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)

Thinking about it...have a weapon which does acid damage (gets through most evil outsider resistance) and then add flaming with divine bond. 2d6 elemental damage right there. Certainly beats acid flasks.


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

Weapons that deal energy damage do not affect swarms, I believe. They did in 3E.


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

Speaking of, is anyone planning on taking Unsanctioned Knowledge?


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)

Really? Wow. That's lame. I suppose that a swarmbane clasp really is a must.


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, Paizo seems to have said, "Isn't it fun that in traps we have a problem that only one class can solve, while everyone else stands around and does nothing? Let's do more of that!
No more using a torch to fight a swarm!
And hey, let's add a special kind of trap that only clerics can fight!"

While PF did make some improvements over 3.5, they had a few misses as well.

A few later non-Core feats do give others the ability to fight swarms or haunts.

Haunts, though, we should have no trouble with. Did anyone give up Aura of Courage? Otherwise we are all pretty much immune to haunts.


Paladins are set up great for evil outsiders, undead and evil dragons. Even just plain old evil people, but some things you are going to have trouble handling. You may need to stock up on a bunch of acid and fire.

You guys have done a pretty good job of trying to get people to surrender, as I would expect from paladins. I don't want you to get discouraged that they don't. One of the most common phrases in the morale stat block for your enemies is "X fights to the death". Not say that won't be some chances to get a surrender but no one is just going to say, "Ok, I give up." until they have at least been beaten some.


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Yeah, I'd love to get the Blessed story feat, but unfortunately it's not core. I just love the flavor, especially for this particular game.


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

Based on the map, it looks Defender's Heart is on the way to Topaz Solutions. Is that right?


Yes and no. You can see the wall is down to the north. The black parts you don't know about as they are chasms. You know the gate through the wall is further north. Pre attack you would say that Topaz Solutions is on the way to Defender's Heart. Now it is hard to say.


RAW the only way to determine what a poison is is the Detect Poison Orison and a DC 20 WIsdom or Craft: Alchemy check. I'm tempted to allow a DC 25 Heal or Craft: Alchemy check to do it. Anyone have any thoughts on this?

Also, the bless spell is now over and you can level to level 4! Very shortly you will have the ability to buy and sell gear. Anything less than 100 gp is available as is a scroll of remove curse. There is a 75% chance of anything up to 2500 gp being available. Please may any rolls in discussion.

The guys you let go were just common everyday looters with no idea what their hideout was.


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)

Lvl 4!

BaB: +1
HP: 31+6(class)+2(Con)+1(FCB)=40
Saves: +1 Fort/Will
Stat: +1 Str (16)
Skills: Diplomacy/Planes/Heal
Channel: 5x day at 1d6
Spells: 1x Lessor Restoration (protection from evil is better but this fits her healer theme better)


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Level 4

CON 15+1 = 16 (+3)
HP 31+13 = 44
Fort 5+2 = +7
Will 5+1 = +6

Feats: Elemental Channel (Earth)
Power Attack: -1/+2(+3) => -2/+4(+6)

BAB 3+1 = +4

DR: 1/adamantine => 2/adamantine
Stonestrike: 3 rounds/day => 4 rounds/day

Class Features

Defensive Stance 13 rounds/day
Lay of Hands 2d6, 1/day


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

Leothar Level 4:

BAB: +1
HP: +9 (new total 40)
Ability Score: +1 Cha (to 13)
Saves: +1 Fort/Will
Skills: +2 Perception
Background Skills: +1 Knowledge (History), +1 Linguistics (Abyssal)
Channel Positive Energy
Lay on Hands +1/day (now 3/day, 2d6)
Smite +1/day (now 2/day)
Power Attack increases to -2/+4
Spells: 1 1st-level per day (Enlarge Person, from Oath)

Was really torn on +1 Cha or +1 Str... settled on Cha.


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

Level 4

BAB: +1
HP: +6
Ability Score: +1 Dex
Saves: +1 Fort, +1 Will
Favored Class: Paladin
FCB: +1 Skill Point

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:
Divine Grace
Smite Evil 2/day
Lay on hands 2d6 4/day
Channel positive energy

Spells Per Day:
0 + 1 Bonus = 1

Spell prepared: Bless


- 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

Ian Level 4:
BAB: +1
HP: +9 (new total 40)
Ability Score: +1 Str. (to 17)
Saves: +1 Fort/Will
Skills: +1 diplomacy and intimidate
Background Skills: +1 Lore (worldwound), +1 Linguistics
Lay on Hands +2/day (now 6/day, 2d6)
Bastion of good +1/day (now 2/day)
Holy Shield
Power of Faith
Power Attack increases to -2/+4

Need to decide on language, will have it on his sheet soon


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

Level 4:

BAB +1
HP: +8 (total 36)
Ability Score: +1 Cha (total 14)
Saves: +1 Fort/Will

Skills: +8 skills/lvl

-Acrobatics +1
-Disable Device +1
-Knowledge (engineering) +1
-Knowledge (history) +1
-Knowledge (nature) +1
-Knowledge (planes) +1
-Perception +1
-Stealth +1

Background Skills:

-Linguistics +1 (Ignan, Terran) Running out of languages to learn, any recommendations instead?
-Sleight of Hand +1

Class Features:

-Channel Positive Energy
-Lay on Hands: 4/day, 2d6
-Spells per day: 0+1 (Grace)


Fley Flaxon wrote:

Level 4:

-Linguistics +1 (Ignan, Terran) Running out of languages to learn, any recommendations instead?
-Sleight of Hand +1

Grace

I don't recall if it comes up in the AP but the area of the Wouldwound was once the nation of Sarkoris and they spoke Hallit.

Grace is not a core spell. Let's try to stick to core, race specific and ones that work with your archetype.


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

Will take Protection from Evil 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

do what I did, dump spells all together... oh, guess it's a little late for that ...


Defenders Heart is the next stop. As I mentioned previously you are going to be able to buy and sell there, however no one has been updating the loot sheet so we have no idea what is available to sell. You are going to get some more cash as well. This will need to be figured out before we can advance to the final part of this book unless you don't want to buy anything.

FYI, once you enter the building you are going to I am going to keep you in rounds until it is cleared. This is mostly to keep track of what is going on in other parts of the building and not intended to speed you up or force you to move forward. You are paladins and I imagine you will want to do things in there that take some time in order right any wrongs, just like in the temple down below ground. I think you will clear the building in one go, but the AP doesn't make this assumption and has instructions for you going and coming back so you don't have to clear it in one shot.

The next book of the AP starts out using the Army rules for battles. I am highly considering not playing those out. It pretty much comes down to 1 player as head of the army (which I will still make you choose) making the decisions and rolls while everyone else watches. You'll still have the army and decide what it does/where it goes, sometimes there is no choice, I'll just narrate results. When my face to face group ran this we smoke every army battle with ease and was a bit boring. I'd appreciate any feedback on this.


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 the group hasn't been keeping track of loot, and we are going to get some gold...perhaps it would make sense to just say that after buying/selling everyone should be at lvl4 WBL? Seems like it'd be the simplest and most balanced approach.


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Honestly, I'm up for skipping these parts, or have you (the GM) rolling them already - just present us with the decisions, we talk in discussion what we as a group would like to do, and that's it. If it was boring in face-to-face, I can't even fathom how excruciating it'd be in a forum.

As for the loot, if no one volunteers before, I'll work on it on the weekend, going through all pages and compiling the list.


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

Petsha had been tracking loot before they left.
I'm not sure how much work it would be to change "Petsha" in all the data validation options (the drop-downs) to "Dadna" - is there a way to do that globally?
The existing loot tracker looks like it could be useful tool if somebody could modify it without screwing it up too much.

If not, then another approach.

As to the armies, I have no strong preference. Sometimes the AP subsystems are interesting and sometimes they are not. I'll defer to your judgment.


The last loot in the sheet was from Chief Sull. That leaves the Traitors lair and everything above ground. I don't know anything about these spreadsheets. It's been years since I've had to use one and other than very basic use I haven't kept up so I don't know how difficult it would be to change.


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

I am used to spreadsheets and I can fix it without much effort. The lengthiest part for me is collecting the data from the posts here to update there.


- 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
Donnen Phelps wrote:
Honestly, I'm up for skipping these parts, or have you (the GM) rolling them already - just present us with the decisions, we talk in discussion what we as a group would like to do, and that's it. If it was boring in face-to-face, I can't even fathom how excruciating it'd be in a forum.
Leothar wrote:
As to the armies, I have no strong preference. Sometimes the AP subsystems are interesting and sometimes they are not. I'll defer to your judgment.

I like both Donnen's and Leothar's comments, I'm good either way.


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

I've been planning on updating the spreadsheet. Will spend some time either tonight or tomorrow collecting all the data.

Haven't played around the army subsystem before. I'm fine with skipping it if everyone thinks it's good. But if we do go with it, who would be the leader? Leothar (since he has Radiance?)


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 think for the Army subsystem, at least as I recall it being used in a PFS scenario, mental stats have something to do with it. Maybe combined Int/Wis/Cha modifiers?

I think everyone except Donnen exceeds Leothar on that metric.

Dadna in particular is smarter, wiser, AND more charismatic (darn aasimar playing at being a dwarf...)


- 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

I vote for Dadna! She comes highly recommended by the chief :)


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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)

Riiiiiiight. Put the Paladin of *Bolka* in charge of the army.

Perform Oratory: 1d20 + 2 ⇒ (10) + 2 = 12

"Attention! Dress right, dress! At-ease! All right, listen up. I want everyone who is married to fall out and make a new formation over there. Sir Ian will be your platoon sergeant. I want a signed statement from each of your spouse giving you permission to go on this venture. Any soldier without the blessing of his or her spouse will *not* be marching into war. Do I make myself clear? Attention! Fall-out!"

Yeah. I'm sure that will go over well.


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, if not Dadna, then Ian.

He has a 16 Cha, and Iomedae is probably the most common faith among the soldiers we would command.


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LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Either work. It's just a number, so the GM can simply choose whoever has the highest in the party and roll for himself. We should focus on activities that involves parties of players, in my opinion. As for the decisions themselves, we bring it here to the discussion tab and quickly define and go on.


If you are interested, the mass combat rules are here.


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

Okay - updated the loot sheet. I'm 90% sure I got everything but I'm sure I missed something somewhere. There are a lot of unidentified stuff in there.


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)

Also please note that I came in with 1k gold. So I should get a smaller amount than everyone else to make up for that.


Thank you Fley.

I've gone through the loot list and believe I have identified all of the magic items you have found. I added a few things or quantities of things as well. Fley picked up a rod of reach from Faxon for instance.

Each cultist you encounter had the same load-out except for weapon and holy symbol. Potion CLW, Scroll Cause Fear, Scroll Comp Lang, vial unholy water, mwk chain shirt, mwk glaive or mwk scythe, spell comp pouch, dagger and unholy symbol. They were C1/F1.

There was one item from the book it is below. You'll need to add the sell value of all the gear collected. I've added some.

A ranseur of the gargoyle appears to have a head crafted of obsidian, but is in fact as hard and resilient as steel. This weapon functions as a +1 ranseur that grants a +4 bonus on disarm checks rather than the typical +2 bonus a ranseur grants. Up to 5 times per day as a swift action, the wielder of a ranseur of the gargoyle can cause its skin to harden for 1 round, gaining a +2 enhancement bonus to its natural armor score. Price 4310gp

The scales are CL 19.


- 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

That's a nice Ranseur...


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 vote for skipping the mass combat - I remember our party steamrolling the mass combat encounters when I played this face to face, and I feel like they’d just slow down our posting without adding anything.


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 added some values to the loot sheet. Did not add value for things I thought we might keep (or destroy in the case of Unholy Water) but feel free to change those. I am not looking to take on this job - was just trying to help a bit.

Assuming the metamagic Reach rod is Lesser, then it looks like our shares will be about 2000 each (seven shares, with a "party loot" share). Not accounting for Dadna's share being different.

Once we have a chance, Leothar would like to get a set of MW full plate if possible, and a buckler. And of course a scroll of Remove Curse.


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

I will see how much gold we have, but I need to buy some armor too (probably Dwarven just to keep the rhythm?) and a masterwork weapon or better. Let's 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

Can we take the cost of the remove scroll for Leothar off of the top? Seems like it could have been any of us. I'm assuming Defenders heart is going to be a safe haven, do we want to rest here or there?


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 I got Radiance, and you all will need to spend on buying and then upgrading magic weapons, so I could deal with a lower share going forwards.

Really not too concerned.

At every loot distribution I could kick 20% of my share back to party loot. Figuring that is about what I would spend on a primary weapon.


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 abit uncomfortable with that. For example, if someone takes the ranseur, should they get nothing due to it’s cost? I’d like for people to feel comfortable using items that are found even if they aren’t 100% what they planned. I have no problem with you having your fair share of the loot. Plus...we’re all playing Paladins. I don’t think that any character will be rushing to claim too much.


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, we had quite the discussion on loot allocation before you came on board.

I think it was decided that we would track the value of loot distributed to aim for equitable shares over time.

Radiance being an artifact makes that complicated.

I had no strong preference, but having reached an agreement, I would rather stick with whatever process we finally agreed on rather than reopening the topic.

But yes, if someone were to claim the Ranseur, that would count as part of their share. Or the +1 Cloak of Resistance (so I guess we want a price listed for everything we are keeping as well).

Anyone, please correct me if I misspoke here.


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)

That’s fine then! I don’t want to step on any toes


- 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

Who is claiming the cloaks of resistance?

Ian probably needs them the least with his higher charisma. So if someone wants them please claim them. Eventually Ian will get one, either one we found or purchase one. But I assume someone will want these.


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’d happily take one. I’ve no need for mundane gear purchases and a cloak of resist is always good to have


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Leothar, you're correct. That was (and is) the fairest way to split loot. As for Radiance (or other priceless gear) it's a whole different thing - your suggestion of 20% or so is fine, I'm not really worried about it. What I did in a different group (not WotR) that had a similar weapon was to consider it a +1 until level 4, then +2 until level 8, and so on. The weapon is worth a lot more, but this way we keep it "close" to the rest of the party's wealth.


- 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

I edited the loot sheet, Ian was carrying two CLW potions, they were both used.


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 seem to have a potion of invisibility in my inventory. Given the low dex and heavy armor, would you like to have it, Fley? As the only one of us who can scout, it seems like it would be useful for you to have a "oh no, they found me!" potion.

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