Wrath of the Righteous for Paladins (Inactive)

Game Master trawets71

WotR with all paladins.

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Robbie had his VNS implantation surgery this morning. All went well. I don't know what the next few days hold though.


Wow, I had to go look up what Vagus nerve stimulation surgery was. I'm glad to hear it went well. Take all the time you need we will keep Robbie in our prayers.


Robert Henry wrote:
Wow, I had to go look up what Vagus nerve stimulation surgery was. I'm glad to hear it went well. Take all the time you need we will keep Robbie in our prayers.

This. I don't have better words to use than that, so I heartedly agree


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Best wishes for your son.


As an idea. Could Leothar bot Donnen until he gets back? The two of them could be on swarm duty, while the rest of the party heads for the queen. Given that this is PBP and fights can take awhile, we could run the two fights concurrently, with the amount of swarms that the two dwarves need to fight being in relation to how long it takes us to take down the queen. This way we don't have a combat (or two) in which 2 party members can fight and everyone else has to just sit back and watch because we can't harm the enemies.


That was basically what I was thinking earlier when I asked about 'drawing them off' I didn't remember who had the 'swarmbane clasps' the question is if we run into more swarms when we head for the queen.


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M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

How about Donnen just loans his Swarmbane Clasp to Dadna?

I don't think we could draw off all of the swarms in the hive. So let's not split up until we have to.

Ian can still do his Inspiring Sword and Power of Faith; Ardriel has a couple of scrolls of Fireball; and Fley can I guess do Aid Another or healing (which I know isn't terribly exciting).


Dadna or someone else can have the clasp until Donnen returns. I would not recommend splitting up. As written, once you handle the initial swarms you have a small amount of time and then you have to make stealth checks to not be noticed by the vesacors. If you are noticed then a swarm forms. The individual ones are all over the place and there is no advantage or really the ability to kill every one of them.

I undergo surgery on Thursday to remove a lump from my abdomen. I will be in the hospital a night or two, supposedly, and then at home on drugs. I don't know what my posting will look like so please hang in there with me.


Cool, ok no splitting up...

Surgery Thursday. Yuck, Take all the time you need, our thoughts and prayers are with you.


LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level

Let us know how the surgery goes. Take as long as you need to recover.


Agreed with the above, wish you the best


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Best wishes for a speedy recovery!


Sorry things have been a bit slow on my part. My recovery has been a bit harder than expected and I had a bit of a setback sunday night. Nothing major. Just hang in there with me.


Take your time Trawets, it was surgery for gosh sakes. Get better, we're not going anywhere :)


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

Sorry for the silence there, all. Home and work life got really busy for a bit there. I'll try to do better keeping up going forward.


Hey, we get it, RL has to come first, good to hear from you though :)


Ardriel Zinro wrote:
Sorry for the silence there, all. Home and work life got really busy for a bit there. I'll try to do better keeping up going forward.

No problem. Glad to see you are back. I just worry that someone will get upset if I move things along without them.


On taking 20 with the heal check, if the ruling is that it isn't allowed then I'll go with it. I would like to contend though:

https://www.d20pfsrd.com/traits/faith-traits/devoted-healer

"Benefit(s): Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid."

Based on that, I would think that it is allowed outside of combat. But I'm alright with the answer being no.

Would you be comfortable with taking 10 outside of combat?


Taking 10 is not a problem. The problem with 20 is that if you fail the DC you can't restore any hitpoints and if using healing kit you would lose two doses. Taking 20 assumes you fail before you succeed.


Sounds fair! Will audit my sheet soon to ensure the numbers add up and then post.


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

@Dadna - that feat would be good for our all-fighter Ironfang Invasion.
Of course you would need someone with a good Wis, with Heal as a class skill (like from a trait), and with ample skill points for both Heal and Planes, so it would have to be a PC made with that goal in mind from the outset. I don't think any of the existing PCs could easily pick it up.


Indeed, it would be great to have. I wish I knew about it when the campaign started. As is, it’s 2 feats and two fully trained skills too much for any of our PCs to do now


Dadna Cloudbreaker wrote:

Can't take 20 for heal skill. Heal skill is +6 for skill points, +3 for class skill, +2 wisdom, +2 devotion points, +3 healer's kit and surgeon tools for +16. Need to roll, as taking 10 wouldn't hit DC 30.

[dice=Heal 1]1d20+16 6HP
[dice=Heal 2]1d20+16 6HP
[dice=Heal 3]1d20+16 6HP
[dice=Heal 4]1d20+16 6HP
[dice=Heal 5]1d20+16 12HP

[dice=Fley had 0 HP remaining, healed for]11+8+6+6+6+6+12

5 uses of healer's kit used. At lvl 7, she'll hit the DC on a 13+ and will heal 14HP on a failed roll and 21 on a passed one. Will need some magic items to make the skill reliable, but at least she finally got to use the feat :)

If you have any mythic points left you could use them to surge. That would make the first one definite and the third one a good probability and might be able to save some uses. Treating deadly wounds takes 2 uses from the healers kit for each try. Also if you hit DC 25 the amount healed is 8 HP; level plus wisdom

Treat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.


Ah, I see. Ok, so fixing it then:

Heal 1: 1d20 + 16 ⇒ (13) + 16 = 29 10HP (8+wis)
Heal 2: 1d20 + 16 ⇒ (3) + 16 = 19 0HP failed
Surge: 2d6 ⇒ (3, 5) = 8 19+5=24 6HP
Heal 3: 1d20 + 16 ⇒ (12) + 16 = 28 10HP
Heal 4: 1d20 + 16 ⇒ (6) + 16 = 22 6HP

SLA Cure Light Wounds: 1d8 + 5 ⇒ (3) + 5 = 8

Total Healed: 11 + 8 + 10 + 6 + 10 + 6 + 8 = 59

Might as well use up the 1/day SLA first.

This leaves Dadna, today, with 2 uses of healer's hands conduit left, 2/10 healer's kit and 1/5 mythic point.


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

When Aron says "shadows", does he mean shadows the undead, or shadowy darkness?


Shadowy darkness


While your characters don't know who they are facing the army is led by a vrock and I was going to give him 4 advanced schirs. That is a CR 11 encounter. The vrock is cr 9 on his own just like the last one. If you think that is too much let me know and I'll drop it to 2 advanced schirs making it CR 10. I'm trying to give you guys a challenge without a TPK. I don't know where the balance is for that.


I don't know the mechanics or the monsters well enough to have an opinion. but Ian does have a "Will and Last Testament" and a little sister...

Nice map by the way, which side of the city are we on?


I can't take any credit for the map as it comes with the AP. You are bringing light to the world from the SE corner of the map.


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

I thought Donnen would be back by now.

I would tend towards the 2 Schir demons, and if we are having too easy a time of it, bring in reinforcements. I believe they use halberds, and a x3 crit can really swing a battle against the PCs. At this point, Mythic really helps our damage output but does very little for our defenses. Plus, Leothar and Fley are still carrying those permanent negative levels.


If we stick close Ian can help with AC with Holy Shield At 4th level, a sacred shield can channel her faith into her shield, protecting any nearby allies. All allies adjacent to the paladin gain a shield bonus equal to the sacred shield’s own shield bonus, including any increase from the shield’s enhancement bonus. This bonus does not stack with any existing shield bonuses. The paladin herself radiates light as a light spell while the shielding is active. Using this ability consumes two uses of the sacred shield’s lay on hands ability, and the effects last for 3 rounds plus a number of rounds equal to her Charisma bonus (if any). This ability replaces channel positive energy. It costs two LoH and it's only 6 rounds

The Bastion of good helps as well but only against whichever Ian declares his 'smite evil' against.
Bastion of Good At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). This ability functions as smite evil. and they need to stay pretty close too.


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

I really don't want to take charge of tactics here, so if Ian shouts out a plan, Leothar will go with it.

Pretty much I see our options as move towards them openly; move towards them stealthily; or make them come to us. But there could be other ideas.


Full plate. Low Dex. No trained stealth. A battle currently raging. I vote that we boldly charge forward. Battle cries optional.


Dude, don't make Ian make a plan I suck at that! I'm good with boldly charging, the only benefit to making them come to us would be if we had solid range attacks to use, either way they will have a little time to buff. So I think moving forward to attack is the best option, so their time to buff is limited to our moving towards them. Will we try and take out the minions first, or the Vrock or spread the love around?

I figure I'll do Bastion of Good (the Vrock) as a swift action while were moving. Once we arrive PoF first because it lasts longer, then second round holy shield which will last six rounds. Then either attack or inspiring sword.


Any other opinions? I figure I'll wait until morning to post. It feels kind of awkward to be the last one to post before the GM and the first one to post after him. But if now one beats me to it I will recommend we start moving towards the demons.


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

So, we really need to pick up better ranged capabilities.

As it is, we are probably at 25% effectiveness at range... and the demons are maybe at 5%. Relative advantage to us by going ranged. We probably have more buffing options than they do, and could force them to come to us simply to prevent us from getting our buffs cast.

They can also Teleport, which speeds things up a lot relative to us moving 40' per round towards them.

I hate declaring "double move to engage" as my action. It feels like a wasted turn.

My preference would actually be to start buffing while using ranged attacks, and make them come to us. But if both Dadna and Ian are in favor of charging, and there are no other opinions, then we charge.


LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level

Fley will follow along with any tactic. Ideally, he'd prefer to stealth but realizes that most of you are unlikely to be stealthy.


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6
GM wrote:
Their command post is in a building that I couldn't get close enough to see into.

I'm pretty sure starting from range is moot - I think that's a door in between us and them on the map.


Leothar I'm good with doing ranged attacks and making them come to us. His only ranged attacks are chakrams so Ian can use PoF while we start with ranged attacks.

So do you want too take the discussion to the game thread and have someone start us out?


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Oh, good point, Ardriel. There is a wall and a door. I hadn't seen it on my phone but see it now.


So waiting on Fley and Ardriel, right? I had put up a post with actions and realized it wasn't my turn yet :)


LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level

Sorry - wasn't home all weekend. Will post after work today!


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

Sorry, horribly busy. Working on getting posted!


I originally thought it was only adjacent that it effected but after reading the ability it only affects attacks from the target of the smite, in this case the vrock so everything stands, unless his current hit points are off, he is currently at -5. This is just what he was worried about.

I have run into a few issues lately with archetype abilities. I have a really good idea of what the base palsdin can do but not how these archetypes change them. Would you please be sure to put into your alias any changes the archetype makes. A copy and paste from d20 is fine or you can go all out like most of my alias have. I just need an easy place to look for differences. Thanks.


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Yep, x3 crit from a two-handed weapon means a lot of damage and can really swing the battle.

I have faith in you guys!

Edit: actually, it looks like I neglected to update my HP after we rested. So Leothar should be at a maximum of 63 HP (with the negative level) and he just took 62 damage?


DM Trawets wrote:
I originally thought it was only adjacent that it effected but after reading the ability it only affects attacks from the target of the smite,

the bastion of good is within 10 ft, not adjacent, but again only the target of the smite.

The Holy shield is adjacent, but he hasn't cast it yet.

I think I have everything in Ian's Alias, and I post the info in OCC when he casts so we all remember.

I will post once we decide if Leothar is awake or not.


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Counting on a math error to save me seems un-paladin-like.

I would say that Leothar should be awake and at 1 HP. And he can go down to -2*Con, due to the mythic Hard to Kill ability... so maybe it is not a death sentence. He will go down at the first hit but probably won't die.


Well, if you are 1 HP then you have options at least. Can at least swift action lay on hands.

Also, this


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Yes, LoH if I am not Stunned.


You took 62 HP of damage. So you are at 1 HP and need to make that fort save, vs. stun not massive damage since that is an optional rule I didn't say we were using.

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