiers, GM, I have a question:
Arcane Surge (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you’re a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature’s spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can’t add a metamagic feat to a spell you cast using this ability.
Mage Strike (Su): As a swift action, you can expend one use of mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you expend one arcane spell that you’ve prepared or arcane spell slot that you have available, you gain a bonus on the attack roll equal to double the spell’s or slot’s level, and the attack deals an additional 2d6 points of energy damage (your choice of acid, cold, electricity, or fire) per level of the spell or slot expended. The normal damage from this attack bypasses all damage reduction, but the energy damage is still affected by resistances and immunities.
Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
As per the rules, I cannot make full use of any of these Archmage Arcana, since I don't have any arcane spell slots. While I can get the extra melee attack out of Mage Strike, I can't use the "expend a spell slot for extra damage" aspect. Would you be amenable to houseruling one or all of these to either work off the Paladin spell list instead of an arcane spellcasting class or allow me to use Paladin spell slots in place of arcane spell slots?
| Donnen Phelps |
Thanks for hosting for us, GM! This first book was a blast, I look forward to what's to come.
Still going through my updates from level 6 and mythic. Here's a summary:
AC 23 + 1 (NA) = 24 / 11 / 23
HP 54 => 87
F 7 + 1 = +8
R 3 + 1 = +4
W 6 + 1 = +7
DR 2/adamantine => 3/adamantine
BAB 5 + 1 = +6
Defensive Stance 15 + 2 = 17 rounds
Stonestrike 5 + 1 = 6 rounds
Lay on Hands 1/day => 2/day
Mercy: Fatigued
Mythic Path: Guardian; Absorb Blow (5 Damage)
Hard to Kill
Feat: Dual Path (Champion; Fleet Charge)
Path Ability: Retributive Reach
Surge 1d6
Mythic Power 5
| Ian Passeri |
So I was originally considering "Mythic bond" but wasn't sure how to put it together, I figure I can do that at 2nd or 3rd mythic level. Decided to go with something a little more beneficial to the group. So I picked:
Focus: Whenever a mythic ally that is within 30 feet uses the surge ability, it rolls its bonus die twice and takes the higher result.
| DM Trawets |
Look, other than the top floor most of this stuff should have been found and listed but not identified. If you find I missed something please let me know. Someone will need to update the loot tracker and then you can figure out what you want to keep and split the gear.
On the half elf they find: scroll of dispel magic (3), +1 scythe, amulet of natural armor +1, cloak of resistance +2, keys, 350 gp in onyx gems, 32 gp. They find six wardstone shards embedded in the walls. In the next room there are two everburning torches lighting the room. The minotaur had a horn of battle clarity, a large battle axe, six ivory figurines worth 45 gp each. Each figurine depicts a nude humanoid woman with disturbing animalistic features. To repair the helmets you will need make whole spell or 8 hours of work in a forge with a DC 15 Craft armor check. The scroll found among the documents in the War Room was a scroll of restoration. The library had six books are history texts, tomes on geography, and tactical manuals. Each is worth 50 gp. The seventh tome is a manual of war.
The alchemist had potions of cure light wounds (2), potion of cure
moderate wounds, potion of barkskin, potion of invisibility, potion of spider climb, +1 leather armor, dagger, ring of protection +1, portable alchemy kit, four silver holy symbols (two of Iomedae, one of Shelyn, and one of Desna) Irabeth’s sword is an +1 evil outsider bane
Longsword. The alchemical equipment in his lab is a masterwork alchemy lab. In the hidden armory the weapon rack contains: three cold iron longswords, two cold iron shortswords, two heavy crossbows, a composite longbow (+2 Str), a masterwork cold iron heavy mace, two cold iron longspears, 50 cold iron crossbow bolts, 100 cold iron arrows, a +1 longsword, 5 +1 holy arrows, and an arrow of evil outsider slaying. The armor dummies hold two sets of masterwork chainmail and a +1 breastplate emblazoned with Iomedae’s holy symbol. The two heavy steel shields are both marked with the holy symbol of Iomedae. One is a masterwork shield, and
the other is a +1 blinding shield. In the destroyed museum was a +1 adamantine morningstar.
Each cultist had: potion of cure light wounds, scroll of cause fear, scroll of comprehend languages, unholy water; Other Gear mwk chain shirt,r mwk scythe (cultist of Deskari), dagger, spell component pouch, unholy symbol, 10 gp
Each tiefling had: studded leather armor, short sword, light crossbow with 20 bolts
| Dadna Cloudbreaker |
For this lvl the only class option is mercy. Here are the core options:
At 6th level, a paladin adds the following mercies to the list of those that can be selected.
• Dazed: The target is no longer dazed.
• Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
• Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
——
Can I take enfeebled? Otherwise I’ll take diseased even though we’re all immune, as it feels the most Hierophant
| Ian Passeri |
I realize we gave Irabeth’s back her sword, but would we be able to purchase/claim a +1 evil outsider bane Longsword at resale value? I was trying to decide if I wanted to 'purchase' the + 1 longsword, or have + 1 cast on Ian's MW cold iron sword. Being able to purchase an outsider bane longsword at half price would help me make that decision quickly...
| Dadna Cloudbreaker |
You each gain a +2 bonus to a skill of your choice. You gain 5 permanent hit points. You gain a bonus feat of your choice. You gain a +2 increase to an ability score of your choice!
And personalized messages!
+2 Cha (16) As 14 is too low for a Paladin of Bolka
+2 Heal
Feat: Healer’s Hands Conduit (You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).)
| Donnen Phelps |
I forgot to say where I spent my 2 skill points: Perception and Sense Motive.
As for the extra bonus:
Skill: +2 Perception
HP: +5
Feat: Combat Reflexes
Ability: +2 Strength
| Dadna Cloudbreaker |
Items that someone should take! If not already taken
* amulet of natural armor +1
* cloak of resistance +2
* scroll of restoration
* The alchemist had potions of cure light wounds (2), potion of cure
moderate wounds, potion of barkskin, potion of invisibility, potion of spider climb
* ring of protection +1
* Irabeth’s sword is an +1 evil outsider bane Longsword
* 5 +1 holy arrows, and an arrow of evil outsider slaying
* 100 cold iron arrows
Items to sell
* +1 scythe (2318 = 1159)
* 350 gp in onyx gems (350)
* 32 gp (35)
* They find six wardstone shards embedded in the walls (price?)
* 2x everburning torches (220 = 110)
* Horn of battle clarity (3000 = 1500)
* a large battle axe (15)
* six ivory figurines worth 45 gp each (270).
* 6 books (300)
* +1 leather armor (1115 = 557)
* 4 silver holy symbols (100 = 50)
* portable alchemy kit (75 = 37)
* Longsword (15 = 7)
* Masterwork alchemy lab (55 = 27)
* +1 longsword (2315 = 1157)
* Composite longbow +2 Str (300 = 150)
* 2x sets of masterwork chainmail (600 = 300)
* Masterwork shield (160 = 80)
* +1 blinding shield (4160 = 2080)
* +1 adamantine morning star (5308 = 2654)
* +1 breastplate (1350 = 675)
Total: 1159 + 350 + 35 + 110 + 1500 + 15 + 270 + 300 + 557 + 50 + 37 + 7 + 27 + 1157 + 150 + 300 + 80 + 2080 + 2654 + 675 = 11513
That becomes 1919 gold per person. How do we handle the price value of the stuff claimed by players? Never been very good at this book keeping...but regardless, because of upgradeable, I'll at least be able to make my cold iron dorn dergar a +1 weapon!
Stuff we can't sell because we gave away, I think
three cold iron longswords, two cold iron shortswords, two heavy crossbows, a composite longbow (+2 Str), a masterwork cold iron heavy mace, two cold iron longspears, 50 cold iron crossbow bolts)
| Leothar |
I think we should each take one of the six Wardstone fragments that were embedded in the walls. There are six of us, so it feels like a sign. They may come in useful.
Will weigh in on the other items later. The Amulet of Natural Armor is tempting for Leothar but I think a Swarmbane Clasp would be better for the neck slot if I can afford it, given that we are facing minions of Deskari.
| Dadna Cloudbreaker |
One of the big problems that we are going to face is how to divide some of this loot up. With 5/6 of us being close combat martials, things like rings of protection are going to be in hot demand.
Given that Dadna uses a reach weapon (at least when she can get around the -4 penalty for cover), her AC is not as important as the others. But she'd like to eventually get some when others find upgrades to theirs, as she can and will step up into the thick of things if it means actually being able to hit things.
| Donnen Phelps |
Agreed on the fragments - it's sounding like a sign :)
I think we were returning Irabeth's sword to her, right?
We have a spreadsheet (that has to be updated) with the gear. Basically, when one of us wants something from the party loot, this person "pays" to the party (with his share) the sell price of the item. So, for example, if I wanted the masterwork shield, I'd pay 80 gold from my share of the party loot (as if I was the "vendor" buying back the item). This way it's fair to everybody! So, when calculating the gold, assume we're also "selling" the amulet, ring, everything except consumables like potions or scrolls. If any of us actually want the items, the person just do the "buyback" thing I mentioned above.
With that said, I will look later on the items as well! Thanks.
| Ian Passeri |
Ninja'd by Donnen, but I think were saying the same thing
Keeping the Wardstone fragments makes sense.
Dadna the consumables should be kept for the group. All the other items, both those 'given away' and 'desired' by players, will go into the total which will be split six ways. Then the cost of the 'desired' items will be subtracted from each persons percentage. If more than one person 'desires' an item they can roll for it.
I agree that the 'big six' items will be cheaper if we keep them from this list, that way only paying 'half price' :)
It was my opinion that if someone 'desired' an item that was more than their 'percentage' they could go into the negative, but that amount would come off of their next cut, is that right guys?
Edit: Speaking of shields I would like to keep the MW shield of Iomedae that Ian is carrying. Ian can already do light and even at half price I don't want to pay for a bonus that I don't like.
| Dadna Cloudbreaker |
Derp. Well, I tried. :)
Will wait until calculations are done then before doing anything. Won't reinvent the wheel!
I'm just glad that I'll have enough money to make the Dorn Dergar +1. And can't wait until she has enough to add "holy" to it. (2k for +1, 8k for holy)
| Ardriel Zinro |
Give me some time today and I'll get the loot sheet updated. I have everything from the first floor, but I need to add what we found on the second floor and top floor. And level up, since the GM and I found a way to make the Archmage Arcana work.
Okay, so, level up first:
Paladin 6
BAB: +1
HP: 1/2+1 = 6
Saves: Fort +1, Ref +1, Will +1
FCB: +1 skill point
Skills: 2 + 2 Int + 1 FCB = 6
Diplomacy +1
Knowledge (arcana) +1
Sense Motive +1
Spellcraft +1
Use Magic Device +1
Background Skills: 2
Appraise +1
Craft (jewelry) +1
Class Features:
Mercy - Dazed
Spellcasting - No change
Mythic Path (Archmage)
Hit Points: 3
Tier Abilities: Hard to Kill, Mythic Power 5/day, Surge 1d6
Archmage Arcana: Wild Arcana
Path Ability: Arcane Endurance (Treat CL as 4 higher for determining spell duration).
Special Bonuses:
HP +5
Cha +2
Use Magic Device +2
Bonus Feat: Unsanctioned Knowledge (Bard; 1st - abundant ammunition, 2nd - heroism, 3rd - haste, 4th - dimension door)
Riftwarden Orphan: In addition you gain a +4 trait bonus on caster level checks to penetrate a demon’s spell resistance. Once per day, you can recharge a charged magic item by expending one use of mythic power. Doing so adds a number of charges equal to 1d10 + you mythic tier to the item, up to its normal maximum number of charges.
Now I don't need to expend spell slots to recharge any staves we find.
Loot updates will be forthcoming.
EDIT: My Mythic Feat will be Mythic Point-Blank Shot.
| Ian Passeri |
Give me some time today and I'll get the loot sheet updated.
Thanks for doing that Ardriel!
Iomedae's Blessing:
Child of the Crusades (Marshal): In addition you gain a +2 trait bonus on Will saves. Whenever you successfully. saves against a mind-affecting effect from a demon, as an immediate action you can expend one use of mythic power to cause the demon to become staggered for a number of rounds equal to your mythic tier. The demon can reduce this effect to 1 round by making a successful Will save (DC = 10 + your’ mythic tier + your Charisma modifier).
+2 bonus to intimidate
5 permanent hit point
bonus feat: weapons specialization: longsword
+2 increase to dexterity
| DM Trawets |
Bonus Feat: Unsanctioned Knowledge (Bard; 1st - abundant ammunition, 2nd - heroism, 3rd - haste, 4th - dimension door)
Abundant ammunition is not a core spell. Please pick a core spell.
bonus feat: weapons specialization: longsword
You do have to qualify for the feat normally so unless you have a class ability in one of your archetypes that grants access you will need to pick something else.
Wardston Shard Sorry I forgot this: The magic remaining in these fragments is fleeting, usable only once before the shard becomes an inert sliver of stone. As a standard action, a wardstone shard may be rubbed along a weapon or a suit of armor to transfer the shard’s magic to the weapon or armor for 1 day.
Weapon: A weapon enhanced by a wardstone shard gains the evil outsider bane quality, and is treated as being made of cold iron and as a good weapon for the purposes of overcoming a demon’s damage reduction. The shard cannot be used to enhance ammunition in this manner, but can be used to enhance a weapon that fires ammunition; doing so causes the weapon to impart these qualities to the ammunition as it is fired.
Armor: A suit of armor enhanced by a wardstone shard gains the spell resistance (13) armor special ability, but only against evil outsiders. Against demons, this spell resistance increases to 17. A nonmagical suit of armor also gains a +1 enhancement bonus as well.
| Ian Passeri |
Ian Passeri wrote:You do have to qualify for the feat normally so unless you have a class ability in one of your archetypes that grants access you will need to pick something else.bonus feat: weapons specialization: longsword
Slightly confused, Ian's Third level feat is Weapon Focus: Longsword, that's the prerec for Weapons specialization.
| DM Trawets |
DM Trawets wrote:Ian Passeri wrote:You do have to qualify for the feat normally so unless you have a class ability in one of your archetypes that grants access you will need to pick something else.bonus feat: weapons specialization: longsword
Slightly confused, Ian's Third level feat is Weapon Focus: Longsword, that's the prerec for Weapons specialization.
It's weapon focus and 4th level fighter.
| Fley Flaxon |
HP: +8 (+6 base, +2 CON)
Total HP: 52
BAB: +1
Total BAB: +6/+1
Saves: +1/+1/+1
Total Saves: +9/+6/+10
Skills: +8 (+4 base, +3 INT, +1 FCB)
-Acrobatics (x3)
-Disable Device
-Knowledge (nature)
-Knowledge (planes)
-Perception
-Stealth
Background Skills:
-Handle Animal
-Sleight of Hand
Class Feature:
Mercy: Staggered
Mythic Path: Trickster (Fleet Charge)
Hard to Kill
Feat: Mythic Weapon Finesse
Path Ability: Assured Skill
Surge 1d6
Mythic Power (5/day)
Special Bonus:
+5 HP (total 57)
DEX +2
+2 Stealth
Bonus Feat: Improved Two Weapon Fighting
Was looking at Dual Enhancement as a feat for later on. It's from the ACG.
| DM Trawets |
DM Trawets wrote:It's weapon focus and 4th level fighter.Crap, sorry, I focused on the words 'weapon focus' in big blue letters and didn't read past them. I will find something else... can you tell I don't use 'weapons specialization' much...
There is a set of feats that are fighter only. Getting access to those are what some of the class abilities of warpriest and magus are about as well as some archetypes. There is a paladin one I like, Tempered Champion that replaces spells with warpriest weapon damage and a list of feats you can chose from. You have to wield your god's favored weapon. It's good for a d6 weapon with a widen threat range. You get more damage and access to some of the fighter only feats.
| Dadna Cloudbreaker |
I take it that Ian is going to eventually have some angelic wings? If so, it would be a good look for him.
Also, as our benevolent GM put in the sell prices...it looks like the total sale value is 48140.9. That comes out to 8023.5 gold for everyone. So long as I'm reading this right, here is what I'm going to do.
2k: Make Dadna's weapon +1.
3k: Add "Evil Outsider Bane" to her weapon.
1.5k: Healer's Satchel
1k: Either the ring of protection +1 or the amulet of natural armor +1. Either one works depending on what others want. Without a shield, her AC could use the help.
I figure that this will be a good use of gold. Having a Cold Iron Evil Bane weapon should serve her well as we go through the World Wound. She'll throw the Holy Enchantment on later once we have much more gold, to make the weapon a truly legendary item for fighting evil.
--------------------
Edit: If I am right on how much gold we have. Then this is how my healing skill will work: Heal is at +17 (sadly 1k short of buying healer's gloves, which would have made it +22 heal)
Heal: 6x uses per day
DC 20: Heals 6HP
DC 25: Heals 10HP
DC 30: Heals 16HP
Channel: 6x uses per day
2d6 HP healed
Lay on Hands: 6x uses per day
3d6 HP healed
Spells:
1x Cure Light Wounds, 1x Lessor Restoration
| Ian Passeri |
| 1 person marked this as a favorite. |
I take it that Ian is going to eventually have some angelic wings? If so, it would be a good look for him.
yeah, the plan is to go the full 'angel' look: cold iron skin and eventually metal wings.
I figure if he's going to be the cheerleader I can use the feats to look good.
| Dadna Cloudbreaker |
Also buying surgeon's tools. "When used in conjunction with a healer’s kit, surgeon’s tools raise the kit’s bonus to a +3 circumstance bonus on Heal checks to treat wounds or deadly wounds." (Just found those :D)
This will push her heal skill up to +20. Lets her, with the bonus feat from her goddess, get the group the healing they need with taking 10 on the full round action. And with that, shouldn't need to invest in any wands of CLW (a first for any party I've been in)
| Leothar |
A Healer's Satchel specialized for long-term care would cost more, but would provide the ability to heal ability drain - which would otherwise be beyond our capabilities for quite a long time (aside from our one scroll of Restoration).
We do have a substantial "party loot" share that could be used to cover that cost I think. It was at 3,456 GP after the prior distribution (counting the share that it got plus what Leothar kicked back in).
So I think the spreadsheet is off. It looks to me like the total includes loot that was already sold and distributed in that prior allocation. The total from just the Grey Garrison is 28,865, which comes to 4,810 each.
Leothar would probably get a Swarmbane Clasp (3,000), upgrade his armor to +1 (1,000), and give the remaining 810 back to the "Party Loot" share to account for his having Radiance. That is a bit light, so I could delay the armor upgrade and kick 1,810 back in. But I will wait for someone to double-check the math.
| Dadna Cloudbreaker |
We have a party loot share? Well it would be nice to not pay for all of the healing. :)
| Leothar |
| 1 person marked this as a favorite. |
We have a party loot share? Well it would be nice to not pay for all of the healing. :)
Yes we do! And to me at least the Healer's Satchel seems a perfect use of that.
DM Trawets wrote:It's weapon focus and 4th level fighter.Crap, sorry, I focused on the words 'weapon focus' in big blue letters and didn't read past them. I will find something else... can you tell I don't use 'weapons specialization' much...
Clerics and Inquisitors of Iomedae have access to Weapon Specialization (Longsword), as well as Greater Weapon Focus and Greater Weapon Specialization. Through Disciple of the Sword. But paladins of Iomedae don't, presumably because they are seen as doing enough damage already (though inquisitors can be insanely OP in that regard... maybe that is just inquisitor archers?).
There was an older feat that this pretty much replaced, called Iomedaean Sword Oath. That one could be taken by paladins, but all it does is make you eligible for Weapon Specialization, which you still would need to take.
| Dadna Cloudbreaker |
Ah, this is perfect then. 4810 per paladin. I have 370, and spend 5k on making my weapon +1 evil outsider bane. Spend another 20 on surgeon tools, and that leaves me with 180 gold left. Then loot share for Healer's Satchel, and Dadna is a happy dwarf. Getting character sheet upgraded now.
---
And very cool on Disciple of the Sword! I think that I'll have to try that on a character in the future. While certainly a feat tax, it opens up enough feats to make it worth it in my view.
The best use of it that I can think of would be a human relic hunter inquisitor of Iomodae. Because it gives you implements, that means at lvl4 your inquisitor can have Full BaB via trappings of the warrior...and at lvl 7 finally gets some healing. But it does mean that you have a Full BaB divine spellcaster. Throw in the weapon focus and weapon specialization feats, and you're divine beatstick can do some work.
| Ardriel Zinro |
Thanks for filling that in, GM - I hadn't gotten there yet.
I forgot to check the source for Abundant Ammunition - I guess it's just so common I assumed it was from the CRB. I'll take identify instead.
As for gear, I'm going to buy off the three scrolls of dispel magic, unless they aren't included in your total, Leothar.
2000 gp for a +1 on the longbow
1000 gp for a +1 on the armor
562.5 gp for 3 scrolls of dispel magic
750 gp for 2 scrolls of fireball (in case of swarms)
200 gp for 2 doses of weapon blanch (ghost salt)
1 gp for 20 arrows to dose in ghost salt
96.5 gp left
EDIT: Also, I would like to propose that we delete out all the items on the loot sheet for the start of the next book so we can start from scratch.
| Ian Passeri |
There was an older feat that this pretty much replaced, called Iomedaean Sword Oath. That one could be taken by paladins, but all it does is make you eligible for Weapon Specialization, which you still would need to take.
So would that feat prevent Ian from using metal wings since they would be 'natural attacks'?
Also is anyone claiming the cloak of resistance +2? Ian doesn't need it, but it's better at half price than whole later, so I don't want to see it wasted. Or the amulet of natural armor +1? I know Leothar posted interest in the ring of protection +1.
edit Also, how exactly do the mythical hit points stack with regular hit points?
| Leothar |
Leothar wrote:There was an older feat that this pretty much replaced, called Iomedaean Sword Oath. That one could be taken by paladins, but all it does is make you eligible for Weapon Specialization, which you still would need to take.So would that feat prevent Ian from using metal wings since they would be 'natural attacks'?
Probably. But +2 damage looks pretty insignificant in Mythic.
| Dadna Cloudbreaker |
Someone buy them! I would in a hearbeat if my gold wasn’t accounted for
| Donnen Phelps |
As much as I'd like the ring or the amulet, considering I have in average the worst saves around, I'd like to throw my hat for the cloak. Happy to ponder if anyone would want to claim it as well :)
How many of the masterwork shields we got? If it's only a single one, I'm good with Ian keeping it.
| Ian Passeri |
As much as I'd like the ring or the amulet, considering I have in average the worst saves around, I'd like to throw my hat for the cloak. Happy to ponder if anyone would want to claim it as well :)
How many of the masterwork shields we got? If it's only a single one, I'm good with Ian keeping it.
Donnen Please claim the ring, like I said, Ian doesn't need it now because of a decent charisma, but would probably buy one at higher levels. I just didn't want to see it go to waste.
Thanks for letting Ian keep the MW shield, it has Iomedae's symbol on it :)
Hey DM Trawets where are you at on Piecemeal armor? I'd love to claim the breastplate with Iomedae's symbol on it, but don't want to give up the full plate...
| Leothar |
I think it should work fluff-wise for an armorer to integrate that breastplate into your set of full plate.
Leothar can hold off on upgrading his armor and take the Ring of Protection +1. It is a +1 to his AC either way.
| Donnen Phelps |
From my side, I am considering:
- Get the cloak (2000)
- Buy a Swarmbane Clasp (@GM, would it be okay? It's from Ultimate Equipment); I'm with Leothar. We will run into a swarm at some point, for sure! I took enough beatings from Swarms and Insects to know better :)
I have 820 gold right now, plus the 4810 I should have enough for both.
If anyone has 1000 gold spare and is not using a neck item, I'd recommend getting the amulet of natural armor. Even if you decide to sell later, it will mean 1000 gold so you won't lose anything.
@GM: It's not for now, but for the future, once I can afford (long time from now) - would the Culling enchantment be available? Once I can make my weapon +3 (18k) this is something that would go great with my cleaving build.