Wrath of the Righteous for Paladins

Game Master trawets71

WotR with all paladins.

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Paladin 9/Marshal 2 | HP88/98 | AC27/T11/FF26 | F+13/R+9/W+14 | CMB+14/CMD25 | Perc +1 | Init + 3 | Dipl+17| Int+20/+22 | CotC 1/1 | CWS 3/3 | BoG + 6 2/3 | LoH 10/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 8/8 DL1/1

sorry wasn't paying attention to the save, made it at the top of the last post,


Elf Paladin (Chosen One) 8//Archmage 2 | HP 58/63 | AC 23, touch 14, flat-footed 19 | Fort +9, Ref +10, Will +9 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

I'm trying to pop the images, but I won't rolling like that...


That is twice now. Crit and confirms are 20s. If I was playing a character I would say it is time for a lotto ticket.


M Dwarf Paladin 9 | AC 22 T 12 FF 21 CMD 26 | HP 118/118 | F +15 R +8 W +11 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 3/3 | LOH 7/7 | Mythic 7/7 | Active: None

Ian, if I might, I would suggest using Surge on that crit confirmation, as a 23 failed to hit before.
Extra dice such as Bane are not multiplied on a crit.


Leothar wrote:

Ian, if I might, I would suggest using Surge on that crit confirmation, as a 23 failed to hit before.

Extra dice such as Bane are not multiplied on a crit.

I was thinking about that, Ians 23 missed but Fley 25 hit so I was thinking about it.


M Dwarf Paladin 9 | AC 22 T 12 FF 21 CMD 26 | HP 118/118 | F +15 R +8 W +11 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 3/3 | LOH 7/7 | Mythic 7/7 | Active: None

And you might have killed it even without the crit... but there's no kill like overkill.


Elf Paladin (Chosen One) 8//Archmage 2 | HP 58/63 | AC 23, touch 14, flat-footed 19 | Fort +9, Ref +10, Will +9 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

I will be traveling beginning tomorrow through Tuesday, and have only my phone to post. Please bot me as needed.


Paladin 9/Marshal 2 | HP88/98 | AC27/T11/FF26 | F+13/R+9/W+14 | CMB+14/CMD25 | Perc +1 | Init + 3 | Dipl+17| Int+20/+22 | CotC 1/1 | CWS 3/3 | BoG + 6 2/3 | LoH 10/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 8/8 DL1/1

so was kind of waiting to see who was doing what, I initially thought I would move 20 ft and cast PoF, but Leothar and Fley move forwards, Ian could charge to the north east corner of the green enemy. Interestingly fley could charge to it's north side and Leothar could charge to its eastern front and we all could attack green, just a thought.

Any preference if Ian charges or uses PoF?


Hospitaler Paladin-Hierophant (Lvl 9 Tier 2) Current Buffs (Mythic Endure Elements, Corruption Resistance, Veil of Heaven) Perception (+5) Cold/Fire/Acid/Electricity Resistance (5) HP (98/98) Saves (13/9/13, +2 vs insanity and confusion, +2 vs evil outsiders) AC (24/11/23, +2 vs evil outsiders) CMD (23) Init (+3) Mythic (7/7) Weapon Surge (2/2) Smite (2/2) LoH 4d6 (8/8) Channel 3d6 (6/6) HH (9/9) DB (2/2)

I can’t make it into combat right now. So I’ll just move forward. Charging alone seems…dangerous. I think that it is best to advance with some arrow fire and go from there.


M Dwarf Paladin 9 | AC 22 T 12 FF 21 CMD 26 | HP 118/118 | F +15 R +8 W +11 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 3/3 | LOH 7/7 | Mythic 7/7 | Active: None

I am on my phone at the moment and will post more later, but aren't we waiting for Ardriel to try his scroll before we charge in?


Paladin 9/Marshal 2 | HP88/98 | AC27/T11/FF26 | F+13/R+9/W+14 | CMB+14/CMD25 | Perc +1 | Init + 3 | Dipl+17| Int+20/+22 | CotC 1/1 | CWS 3/3 | BoG + 6 2/3 | LoH 10/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 8/8 DL1/1

That's right, I knew there was a reason I didn't do anything :)


Paladin 9/Marshal 2 | HP88/98 | AC27/T11/FF26 | F+13/R+9/W+14 | CMB+14/CMD25 | Perc +1 | Init + 3 | Dipl+17| Int+20/+22 | CotC 1/1 | CWS 3/3 | BoG + 6 2/3 | LoH 10/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 8/8 DL1/1
Dadna Cloudbreaker wrote:
I can’t make it into combat right now. So I’ll just move forward. Charging alone seems…dangerous. I think that it is best to advance with some arrow fire and go from there.

True, but if all four of us charge, we should be ok, right?

I placed an X on the map 40 ft from you local, Your using a reach weapon, can't you make it there if you charge?


The only problem is that Dadna is the only one that can charge from your starting point. No one else has a clear charge line.

If one of you guys would like to bot Ardriel's casting the fireball I would appreciate it. I don't want to be responsible for placement of it, unless you want to wait for him to get back.


Paladin 9/Marshal 2 | HP88/98 | AC27/T11/FF26 | F+13/R+9/W+14 | CMB+14/CMD25 | Perc +1 | Init + 3 | Dipl+17| Int+20/+22 | CotC 1/1 | CWS 3/3 | BoG + 6 2/3 | LoH 10/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 8/8 DL1/1
DM Trawets wrote:
The only problem is that Dadna is the only one that can charge from your starting point. No one else has a clear charge line.

Crap, didn't think about the things on the map being things on the map...


Paladin 9/Marshal 2 | HP88/98 | AC27/T11/FF26 | F+13/R+9/W+14 | CMB+14/CMD25 | Perc +1 | Init + 3 | Dipl+17| Int+20/+22 | CotC 1/1 | CWS 3/3 | BoG + 6 2/3 | LoH 10/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 8/8 DL1/1

Ok, Leothar botted Ardriel, and then posted his action for the round, are we waiting on anything else?


It looks like Donnen isn't coming back. How would you guys like to proceed?


Paladin 9/Marshal 2 | HP88/98 | AC27/T11/FF26 | F+13/R+9/W+14 | CMB+14/CMD25 | Perc +1 | Init + 3 | Dipl+17| Int+20/+22 | CotC 1/1 | CWS 3/3 | BoG + 6 2/3 | LoH 10/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 8/8 DL1/1

Good question, seems like we have three choices. Do another recruitment, Ask someone who applied in the original recruitment or ask someone we know is a player to put together a Guardian.

Of the other folks who applied with a Guardian, Ellioti hasn't posted since March, but Kulko still seems to be active. I'm sure there are others on the original list that if we asked them to do a guardian they might do it.

Not sure what would be best though.

Edit:
Do we want to look at the original recruitment and see if anyone we know is on the list and we want to contact them.


Hospitaler Paladin-Hierophant (Lvl 9 Tier 2) Current Buffs (Mythic Endure Elements, Corruption Resistance, Veil of Heaven) Perception (+5) Cold/Fire/Acid/Electricity Resistance (5) HP (98/98) Saves (13/9/13, +2 vs insanity and confusion, +2 vs evil outsiders) AC (24/11/23, +2 vs evil outsiders) CMD (23) Init (+3) Mythic (7/7) Weapon Surge (2/2) Smite (2/2) LoH 4d6 (8/8) Channel 3d6 (6/6) HH (9/9) DB (2/2)

I think that it works best to reach out to people who we know for a personal invite. In my experience, that tends to work much better than recruitment.


M Dwarf Paladin 9 | AC 22 T 12 FF 21 CMD 26 | HP 118/118 | F +15 R +8 W +11 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 3/3 | LOH 7/7 | Mythic 7/7 | Active: None

Or, as a fourth option, we stick with five PCs.


M Dwarf Paladin 9 | AC 22 T 12 FF 21 CMD 26 | HP 118/118 | F +15 R +8 W +11 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 3/3 | LOH 7/7 | Mythic 7/7 | Active: None

I like the idea of looking through the prior recruitment first for people that we know are good gamers.

Of those who applied but did not get in, I think I only have prior experience with one - a repeat ghoster who I warned the GM about.

I'll get my Gameplay post up tonight when I am not on my phone.
@GM, enough with the crits!


:)

When it's my player's attacking I can't hit crap most of the time, unfortunately the dice roller likes the DM in this game.


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

Hmmm... I'm fine with any of the options. We seem to be doing fine without Donnen, but it would be nice to have all of the mythic paths covered.


Elf Paladin (Chosen One) 8//Archmage 2 | HP 58/63 | AC 23, touch 14, flat-footed 19 | Fort +9, Ref +10, Will +9 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

That was part of the goal, after all - one paladin for each of the Mythic paths. I'd be open to bringing someone else in for a Guardian.


Hospitaler Paladin-Hierophant (Lvl 9 Tier 2) Current Buffs (Mythic Endure Elements, Corruption Resistance, Veil of Heaven) Perception (+5) Cold/Fire/Acid/Electricity Resistance (5) HP (98/98) Saves (13/9/13, +2 vs insanity and confusion, +2 vs evil outsiders) AC (24/11/23, +2 vs evil outsiders) CMD (23) Init (+3) Mythic (7/7) Weapon Surge (2/2) Smite (2/2) LoH 4d6 (8/8) Channel 3d6 (6/6) HH (9/9) DB (2/2)

So rare to play a character without perception trained. Poor paladins, without perception as a class skill and 2 skill points per level.


Paladin 9/Marshal 2 | HP88/98 | AC27/T11/FF26 | F+13/R+9/W+14 | CMB+14/CMD25 | Perc +1 | Init + 3 | Dipl+17| Int+20/+22 | CotC 1/1 | CWS 3/3 | BoG + 6 2/3 | LoH 10/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 8/8 DL1/1

I didn't see anyone on the original recruitment that I knew well enough to recommend them, So do we want to ask around or what?


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Hospitaler Paladin-Hierophant (Lvl 9 Tier 2) Current Buffs (Mythic Endure Elements, Corruption Resistance, Veil of Heaven) Perception (+5) Cold/Fire/Acid/Electricity Resistance (5) HP (98/98) Saves (13/9/13, +2 vs insanity and confusion, +2 vs evil outsiders) AC (24/11/23, +2 vs evil outsiders) CMD (23) Init (+3) Mythic (7/7) Weapon Surge (2/2) Smite (2/2) LoH 4d6 (8/8) Channel 3d6 (6/6) HH (9/9) DB (2/2)

I know a very solid player that I can reach out to. Will get back with the answer soon.


Hospitaler Paladin-Hierophant (Lvl 9 Tier 2) Current Buffs (Mythic Endure Elements, Corruption Resistance, Veil of Heaven) Perception (+5) Cold/Fire/Acid/Electricity Resistance (5) HP (98/98) Saves (13/9/13, +2 vs insanity and confusion, +2 vs evil outsiders) AC (24/11/23, +2 vs evil outsiders) CMD (23) Init (+3) Mythic (7/7) Weapon Surge (2/2) Smite (2/2) LoH 4d6 (8/8) Channel 3d6 (6/6) HH (9/9) DB (2/2)

My friend will likely join as our Guardian. Redblade8. Very solid player, posts frequently and with quality.


Oh, you...!

I hope it's not too forward of me to post and say hi, but I figured I'd at least introduce myself while power's still on (I'm in NJ and getting hit by the storm).

So Grumbaki asked me if I'm interested, and yes, I am. I have some starting ideas for both crunch and fluff of the character laid down. Mechanically, I understand I'll be a Guardian, and I figured I'd do that by wailing on guys with a reach weapon (I'm thinking a bardiche). Fluff-wise, the idea I had working in my noggin is that Anton's family are very minor nobility, with a secret that they are in fact scions of Terendelev, so now he's like "the last of the line". I was gonna go human with the Draconic Heritage alternate racial (and eventually pick up Eldritch Heritage to boot).

I've never played this AP or Mythic stuff, so I'm still getting my feet under me. If anything there sounds good bad or otherwise, please feel free to let me know.

Have a great evening!


Welcome onboard Redblade8. Mythic gets a little crazy in power so I have tried to tamp down on the power creep with my build rules.

20 Point Build. I like balanced stats. Nothing below 10 before racial or higher than 18 after racial. Wrath gets crazy enough with out min maxing stats. This is the perfect AP to try less optimal builds.
Core Only*
2 Background skills
2 Traits, 1 must be campaign
Max HP 1st Level, 1/2+1 there after.

*I am allowing archetypes for the paladin. This should help cover some of the roles, though I don't think there is a archetype to add trapfinding nor do I think there is an arcane one. No occult, no guns, no vigilante, other than that I am only restricting things to Paizo sources for the archetypes and feats from the book the archetype is in that go with it. For example if you have an archetype that gives slayer class abilities you can use feats that augment those abilities; kind like extra performance does in core for the bard. I reserve the right to say no to anything.

*I am also allowing aasimirs and tieflings but only the base original ones.

If you find a feat that complements your role ask and I will probably allow it as long is it isn't broken. Same for race feats.

I view the guardian as the tank, the one taking the damage so feats that enhance durability are probably a go for you. The poster boy for guardian is the "Come and Get Me" barbarian, not that you can play one here but a paly build like that might work.

I look forward to seeing what you come up with and if you have any questions please ask.


Well thank you!

I'll show a little ankle on what I've got so far.

Statblock:
Anton Delevanus
Male human paladin (divine defender) 6/Guardian 1 (Pathfinder RPG Advanced Player's Guide 116)
LG Medium humanoid (human)
Init +1; Senses darkvision 10 ft., low-light vision; Perception +5
Aura courage (10 ft.), shared defense (10 ft.)
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 63 (6d10+23)
Fort +9, Ref +5, Will +7
Defensive Abilities hard to kill; Immune disease, fear
--------------------
Offense
--------------------
Speed 0 ft.
Melee +1 bardiche +9/+4 (1d10+16/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 bardiche)
Special Attacks channel positive energy 2/day (DC 15, 3d6), claws (2, 1d4, 5 rounds/day), guardian's call (sudden block), mythic power (5/day, surge +1d6), smite evil 2/day (+2 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 6th; concentration +8)
. . At will—detect evil
Paladin (Divine Defender) Spells Prepared (CL 3rd; concentration +5)
. . 1st—divine favor, linebreaker[ARG]
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 14
Base Atk +6; CMB +8; CMD 21
Feats Combat Reflexes[M], Eldritch Heritage[UM], Power Attack[M], Skill Focus (Perception)
Skills Diplomacy +7, Heal +4, Knowledge (arcana) +1, Knowledge (history) +2, Knowledge (nobility) +6, Knowledge (planes) +2, Knowledge (religion) +5, Linguistics +3, Perception +5, Sense Motive +4, Spellcraft +4
Languages Abyssal, Common, Draconic, Hallit
SQ divine bond (weapon +1, 1/day), draconic heritage, extra mythic feat[MA], lay on hands 5/day (3d6)
Other Gear +1 full plate, +1 bardiche[APG], 12,337 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Claws (5 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving.
Darkvision (10 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Draconic Heritage (Ex) Ignore Cha pre-reqs of Eldritch heritage chain of feats.
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.
Lay on Hands (3d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Paladin Channel Positive Energy 3d6 (2/day, DC 15) (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.
Shared Defense (2 rounds, 10 ft., +1 AC, stabilize) (Su) Lay on hands use: Aura provides AC and other bonuses to allies.
Smite Evil (2/day) (Su) +2 to hit, +6 to damage, +2 deflection bonus to AC when used.
Sudden Block (Su) As an imm action, use 1 power to add +1 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

So he's a human with the Draconic Heritage racial option (which for most purposes means I trade out Skilled for 10' Darkvision and LLV). His feats are Power Attack, Combat Reflexes (both of these I have the Mythic versions of as well), Skill Focus (Per) and Eldritch Heritage. Planned future pickups include Lunge, Vital Strike, and maaaaybe Shield Focus/Shield Brace.

(I still have to throw a few BG skill points around, and gear him up, natch.)

LMK if that all passes the smell test. Have a great evening!


Oh, and he's got the archetype Divine Defender, figured that fit the idea.

EDIT to ask: Looking at the wording of the archetype, I'm a little unclear about it's Divine Bond. Does the modification of Divine Bond add a third option, to modify armor, or is that the only option they can use? If Hero Lab is accurate, it's the former, but I just want to make sure.


Hospitaler Paladin-Hierophant (Lvl 9 Tier 2) Current Buffs (Mythic Endure Elements, Corruption Resistance, Veil of Heaven) Perception (+5) Cold/Fire/Acid/Electricity Resistance (5) HP (98/98) Saves (13/9/13, +2 vs insanity and confusion, +2 vs evil outsiders) AC (24/11/23, +2 vs evil outsiders) CMD (23) Init (+3) Mythic (7/7) Weapon Surge (2/2) Smite (2/2) LoH 4d6 (8/8) Channel 3d6 (6/6) HH (9/9) DB (2/2)

"Divine Bond (Su): At 5th level, instead of forming a divine bond with her weapon or a mount, a divine defender can form a bond with her armor."

can

To me, it reads by RAW as you have to pick a weapon, mount or armor.


Paladin 9/Marshal 2 | HP88/98 | AC27/T11/FF26 | F+13/R+9/W+14 | CMB+14/CMD25 | Perc +1 | Init + 3 | Dipl+17| Int+20/+22 | CotC 1/1 | CWS 3/3 | BoG + 6 2/3 | LoH 10/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 8/8 DL1/1

Welcome Aboard Redblade8,

As for the discussion, Divine Defender read similar but not exactly the same as Sacred Shield which reads "a sacred shield forms a bond with her shield" so there is a slight difference in terminology. I would think Dadna's observation is right. But it's DM Trawets call.

But either way glad to have you aboard and looking forward to playing with you.


M Dwarf Paladin 9 | AC 22 T 12 FF 21 CMD 26 | HP 118/118 | F +15 R +8 W +11 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 3/3 | LOH 7/7 | Mythic 7/7 | Active: None

Welcome aboard!

I would suggest that of the non-Core feats you note, Shield Brace might be beyond the level of optimization we are using, particularly if you seek the interpretation that a two-handed weapon wielded in one hand still gets all the two-handed bonuses (as opposed to the PFS interpretation). I know you said that was a "maybe."

And if you are looking to have draconic claws plus a bardiche to threaten at reach and adjacent, do note that the GM ruled against a very similar tactic for our previous Guardian. I think the intent was that you would have to choose one or the other each round.

As to the Divine Defender ability, we are learning that Mythic characters have a good damage boost but don't really have better defenses at this tier. Being able to add Fortification to your armor would be huge given the enemies' fondness for scythes and the GM's hot dice.


Hi Leo,

Your points in order:

1) If GM thinks I should leave that one on the table, that's perfectly fine with me.

2) About Draconic Heritage and the claws...

You wrote:
I think the intent was that you would have to choose one or the other each round.

It's already my understanding that's how it works. If you take a hand off a 2H to free up a claw like that, that by itself is a free action, but you can't then "rehand" until your next turn. Exactly like you said, you can't use that to simultaneously threaten adjacent with the claw, and at reach with the weapon.

3) Sure, having that flexibility will be huge (Grumbaki and I are both hungrily eyeing fortification armor in another game we're in). I just had my fingers crossed that I didn't lose the option to shift to offense when the additional defense isn't needed.

Have a good one!

Felix
aka Redblade


Elf Paladin (Chosen One) 8//Archmage 2 | HP 58/63 | AC 23, touch 14, flat-footed 19 | Fort +9, Ref +10, Will +9 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

Welcome, Redblade! Glad to have you with us.


Redblade8 wrote:

Well thank you!

I'll show a little ankle on what I've got so far.

** spoiler omitted **...

Eldritch Heritage, the Draconic racial traits and the bardiche are not in the core book. I am more likely to ok feats from hardback books that enhance your role as guardian which I view as defensive in nature. I am still considering the EH and Draconic racial trait as they do give you some defensive coverage but I think they are more offensive in nature overall. If anyone has a strong opinion PM me please.

Your archetype would give you a third choice; mount, weapon or armor. Armor would be my choice as a guardian but I will not force that on you. A two handed weapon with mythic power attack is going to do more damage than you can imagine. Mythic gets very broken very quickly in damage output.

Just to be clear each round you will have to choose where you threaten, 5' or 10', regardless of what your 5' weapon is (claws, gauntlet, armored spikes). You can reach attack during your turn and choose to threaten 5' with a gauntlet but you won't threaten 10. Removing a hand from a weapon is a free action as is putting it back, but you can only take free actions on your turn. You could also punch the guy next to you and still choose to threaten with a reach weapon.


Good morning!

OK, mis-read on my part, I got it in my head that just the pick of Race had to be from Core Races. As far as the weapon goes, I can swap out to whatever reach weapons are in the CRB easily enough.

I kind of see the EH draconic bloodline as a mixed bag, that yes, skews offensive, but also has defense and move/utility options. I can walk away from EH if I have to, but if anything is up for consideration, I'd ask it to be the racial trait (again, all it does on its own is 10-ft Darkvision & LLV).

As I said before, that understanding of reach meshes with how I understood it, so no real conflict there.


Hospitaler Paladin-Hierophant (Lvl 9 Tier 2) Current Buffs (Mythic Endure Elements, Corruption Resistance, Veil of Heaven) Perception (+5) Cold/Fire/Acid/Electricity Resistance (5) HP (98/98) Saves (13/9/13, +2 vs insanity and confusion, +2 vs evil outsiders) AC (24/11/23, +2 vs evil outsiders) CMD (23) Init (+3) Mythic (7/7) Weapon Surge (2/2) Smite (2/2) LoH 4d6 (8/8) Channel 3d6 (6/6) HH (9/9) DB (2/2)

On Draconic…

* Eldritch Heritage Claws…very very big meh. You can always punch someone with a gauntlet. It’s a feat that you get 1/2 benefit from as you won’t use both claws. Heck, it’s worse than a gauntlet as it is only a few times per day.

* Improved Eldritch Heritage Dragon Resistances…pure defense

* Greater Eldritch Heritage Fly…very late in the campaign. It lets the PC reposition easily. For a guardian, what’s the point of you are too far away to guard?

Plus Aasimars, Elves, Gnomes and Dwarves get a lot of racial feats. If the character concept is dragon blooded, than to me that falls under race.


Redblade8 wrote:

I kind of see the EH draconic bloodline as a mixed bag, that yes, skews offensive, but also has defense and move/utility options. I can walk away from EH if I have to, but if anything is up for consideration, I'd ask it to be the racial trait (again, all it does on its own is 10-ft Darkvision & LLV).

Go ahead with the EH and Draconic Racial Trait.

Core only is for everything other than the exceptions I've noted.


On a related note, I had forgotten that divine bond is a "pick once and it's done" affair. I'll probably take armor as my choice, chiefly because it's the option that's unique to the archetype.

So if I'm sticking to reach weapons in the CRB, that's glaive, guisarme, or ranseur. I'll probably go guisarme or glaive, probably come down to coin toss in the end.

Now on to the important stuff: namely, where was this guy the day Terendelev fell? He had to have been out of Kenabres, right? No way he'd have not been there for the action otherwise. Any suggestions?


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

Welcome to the team!

We've come across a few prisoners on our journey. Maybe you were a captured crusader that we rescued and recruited to our cause.


That's not bad! Maybe his "awakening" (or whatever it's called when one Mythics Up) is what gave Anton the opportunity to overpower his captors.

As I said, I'm very unfamiliar with the AP and its environs, so until I get my feet under me I'll take all the assists I can get. ;)


Hospitaler Paladin-Hierophant (Lvl 9 Tier 2) Current Buffs (Mythic Endure Elements, Corruption Resistance, Veil of Heaven) Perception (+5) Cold/Fire/Acid/Electricity Resistance (5) HP (98/98) Saves (13/9/13, +2 vs insanity and confusion, +2 vs evil outsiders) AC (24/11/23, +2 vs evil outsiders) CMD (23) Init (+3) Mythic (7/7) Weapon Surge (2/2) Smite (2/2) LoH 4d6 (8/8) Channel 3d6 (6/6) HH (9/9) DB (2/2)

One thing that I like about your PC being dragon based is that it reminds me of the Gold Dragon path in the recently released WotR game (it is amazing, btw).

https://wrath-of-the-righteous-celestial-crusaders.fandom.com/wiki/Terendel ev

This is some info on the dragon. I’m sure that there are game spoilers out there which go into detail as to Terendelev’s past from the game. As your PC goes up in mythic tiers you could wave it in. It would explain why a PC who wasn’t present when the wardstone went boom would have mythic powers.


M Dwarf Paladin 9 | AC 22 T 12 FF 21 CMD 26 | HP 118/118 | F +15 R +8 W +11 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 3/3 | LOH 7/7 | Mythic 7/7 | Active: None

Ooh, like a descendant of Terendelev (or a related dragon).

Or maybe Anton was a regular human until Terendelev's death, but somehow became infused with a fragment of the dragon's soul or power.

There are a few ways you could go with this, but the Draconic aspect being the key to Mythic power does seem to make a lot of sense.


Leothar wrote:
Ooh, like a descendant of Terendelev (or a related dragon

That's exactly what I'm aiming for. Anton's family are descended from Terendelev, and her death sparked his power-up.


Redblade8:
What I am considering for Redblade is that you are one of Terendelev's descendants who was also swallowed up by the ground but ended up in different tunnels. You were under the Grey Garrison (but didn't realize it) when the wardstone was shattered and some of it's power came down through the earth and found you. You then made your way out of the underground with the help from the mongrel men but you were days behind the groups leaving town. You will arrive at camp this evening having had an easy journey due to the army clearing a path for you. Sound good? I've yet to see a finished alias or backstory on this so I can't say much else.


I'll get an alias up tonight, and incorporate the elements discussed above. (Didn't have a chance to work on it today, was over my BIL's house helping him deal with his basement, which got 6" of water in Ida.)


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Male Human Paladin (divine defender) 7/Guardian 2 | HP 110/110 (0 NL) | Init +1 | AC 23 (T 22, FF 12) CMD 24+ | F +11 R +6 W +8 | Darkvision 10', Low-light, Per +8 | Smite Evil 3/3 | Lay on Hands 6/6 | Mythic Power 7/7 | Active Conditions: None

Reporting for duty, sir!

Still trying to gear him up, which is a part of character creation I loathe. I'll also get his profile laid out a little better.


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

Welcome to the team Anton!

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