Wrath of the Righteous for Paladins

Game Master trawets71

WotR with all paladins.

Map

Loot Sheet

Food and Water: 40
Goods: 5


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Hospitaler Paladin-Hierophant (Lvl 9 Tier 3) Current Buffs (Mythic Endure Elementst, See Invis, Corruption Resistance, Veil of Heaven, Mythic Bless) 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 (26) Init (+3) Mythic (7/9) Weapon Surge (1/2) Smite (2/2) LoH 4d6 (8/8) Channel 3d6 (6/6) HH (9/9) DB (2/2)

I’m down with that plan.


Male Paladin 9/Trickster 3 | 84/84 hp | F+8/R+10/W+9 | CMB+9 CMD 26 | Perc +15 | Init +8 | Acro +13, DisDev +25, Stealth +24 | Lay on Hands 7/7; Smite Evil 3/3; Mythic Points 7/7; Weapon bond 2/2 | Effects : 1 negative level, 29 pts equipment damage

That sounds good to me - obviously, I like to more AC and will remember it doesn’t stack with the smite bonus to AC.


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

Also does not stack with Protection from Evil. I'm down with that distribution.

Level Up
HP: +6
BAB: +1
Saves: Ref +1

Skills: 2 + 2 Int + 1 FCB = 5
Diplomacy +1
Knowledge (arcana) +1
Sense Motive +1
Spellcraft +1
Use Magic Device +1

Background Skills
Appraise +1
Craft (Jewelry) +1

Class Features
Mercy (Nauseated)

Feat: Unsanctioned Knowledge (1st - Detect Charm, 2nd - Eagle's Splendor, 3rd - Good Hope, 4th - Shadow Conjuration)

Spellcasting
+1 1st Level Spell Slot


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

@Ardriel, why would you need Unsanctioned Knowledge for Detect Charm or for Eagle's Splendor? They are on the Paladin spell list already.

If you are looking for other options from the Bard core list, I might suggest:
1st level: Comprehend Languages or Feather Fall
2nd level: Alter Self, Blur, Invisibility, Mirror Image, Silence, Sound Burst, or Tongues (so many good spells here just in Core - Mirror Image is probably the best)


Hospitaler Paladin-Hierophant (Lvl 9 Tier 3) Current Buffs (Mythic Endure Elementst, See Invis, Corruption Resistance, Veil of Heaven, Mythic Bless) 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 (26) Init (+3) Mythic (7/9) Weapon Surge (1/2) Smite (2/2) LoH 4d6 (8/8) Channel 3d6 (6/6) HH (9/9) DB (2/2)

There is also see invisibility (very useful) and glitterdust (very useful for us!)


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

He's got those two already, but yes, they're great spells.


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
Leothar wrote:

@Ardriel, why would you need Unsanctioned Knowledge for Detect Charm or for Eagle's Splendor? They are on the Paladin spell list already.

If you are looking for other options from the Bard core list, I might suggest:
1st level: Comprehend Languages or Feather Fall
2nd level: Alter Self, Blur, Invisibility, Mirror Image, Silence, Sound Burst, or Tongues (so many good spells here just in Core - Mirror Image is probably the best)

Because when I was looking at the Paladin spell list, I missed both of those completely. Too much staring at a computer screen.

The problem is that there are a lot of level 1 Bard Spells that I just have a hard time seeing myself preparing over other options already on the Paladin spell list.

Let's swap Unsanctioned Knowledge to 1st-level - Feather Fall, 2nd-level -Silence, 3rd-level Good Hope, 4th-level - Shadow Conjuration.


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

For purposes of spell durations, it is normally only a full-round action to open a lock. Not "a few minutes." Enos has a +25 so probably won't need Take 20 on these checks. One round at Take 10 should get it.

It's unfortunate that it matters for us, and I hate having to do the 15-minute adventuring day, but we generally lack longer-duration spells such as Magic Circle Against Evil so it is really important that we not have excessive time assigned to tasks such as opening locks.


Hospitaler Paladin-Hierophant (Lvl 9 Tier 3) Current Buffs (Mythic Endure Elementst, See Invis, Corruption Resistance, Veil of Heaven, Mythic Bless) 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 (26) Init (+3) Mythic (7/9) Weapon Surge (1/2) Smite (2/2) LoH 4d6 (8/8) Channel 3d6 (6/6) HH (9/9) DB (2/2)

Yeah...it is really rough having such low CL. It makes pre-buffing much less viable, which is why I've been trying to find longer lasting spells.


If you want to roll for them that is fine. We'll just need a bunch of rolls.

My doing book keeping I only come up with +20 on DD so I am probably missing something.

+9 Skill Points
+3 Class
+5 Dex
+2 MW thieves tools
+1 Criminal


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

Goggles of Minute Seeing for a +5 Competence bonus, I believe.
Is Take 10 for a 35 not enough to open the locks down here?


Goggles of Minute Seeing it is. I looked at gear for pluses but missed that one. Ok so the two doors took almost two turns.

DD: 1d20 + 25 ⇒ (6) + 25 = 31
DD: 1d20 + 25 ⇒ (7) + 25 = 32
DD: 1d20 + 25 ⇒ (4) + 25 = 29
DD: 1d20 + 25 ⇒ (14) + 25 = 39
DD: 1d20 + 25 ⇒ (1) + 25 = 26
DD: 1d20 + 25 ⇒ (11) + 25 = 36
DD: 1d20 + 25 ⇒ (12) + 25 = 37
DD: 1d20 + 25 ⇒ (9) + 25 = 34
DD: 1d20 + 25 ⇒ (6) + 25 = 31
DD: 1d20 + 25 ⇒ (16) + 25 = 41
DD: 1d20 + 25 ⇒ (10) + 25 = 35
DD: 1d20 + 25 ⇒ (14) + 25 = 39
DD: 1d20 + 25 ⇒ (8) + 25 = 33
DD: 1d20 + 25 ⇒ (6) + 25 = 31
DD: 1d20 + 25 ⇒ (17) + 25 = 42


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

Okay, so 15 rounds for both sets of doors, and 3 rounds for moving (70' from the first set of doors is 2 rounds for our 20' folks), leaving 42 rounds on Leothar's 6-minute spells.

The time pressure is real of course. Will try to remember next time just how long it can take to open the doors.


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

Enos is probably right about the traps, but if the demons could build DC 40 locks then they could probably build DC 40 traps. Leothar has Find Traps as an Oath spell but there is no way he can hit that DC even with the spell's boost.

I do admit to posting "Fine, I just move" out of frustration at the rounds expended working on the doors. This is partly my fault for relying on short-term buffs.

And, to some degree, it is learned helplessness given the insane DCs we are facing. I don't expect we could find any traps so why bother looking. I'll face-tank them and hope my saves are good enough.

Anyway... I really want to hand over the "Chief" role to Dadna. I am just feeling really frustrated with the AP authors and think that frustration is leading me to make bad decisions.


Male Paladin 9/Trickster 3 | 84/84 hp | F+8/R+10/W+9 | CMB+9 CMD 26 | Perc +15 | Init +8 | Acro +13, DisDev +25, Stealth +24 | Lay on Hands 7/7; Smite Evil 3/3; Mythic Points 7/7; Weapon bond 2/2 | Effects : 1 negative level, 29 pts equipment damage

I didn't think moving forward confidently was out of character. Enos is still trying to figure out his role and I'm trying to reflect his uncertainty in my post.

Please don't think I was trying to make a commentary on your choice of actions. I absolutely was not intending such.


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

Yeah, but it was dumb and incautious of me.
I regretted it after posting it and think you may be right...

Mostly I am kicking myself for even having short-term buffs. I should change my spell preparation to not have that dictate my decisions.


Hospitaler Paladin-Hierophant (Lvl 9 Tier 3) Current Buffs (Mythic Endure Elementst, See Invis, Corruption Resistance, Veil of Heaven, Mythic Bless) 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 (26) Init (+3) Mythic (7/9) Weapon Surge (1/2) Smite (2/2) LoH 4d6 (8/8) Channel 3d6 (6/6) HH (9/9) DB (2/2)

Just spitballing ideas here, but as a champion, perhaps the Linany Spells would be in character to take? They are from Ultimate Compat, so they'd need GM approval. But if allowed they might be what you are looking for, given that they are all swift actions to cast and feel 'championy' to me.

Lvl 1:
Litany of Sloth: Single target cannot make attacks of opportunity for 1 round.

Lvl 2:
Litany of Defense: Doubles armor’s enhancement bonus.
Litany of Eloquence: Fascinates a single creature for 1 round.
Litany of Entanglement: Entangles a creature for 1 round.
Litany of Righteousness: A single evil creature takes more damage from creatures with a good aura.

Lvl 3:
Litany of Escape: Teleports a friend out of a grapple.
Litany of Sight: You can see invisible creatures and objects within 30 feet of you.

Lvl 4:
Litany of Thunder: A single target is deafened until the condition is removed and is confused for 1 round.
Litany of Vengeance: Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round.


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

Unfortunately, Leothar's DCs aren't good enough to make spells with a save worth taking.
That's okay. There are Core long-duration or instantaneous spells I can prepare instead.


- 1 lvls - 5 hp - HP Paladin 9/Marshal 3 | HP 93/98 93 | 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 3/3 | LoH 5/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 7/8 DL1/1
DM Trawets wrote:

First Ian then Dadna move past the first trap without incident.

According to acrobatics it is DC 10

At a - 2 acrobatics Ian can't take '10' so how many rolls does he need and how long does it take to get to where Leothar is?


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

If the traps don't reset you can just walk through them.
If the traps do reset you can hope your CMD is good enough.

Failing an Acrobatics check would have you land on the trap square which is one way of finding out if they reset or not.


Leothar wrote:
Failing an Acrobatics check would have you land on the trap square which is one way of finding out if they reset or not.

What he said.

While in this dungeon you can't take 10. You are always distracted.


- 1 lvls - 5 hp - HP Paladin 9/Marshal 3 | HP 93/98 93 | 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 3/3 | LoH 5/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 7/8 DL1/1
DM Trawets wrote:

Ian prepares and jumps over the spot Leothar was first ambushed. He manages to get twice as far as he needed.

You need a roll every time you jump. Everyone just describe what you are going to do and make some rolls. Otherwise this is gonna take a week.

I'm sorry, I got lost in the descriptions, how many jumps do we need to make and are we on the light grey portion or the dark grey portion?


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Leothar moved into the room went up the steps up the steps around and jumped down. You can go where ever you want. You don't have to jump at all. Marked where he was attacked.


Hospitaler Paladin-Hierophant (Lvl 9 Tier 3) Current Buffs (Mythic Endure Elementst, See Invis, Corruption Resistance, Veil of Heaven, Mythic Bless) 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 (26) Init (+3) Mythic (7/9) Weapon Surge (1/2) Smite (2/2) LoH 4d6 (8/8) Channel 3d6 (6/6) HH (9/9) DB (2/2)

If we don't need to jump, then what is the way around? With ACP Dadna is at -4 acrobatics. I can't see that being made with 3 attempts needed.


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

Besides ACP, there's an additional -4 on Acrobatics to jump if your speed is 20'.
We don't know whether or not the traps automatically reset.
It looks like Ian has just done that test, however.
If they don't reset, then everyone can just walk around and join Leothar.

We also don't know what is in the pit. This seems like a lot of work to do for pushing someone into a clean 10' deep pit with no obvious hazards.


Dadna Cloudbreaker wrote:
If we don't need to jump, then what is the way around?

The way around is to pick a path and walk it. Maybe you get whacked. Maybe you don't. You are all paladins not mages. Suck it up. :)


Male Paladin 9/Trickster 3 | 84/84 hp | F+8/R+10/W+9 | CMB+9 CMD 26 | Perc +15 | Init +8 | Acro +13, DisDev +25, Stealth +24 | Lay on Hands 7/7; Smite Evil 3/3; Mythic Points 7/7; Weapon bond 2/2 | Effects : 1 negative level, 29 pts equipment damage

Love Ian repeating the mantra!

My intent was not to pass the others, merely to get my rolls out of the way so the story did not wait for me.


- 1 lvls - 5 hp - HP Paladin 9/Marshal 3 | HP 93/98 93 | 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 3/3 | LoH 5/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 7/8 DL1/1
DM Trawets wrote:
Ian activates his daylight ability and the room behind lights up brighter. To Ian the room ahead is still dark. Those with darkvision can see ahead around sixty feet ahead in the now regular dark but see nothing.

Ian still has his halo illuminated does it shed any light into the room?


No. It does nothing.


Could everyone give me 8 will saves, no they are not all for this round. If you cold do it as d20 + base (class + wis + Cha) and list any modifiers individually. Thank you


- 1 lvls - 5 hp - HP Paladin 9/Marshal 3 | HP 93/98 93 | 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 3/3 | LoH 5/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 7/8 DL1/1

Just for theatrics sake, is the damage from the fall or the slime?


Con dame is from the slime. Hp dam from hitting the floor.


EDITED

You can use a surge on any failed save. For the 8 rolled I would prefer to know beforehand if you intend to use it. Something along the lines of if I fail I will use surge or if that 14 fails then I will use surge or any roll greater than X I will surge. Something to give me an idea of when you will use it.


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, and if Ian only failed by a bit, can he use Surge to avoid being hurled?
When we have reactive abilities (such as Surge) it is helpful to know when/if we can use them.


Male Paladin 9/Trickster 3 | 84/84 hp | F+8/R+10/W+9 | CMB+9 CMD 26 | Perc +15 | Init +8 | Acro +13, DisDev +25, Stealth +24 | Lay on Hands 7/7; Smite Evil 3/3; Mythic Points 7/7; Weapon bond 2/2 | Effects : 1 negative level, 29 pts equipment damage

I don’t know how much Enos knows about the banner, but he has UMD and might be able to puzzle something out if it requires more than holy paladin power.


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

I am holding my action to levitate Ian out of the pit, if he was, in fact, thrown down it.

Weren't we given instructions somewhere on how to activate the Sword of Valor? Doesn't it have to be hung in a specific place?


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
Ardriel Zinro wrote:

I am holding my action to levitate Ian out of the pit, if he was, in fact, thrown down it.

Weren't we given instructions somewhere on how to activate the Sword of Valor? Doesn't it have to be hung in a specific place?

Yes, here.

"Yet the Sword of Valor’s greatest power lies not in offense but in defense. Mounted firmly upon an interior wall in a visible, public place, the Sword of Valor creates a 10-mile-radius area that bars demons and those who worship demons from using teleportation spells and effects and imparts on such creatures a –4 penalty to Armor Class and on all saving throws. Once per month while the banner is mounted on a wall, a worshiper of Iomedae within 30 feet of the banner can use it to summon a planetar to protect the banner and its surroundings for 1 day. Any nonevil creature that sleeps within a 1-mile radius becomes immune to fear effects from demons and demon worshipers for 24 hours."

So we mount it on a wall in a visible public place and get Ian to summon a planetar?

I admit I had forgotten those directions since it had been so long IRL. I went back and did a search in the Gameplay thread for "Valor" and found the post. Fortunately, it hasn't been as long for Leothar, so he should remember what to do after a moment of shock.


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

I mean...that's one way to wreck the shadow demon.


Hospitaler Paladin-Hierophant (Lvl 9 Tier 3) Current Buffs (Mythic Endure Elementst, See Invis, Corruption Resistance, Veil of Heaven, Mythic Bless) 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 (26) Init (+3) Mythic (7/9) Weapon Surge (1/2) Smite (2/2) LoH 4d6 (8/8) Channel 3d6 (6/6) HH (9/9) DB (2/2)

Damn. With the enemy army approaching that would be really useful. Retreat into the fortress. Let the enemy start their attack…unfurl the banner and summon a planetar. Watch as it rips and tears…and then spends the rest of the day clearing out any enemies still hiding.


Ardriel Zinro wrote:

I am holding my action to levitate Ian out of the pit, if he was, in fact, thrown down it.

Ian is in the pit. He posted his actions. The door is closed.


- 1 lvls - 5 hp - HP Paladin 9/Marshal 3 | HP 93/98 93 | 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 3/3 | LoH 5/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 7/8 DL1/1

It feels like we're at roadblock.

Ian and Leothar posted. If it will help anyone make decisions, Ian's next action will be to draw the scale and attempt to levitate up.

We can decide if were using the banner sooner than later. I assume we can't use it until it's hanging on the wall and Ian can address it. but for now, let's keep moving.


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

Are we still waiting for Ardriel to change his action (since he could not see Ian)?


After reviewing I think we are waiting on me. I'll update when I get home later.


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

Yeah, it would have been a move action to take out the scale, then if I had to move to the edge that would have been another move action. If I still have an action left, I would like to attempt to disbelieve the illusion with the +4 bonus for knowing it's an illusion so it's no longer in the way.


You already made the will save. You still can't see through it.


Boy I hate it when you make me do rules digging. I hate it even more when the rules aren't clear. So...


- 1 lvls - 5 hp - HP Paladin 9/Marshal 3 | HP 93/98 93 | 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 3/3 | LoH 5/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 7/8 DL1/1
DM Trawets wrote:
How high do you levitate?

that's a great question! How high are the walls, also how far 'into' the middle is he. Levitate says " You can mentally direct the recipient to move up or down as much as 20 feet each round" So I assume this round he's going at least all 20, I'm not sure if that will even get him out of the pit. Also how high is the ceiling, if we can't figure a way to move him laterally he may have to push against the ceiling to move from over the pit. All in the meantime needing to get the life sucking, armor and weapon destroying goo off of him.

Edit, in theory, he cast light on his sword. I don't see any reason (once he clears the edge) that he can't toss the sword for someone to use as a torch.


The pit itself is 40 feet deep, but appears to be 10 feet deep. In fact, the 10-foot-deep floor is in fact an illusory wall, with the real floor being 30 feet below this and covered by a glistening colony of green slime. The statue sits atop a 30-foot-tall pillar so that it appears to sit on the pit’s false floor. The ceiling of the room is 20 feet above the floor.

So you only made it half way up the pit this round. Your daylight is still on so you can easily see.


- 1 lvls - 5 hp - HP Paladin 9/Marshal 3 | HP 93/98 93 | 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 3/3 | LoH 5/12 @ 4d6 HS/PoF | DB 2/2 @ + 2 | MP 7/8 DL1/1

ok, Ian levitate 20 ft up last round, he'd levitate another 20 ft this round is he or his gear still taking damage from the goo? I've not done anything to get it off. I assume while he's levitating upwards he can make some sort of attempt to get rid of it?


You are still taking damage from the goo. You do have an action left. The room is 20 feet high so 1 more round to reach the ceiling.

This thing is nasty. I just sorta skipped over it thinking it was something else. Once you were in it I looked it up. I didn't plan on anyone dying here. I hate to say it this might do it and eat up your gear.

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