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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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, did you include the cost of the morningstar from Chief Sull in that? I was only using it temporarily, not intending to keep it.


- 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

We talked about the MW hammer in discussion a couple of times but I double checked the in game thread and the characters never talked about it there.

If either of the dwarves want the MW hammer because we found it in the temple of Torag that's fine, just bring it up in game, Ian would give it to them. If not, it will be the only thing Ian claims from the loot.

I didn't see any final numbers, is there anything I can do to help?


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 didn't include the cost of the morningstar one way or the other. Lots of stuff was already filled in.


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

There's more to tell of course, about Terendelev and our adventures, but the Wardstone seemed the most important point to start with.


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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

Ardriel casts "Wall of Exposition."


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:
Ardriel casts "Wall of Exposition."

I failed my save and read the whole thing. Nicely done!


Good job Ardriel. I think you hit all the plot points that needed mentioned. The "random" encounters between were missed including the rescue of Dadna and Jennifer. Just as an FYI I ran all the special encounters from the random encounter table. I didn't think you needed to fight more giant rats or tiefling looters as those weren't really challenging any more nor interesting.


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

Thanks for the thorough details, Ardriel! And thanks for the help with the sheet, guys.

So, if I understand correctly - we end up with the sheet division (how much?) plus about 3k each?

@GM: Thanks for the pace you're keeping. It's excellent! I'm glad this game if flowing the way it is.


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)

My starting gear is 2k gold and my cloak that I claimed is 1k. When dividing loot please take that into account. Don’t want to end up significantly better equipped than the rest of the group


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

If the cloak is worth 1000 but it was on the party loot, then you basically have to "pay" 500 gold for it from your share. As for the start gold, we can probably get the difference (2000 - 300 = 1700), reduce it from this extra 3k we just got (you'd get 1300), and then we add the 1700 to the regular party gold to be split evenly. This way, we don't have to make any crazy calculations against the spreadsheet. Are my numbers right? You gotta forgive an old tired Dwarf.


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 the rewards from Irabeth come out to about 700 each. 1000 for each of the 3 safe houses, plus 2000 for recovering information about the operatives. So that is 5,000. Split 7 ways (6 PCs plus party loot share) is 714 (party loot gets 716).

The shares from the sheet come out to about 2165 each, before subtracting what everybody has claimed. There may be more adjustment to be done but that is close.

So we are looking at around 2,879 each.
Leothar will put 20% (576) back into Party Loot, leaving him with 2,303.

He would like to buy a set of dwarven-sized MW Fullplate if available (1,650).
75% chance, high is good, so 26-100: 1d100 ⇒ 62

That leaves him with 653.
Then he will buy a scroll of Remove Curse, noted to be available (375 GP).
CL check to activate Scroll, 1+CL so DC 6: 1d20 + 1 ⇒ (15) + 1 = 16
CL check for CL5 scroll to beat curse's DC 17: 1d20 + 5 ⇒ (14) + 5 = 19
Success!!

That leaves him with 278.
Then he will buy a MW Buckler if available (155 GP).
26-100 good: 1d100 ⇒ 81
He now has 123 GP remaining.

I guess he will sell his old Banded Mail for 125 GP, and his Heavy Wooden Shield for 3.5 GP, so his total is now 251.5 GP.

The "party loot" stash has around 3,456 for things like wands of CLW. Before accounting for whatever Dadna does.


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 like Donnen's solution. Me and math have a hate-hate relationship, so I'm glad that others are handling this. However much gold I get I'll probably just get a +1 enchantment added to her plate armor. With 1300 gold, that takes care of 1000. And with the other 300 she'd buy sleeves of many garments. Just because it means always having clean clothes without having to wash them (for an adventurer that means alot!).

On my "must-buy" list are: (1) Sleeves of Many Garments for clean clothes, (2) Comfort Enchantment for clean and comfortable armor, (3) Ring of Sustenance, and (4) Vest of Endure elements if allowed. It's alot of gold all together, but I think that in the long run it will all be worth it for Dadna to always look and feel her best. One of the reasons that I plan to take "upgradeable" on her weapon is to save enough gold to buy the above.

Also glad that Leothar has removed his 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

So, by Leothar's calculations (I was wrong!), Dadna:

2,879 - 1,700 = 1,179

Buying the cloak of resistance from the party loot, you end up with 679. It won't be enough at this point to upgrade the armor, but at least it's something, all things considered (the +1 cloak and the higher starting gold).

---------

With the 1,700 from Dadna and the 20% from Leothar (I believe referring to his "rental" of Radiance? Lol), we should be good in terms of party loot to buy the wands of cure and whatnot.

I'm still thinking on what to buy. Maybe a masterwork full plate too, but I was considering also trying to get a masterwork giant sticker. I will compile a list once I calculate what my part of the share will end up being.

Forgot to mention: on the spreadsheet, I see a column for "treasure" with the gold and platinum, but I'm not sure if it's being added on the actual final number.


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)

Sounds fair enough! Looking over things I actually had enough gold left over that with the 679 I can still buy the above plan. I'll get things updated. Thanks again for doing all the math.


- 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

Thanks for doing the math folks, going to look at items, with that amount it will be hard not to do plate armor.


Leothar, why are you switching from shield to buckler? My curiosity here.

If someone would clear out the loot sheet once you guys are done with it I would appreciate it. If you want you can wait until the end of the book, we are entering the last part. It would be nice to have a clean sheet to add to. Just make sure if you keep something it is on your character sheet. There were a ton of CLW potions I know.


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

It is so I have the option to two-hand Radiance for more damage when needed (at the cost of -1 AC and -1 to hit), as well as having a hand free for spellcasting or Lay on Hands.


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)

Would a quickdraw shield not be better for that?

Cost 59 gp Weight 7 lbs.
Armor Bonus +1; Max Dex Bonus —; Armor Check Penalty -2
Arcane Spell Failure Chance 5%; Speed —/—
Description
This light steel shield is specially crafted with a series of straps to allow a character proficient in shields to ready or stow it on her back quickly and easily. If you have a base attack bonus of +1 or higher, you may don or put away a quickdraw shield as a swift action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw a light or onehanded weapon with one hand and a quickdraw shield with the other in the time it would normally take you to draw one weapon. If you have the Quick Draw feat, you may don or put away a quickdraw shield as a free action.

Also +1 AC. But when you don't want to use it, you can just...put it away. Even if you don't use the quickdraw feat to put it away, 2 hand attack, bring it back (2 free actions) you can at least avoid the -1 to hit penalty of fighting with a buckler.


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

We are sticking to mostly Core at least in terms of feats and spells. Kind of assumed that was the case for items as well.

Also, paladins do have competing uses for their Swift actions.


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)

Right...sorry, somehow keep forgetting that. :P


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'm considering selling my chainmail and weapon (dwarven giant-sticker) and purchasing a masterwork full plate and a masterwork dwarven giant-sticker.

Chance: 1d100 ⇒ 72
Chance: 1d100 ⇒ 78

I am still debating and calculating my gold for a composite longbow STR+3.

Chance: 1d100 ⇒ 39

And likely a couple spring-loaded wrist sheathes if the GM feels they're ok.

One thing: while I shouldn't be able to use my boulder helmet on the same attack as the giant-sticker (only when I get interactive attacks by BAB 6), I should still be able to threaten the area around me with it.

These are some discussions on similar topics:

Link 1
Link 2

If the boulder helmet is an issue, maybe I could add then spikes on my new armor? I honestly feel either should work, but since we had this conversation before, I wanted to touch base and keep it on RAW & RAI. I don't want to get "extra" attacks, just to be able to threaten the area around me, especially with the whole stationary thing about my archetype and defensive stance. I think the whole point of it is to be enlarged and add more options to be a "turret" type of character (especially since I intend on getting combat reflexes as well to help with crowd control, which is what I think tanks should worry the most).

My backup plan to it: once we become mythic I could in theory try to get an immunity to fatigue to be able to move (in which case I'd get like combat patrol as well and maybe use a non-reach weapon). In this approach, I'd probably use an one-handed weapon with shield or something of the sorts and look more "guardian"-y. What are your thoughts, GM?

Costs

Buying?

mw full plate 1650 + armor spikes 50
mw dwarven giant-sticker 325
? composite longbow STR +3 = 400 (mw = 700)
spring loaded wrist sheath x 2 = 5 x 2 = 10

Selling?

chainmail 150/2 = 75
dwarven giant-sticker 25/2 = 12.5


- 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

Purchases: MW full plate armor: 1,650 gp., MW cold iron sword: 330 gp., MW steel shield: 170 gp. and the cost of the MW hammer 156 gp.

Will sell the items these replace: Lamellar (steel) with armored Kilt: 85 gp., Heavy Steel Shield: 10 gp. and coldiron Longsword: 15 gp.

Armor: 75% chance, high is good, so 26-100: 1d100 ⇒ 77
Sword: 75% chance, high is good, so 26-100: 1d100 ⇒ 82


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

@Ian: if you don't want the MW hammer anymore, can I buy it from you to use as a backup weapon?


- 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:
@Ian: if you don't want the MW hammer anymore, can I buy it from you to use as a backup weapon?

Sure, I will just keep the alchemical light mace as a back up.

But with your permission I would rather Ian give it to him and take care of the 'cost' himself. I would feel better, honest.


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

@Ian: I like this thematically in-game, but honestly in the background here we can do it "like a purchase" so we keep the numbers balanced. Mathematically it's just like which character will "pay" the "party loot".

As for my character; as a guardian, I wanted to have him perform as a tank. There are different ways of doing it, but as I mentioned I like crowd-control - keeping threat around him, etc. There are many feats I could approach - like the already mentioned combat patrol, bodyguard, intercept, vanguard style and so on. However, in the interest of keeping it more "core", I was going with my "initial approach". Donnen will eventually become really resilient, but I want to have him be able to actually defend/GUARD his companions while you guys dish the damages and the goods.


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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
Donnen Phelps wrote:
My backup plan to it: once we become mythic I could in theory try to get an immunity to fatigue to be able to move (in which case I'd get like combat patrol as well and maybe use a non-reach weapon).

Don't forget, you do get a Mercy at 6th level which could be Fatigued. End stance, LoH (swift), move enter stance again, and attack.

I don't imagine it will even be necessary all that often. If you are Enlarged you will threaten a pretty good area even with a non-Reach weapon. If you are adjacent to them with 10' reach, they can't 5' step out of your reach, so that mitigates a lot of the drawbacks of Defensive Stance.

Plus, Leothar, Ian, and Dadna can work to keep enemies bottled up so they can't just walk away from you. I think that actual encounter design, combat maps, and intelligent group tactics combine to make the drawback to Defensive Stance far less of an issue in practice than it might seem.

The fact that we have four solid front-liners (and neither Ardriel nor Fley are particularly squishy) is something we should try to utilize.


- 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:

@Ian: I like this thematically in-game, but honestly in the background here we can do it "like a purchase" so we keep the numbers balanced. Mathematically it's just like which character will "pay" the "party loot".

As for my character; as a guardian, I wanted to have him perform as a tank. There are different ways of doing it, but as I mentioned I like crowd-control - keeping threat around him, etc. There are many feats I could approach - like the already mentioned combat patrol, bodyguard, intercept, vanguard style and so on. However, in the interest of keeping it more "core", I was going with my "initial approach". Donnen will eventually become really resilient, but I want to have him be able to actually defend/GUARD his companions while you guys dish the damages and the goods.

If you would prefer that. But honesty Ian is giving 10% to the church and 10% to the poor, then leaving the majority of what's left to take care of his sister. So he won't spend the money anyway.

While your doing the guarding, he should be able to help using lay on hands for Holy Shield and Power of Faith


- 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

So are we moving potions and such from the loot sheet to our personal sheets?

Is there any reason we can't add a page to the 'loot sheet' and start fresh with it?


Donnen Phelps wrote:


One thing: while I shouldn't be able to use my boulder helmet on the same attack as the giant-sticker (only when I get interactive attacks by BAB 6), I should still be able to threaten the area around me with it.

These are some discussions on similar topics:

Link 1
Link 2

If the boulder helmet is an issue, maybe I could add then spikes on my new armor? I honestly feel either should work, but since we had this conversation before, I wanted to touch base and keep it on RAW & RAI. I don't want to get "extra" attacks, just to be able to threaten the area around me, especially with the whole stationary thing about my archetype and defensive stance. I think the whole point of it is to be enlarged and add more options to be a "turret" type of character (especially since I intend on getting combat reflexes as well to help with crowd control, which is what I think tanks should worry the most).

My backup plan to it: once we become mythic I could in theory try to get an immunity to fatigue to be able to move (in which case I'd get like combat patrol as well and maybe use a non-reach weapon). In this approach, I'd probably use an one-handed weapon with shield or something of the sorts and look more "guardian"-y. What are your thoughts, GM?

The two threads you linked don't change anything. In the first on Kaazan is right on number one but dead wrong on number two.

The second thread backs up the previous conversation. If you read the posts by Pathfinder Design Team and Sean K Reynolds (he worked for Paizo at the time the posts were made) you will see that they are discussing "hands". If you have two hands on a two-handed weapon you do not have a "hand" to threaten with any other weapon. "Hand" can be anything, head, foot, knee, etc.

You can threaten either with reach or without reach. You will just have to make the choice at the end of your actions. If you keep two hands on a reach weapon you will threaten with reach. If you remove one hand from the reach weapon you would be able to threaten without reach; that could be armor spikes, spiked gauntlets or the boulder helmet, they are all treated the same.


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

That's alright, GM - I was just double checking your interpretation. The armor gauntlets specifically call out that can't be used if you're wielding weapons, but such text is not added to armor spikes or the boulder helmet. Regardless, I will follow your call!

I might replace the weapon with a masterwork dwarven double waraxe, as it works better for my cleaving, and then maybe an actual shield. Maybe it's time to actually become a tank, hehe :) Between being enlarged in the future and stuff like retributive reach, we should be golden.

Chance: 1d100 ⇒ 77 If I add a shield in the mix together with my previous purchases

Leothar has a good point on mercy, but my character starves on LoH uses (what is charisma?). Again, it might be something that he only uses in rare occasions, so it might suffice :) we will see. Thanks for the input, GM & party mates.


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... still debating what to buy. Not sure Fley needs too much right now. Maybe a cloak of resistance or a +1 light armor of some sort. At work now - will decide what to get when I get home tonight.


Donnen Phelps wrote:
@GM: Thanks for the pace you're keeping. It's excellent! I'm glad this game if flowing the way it is.

You are welcome. Things have slowed down a little in the last few weeks and I'd like to get moving a little more. Slow pace kills off so many games. Things have been crazy with Robbie around here lately so I don't always get the time to put in the attention that some of these posts warrant.

Leothar wrote:
It is so I have the option to two-hand Radiance for more damage when needed (at the cost of -1 AC and -1 to hit), as well as having a hand free for spellcasting or Lay on Hands.

For Lay on Hands I feel you only need to tap your chest or any body part with the palm of your hand. Even on a heavy shield, you have a strap near your elbow and one for your hand to grab. I feel it is possible to open your hand and slap you chest quickly to the the lay on hands off. In other words as a swift action you can use your LoH on yourself with a shield on. You would still need a free hand for spell casting.

Ian wrote:
Is there any reason we can't add a page to the 'loot sheet' and start fresh with it?

I don't have a problem with you adding a new page. If I recall correctly you guys have a ton of CLW potions. You might want to have start using them to heal after fights or consider selling them at some point. CLW potions don't mean much after a certain point. One to stabilize is about all you need, IMO.

I have the post up starting the final part of Book 1. I won't move things on until everyone has made their purchases and we have some response to the initial post I made.


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 purchase a Cloak of Resistance +1. Saving up for a Belt of Incredible Dexterity or a Headband of Vast Intelligence. Don't really need too much else at the moment.

75% chance, high is good, so 26-100: 1d100 ⇒ 39


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

Okay, I'm going to assume Chief Sull's morningstar is included in the total Leothar added up for selling. If it's not, let me know and I'll sell it and divvy the rest between the group.

So, 2879 gp:

From the loot sheet:

wand of bless weapon (18 charges) - 270 gp
8 scrolls of comprehend languages - 100 gp
wand of longstrider (10 charges) - 150 gp
scroll of bear's endurance - 150 gp
scroll of remove disease - 375 gp

Leaves me 1834 gp

75% masterwork composite longbow (Str +1): 1d100 ⇒ 19 - 500 gp

75% mithral shirt: 1d100 ⇒ 6 - 1100 gp

75% masterwork cold iron shortsword: 1d100 ⇒ 33 - 170 gp

40 more cold iron arrows - 4 gp

That leaves me 60 gp. I'll sell my cold iron short sword for 10 gp and my masterwork chain shirt for 125 gp, giving me a total of 195 gp remaining.

Things for me to add to my sheet:

wand of bless weapon (18 charges, 8 scrolls of comprehend languages, wand of longstrider (10 charges), scroll of resist energy (previously bought), 2 potions of cure light wounds I already marked off, scroll of bear's endurance, scroll of remove disease, masterwork composite longbow (Str +1), mithral shirt, masterwork cold iron shortsword

As for the remaining consumables listed as Unallocated and no one is holding, I count the following:

wand of cure moderate wounds (9 charges)
12 potions of cure light wounds
6 potions of invisibility
3 potions of cure moderate wounds
2 alchemist fire
1 tanglefoot bag

Fley is also holding 2 alchemist fire and 3 smokesticks (in case he forgot about that).

Shall we divvy up the potions of CLW 2 each, invisibility 1 each, and favor Donnen, Leothar, and Dadna for the potions of CMW? I believe we agreed potions and such would be party loot. Who wants to carry the wand of CMW?


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

Ok - I ended up embracing completely the tankiness of the guardian, as you guys are doing (more than) just fine in the damage department :)

I ended up buying the mw full plate and a mw dwarven double waraxe. I didn't buy the bow for now. Got a couple wrist sheathes and put a throwing axe in each "just in case". I also added the three cure light wounds potions I'm carrying to my sheet, "bought" the mw warhammer from the party loot as a backup weapon, and sold everything else - my previous chainmail, the dwarven giant-sticker, the boulder helmet, etc. Finally, I bought a regular heavy wooden shield. I have a little over 820 gold left that I will keep saving to make my weapon a +1 once I get a chance.

As for Ardriel's suggestion on the remaining unallocated, I'm onboard with it (if people agree, I'll carry one of the cmw potions and one of the invisibility potions). Donnen is probably not the right one for the other items, and CAN'T use the wand.


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)

With level 5 coming up...would Donnen by any chance be interested in taking Improved Shield Bash?

Two handing a spiked heavy shield means doing less damage than a normal two handed warrior would (1d6x2 instead of a greatsword's 2d6 19-2x2), but it would let him tank while still getting that 2-handed power attack damage.

And thematically, two handing a shield could mean many things:

(1) It could mean having huge spikes sticking out of your shield, and using two hands to shove them into people

(2a) It could also be more like a lantern shield. Where you have a spiked shield and gauntlet, making him into something akin to a brawler where he punches and bashes people with his shield.

(2b) A lantern shield from the other side

(3) Or finally, here is a picture of a shield/spear combination. Big enough for use in two hands, which really could be used for a two-handed stab while protecting yourself or one-handed, just like a spiked heavy shield can do. This is probably my favorite, as it makes the most sense on doing two-handed or one-handed piercing damage, while a dwarf with spear and shield really screams "tunnel fighter" to me.

I bring this up because improved shield bash is a core feat and a heavy shield is a weapon.


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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

Thanks, Dadna! I actually don't mind "losing" the damage from two-handing - you guys will have more than enough damage. My build is more in top of cleave, and the weapon I'm using (the dwarven double waraxe) helps with it. I will probably get combat reflexes at level 5 (then great cleave by level 7) and, once we get mythic, probably the mythic version of cleave and combat reflexes. Maybe I'll get Lunge and Vital Strike after that. I built for shield bash in the past and it's not much my cup of tea. I will probably invest more into crowd control and defenses than damage per se - it's good to keep some damage to make me still relevant enough for the enemies to worry, but no need to optimize.


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 am pretty sure that we will all be doing "enough" damage once we have some of the Mythic feats online.


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)

Sounds like a fun build! Look forward to seeing it in action. :)

But at the very least I got to share some nice pictures!


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You guys have done a good job of acting like the paladins you are so far and I hope you keep it up. Once you are inside the garrison I am going to keep you in rounds. Don't feel you can't take time to do something you feel should be done. This was once a temple before becoming a museum. Just please move on the map and let me know what you are doing.

Good Luck!


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

We should use some of the party gold to buy the mongrelmen some cold iron arrows. What do you guys think?


- 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 good idea!


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 all for that. Shows our support and doesn't cost much at all. Also a nice touch from the GM, to show the effects of the party's prior decisions.


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

Great idea!


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

Yes! Let's do that. Great idea


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

Onboard!


- 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

So we are each controlling an archer. I posted in game, but I wasn't sure how clear it is. Are we moving them out behind of where Donnen, Leothar and Ian have moved to? If there behind us won't we give them cover? Or does the destroyed building we are between have gaps where they could shoot from?


I gave you each control of one so I'm not rolling six attacks for you and deciding where each one goes. They are yours to command. While there are a few spots further up in the ruins an archer could stand there are multiple ways into those areas and might be hard to protect. You guys had a plan, I thought, and expected you guys to all line up and then fire. Don't overthink this. Let the archers be archers. You've got a foe in front of you and as far as you know you don't have time to debate actions. So far all they have done is insult and ridicule you, that doesn't mean they or someone else won't engage you. The most important thing to remember about any attack plan is that they don't survive first contact.


Ok, I screwed up the mass inflict light wounds. I've always thought of them as fireballs that do either positive energy or negative energy. Only Donned and Leothar need to make the saves and take damage. I need to learn to read the spell descriptions better, especially the ones I don't see used often. I may start changing some of the spells or inventing new ones. Those were 2 CR 4 demons that you just steamrolled.


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

To be fair, two of us crit, and we had 6 archers with cold iron arrows to back us up.

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