GM Losonti's Wrath of the Righteous (Inactive)

Game Master Losonti

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Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan watches the brilliant light show with awe and reverence beaming from his handsome face.
The Inquisitor breathes the information in like a touch of divinity granted by Her.
Tristan nods in righteous understanding of the further task laid out before them.
He stands proudly amongst his fellow crusaders; ready to continue to thwart the vileness of these demons.

Areelu Vorlesh, Architect of the Worldwound, stands before you, regarding you with a furious expression.

Tristan smiles at her.
You and I have a date in the near future, but you got some business to attend to, before all the milk and cookies start!

To be continued, after I level him up!


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban's eyes flash as light begins emanating from him, and he steps to the left, advancing toward the new demonic threats in the room, he lashes out with sword and spell, acid covering his blade, as it snaps forward twice at the creature before him.

Knowledge, Planes: 1d20 + 10 ⇒ (8) + 10 = 18

Arcane pool 1/6, 1/2 black blade, cast Elemental Touch defensively, Spellcombat, spellstrike
Cast DEfensively DC 19: 1d20 + 10 ⇒ (7) + 10 = 17
Spellstrike, power attack: 1d20 + 5 ⇒ (14) + 5 = 19
Elemental Touch, Acid, Black Blade- cold iron, good, bonus damage: 1d8 + 8 + 1d6 + 2d6 ⇒ (1) + 8 + (5) + (3, 2) = 19
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
damage, bonus damage, Cold Iron, Good: 1d8 + 8 + 2d6 ⇒ (8) + 8 + (4, 6) = 26

immediate action bonus die for cast defensively: 1d12 ⇒ 12 Success!

Elemental Touch, Acid- Fort Save DC 15 or suffer 1 point of acid damage for 3 rounds and Sickened


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Additional damage for the Rage Song: Rage effects: 1d6 + 1 ⇒ (4) + 1 = 5 The +1 would be for the increase in Strength. If I'm wrong, don't apply it.


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

Greta smiles at their success, even as the explosion tears through the room and seems to signal an end to her part in the campaign. When it becomes clear that the energy is strengthening her rather than destroying her, her smile turns to a smirk and her grip on her hammer tightens.

She takes a step back from the flock of demons that materializes in the chamber, in order to create room to swing her large weapon, and brings it crashing down on the nearest one.

longhammer (alter self/rage/holy light/as): 1d20 + 13 ⇒ (20) + 13 = 33
for (good): 2d6 + 11 + 2 + 2d6 ⇒ (6, 3) + 11 + 2 + (3, 1) = 26
plus (holy): 1d6 ⇒ 3

lol
confirm?: 1d20 + 13 + 1d12 ⇒ (10) + 13 + (8) = 31
for another (good): 4d6 + 22 + 4 ⇒ (3, 1, 5, 1) + 22 + 4 = 36


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Knowledge (planes) (Int): 1d20 + 12 ⇒ (13) + 12 = 25

Tristan stands firm among the demon filth appearing around them. The Inquisitor pronounces Judgement on them!
Judgment (Su): swift, 2/2 Justice +1 attacks

Did I miss The Witch leaving? I do not see her on map?

Tristan decides to take tactical advantage of the Flanked demon.
Melee +1 heavy Mace : 1d20 + 6 ⇒ (17) + 6 = 231d8 + 4 ⇒ (2) + 4 = 6

I am getting spoiled by PF2e! I want another Action...lol!


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

@Tristan- iirc, the witch was destroyed when the shard exploded. Also, don’t forget your +2d6 damage when attacking evil outsiders.

extra bonus damage from crit: 4d6 ⇒ (3, 4, 1, 2) = 10

well, not a great roll but I believe that puts the total damage from my crit at 75.


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Bummer; Tristan kinda had an unspoken thing for her...thanks forgotten about the bonus damage.

good damage: 2d6 ⇒ (5, 6) = 11

Tristan looks forlornly at the chard burnt blood smeared Witch.


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic's eyes widen as he experiences a flood of... visions? memories? He cries out silently to Iomedae, begging for understanding and clarity, and he is almost knocked off of his feet when he receives what feels like a response. Filled with what he believes must be divine power, he holds aloft Yaniel's holy sword and shouts an exulting cry as the demons pour into the room. His words resonate with the holy authority of his goddess, causing them to shake and tremble with doubt.

Benedic uses Quick Channel, spending a move action to channel energy to harm evil outsiders. This does half 3d6+4 damage to all of them in a 30' radius, and each of them must make a DC 17 Will save or be dazed for 1 round.

Alignment channel: 3d6 + 4 ⇒ (2, 2, 5) + 4 = 13 (half this damage)

He then slices at the first demon that comes into his reach, studying it loftily as it approaches.

Monster Lore: Knowledge (planes): 1d20 + 15 ⇒ (13) + 15 = 28

Attack orange demon (Radiance), bless, bull's strength, divine favor, guidance: 1d20 + 6 + 1 + 2 + 2 + 1 ⇒ (5) + 6 + 1 + 2 + 2 + 1 = 17
Damage (slashing/good/cold iron), bull's strength, divine favor: 1d8 + 3 + 2 + 2 ⇒ (6) + 3 + 2 + 2 = 13
Bonus damage vs good creatures: 2d6 ⇒ (3, 3) = 6


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Dangit, I forgot the inspired rage! Add 1 to attack and damage please? Not sure if there's any other effects.


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

an additional +1d6 damage vs evil outsiders :)


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

additional damage: 1d6 ⇒ 4


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

@Benedic- you also forgot you can add 1d12 to your attack roll


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

I forgot Rage Song bonuses too...

rage song: 1d6 ⇒ 6


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none
Greta Gyllenhår wrote:
@Benedic- you also forgot you can add 1d12 to your attack roll

It's an immediate action, right? I had been thinking it might be wise to keep it for saves I might have to make, but it might be better to apply it to the attack roll if it is likely to miss otherwise.

Attack bonus: 1d12 ⇒ 4


Wrath of the Righteous | Iron Gods

Okay, I think I got everybody's attacks accounted for in the comments on the map. If I missed something, let me know.

GM Screen:
Red Fort save: 1d20 + 10 ⇒ (7) + 10 = 17

Red Will save: 1d20 + 5 ⇒ (15) + 5 = 20
Yellow Will save: 1d20 + 5 ⇒ (16) + 5 = 21
Green Will save: 1d20 + 5 ⇒ (3) + 5 = 8
Blue Will save: 1d20 + 5 ⇒ (6) + 5 = 11
Orange Will save: 1d20 + 5 ⇒ (4) + 5 = 9

Red Claw vs Massielo: 1d20 + 12 ⇒ (13) + 12 = 25
B+S: 1d6 + 5 ⇒ (1) + 5 = 6

Red Claw vs Massielo: 1d20 + 12 ⇒ (2) + 12 = 14
B+S: 1d6 + 5 ⇒ (5) + 5 = 10

Red Bite vs Massielo: 1d20 + 12 ⇒ (13) + 12 = 25
B+S: 1d6 + 5 ⇒ (3) + 5 = 8

The babaus, so full of confidence as they stepped through to dispatch these puny mortals, have that confidence stripped away almost immediately as the crusaders tear into them with blade, hammer, and magic. Benedic's divine energy stuns fully half of the demons, Greta dispatches one with a single blow, and the others carve or smash their way through others still.

One of the few babaus not stunned by Benedic drops his spear and throws himself at Massielo, trying to hear him to pieces with his claws and teeth. Miraculously, even though it easily makes contact, he feels no pain, and the furious blows do little more than wrinkle his clothing. The other babau steps back, desperately trying to cast a spell.

Spellcraft DC 18:
It is attempting to cast summon monster iii.

Caliban:
These are babaus, also known as blood demons. Like all demons, they are immune to electricity and poison, and are resistant to fire, acid, and cold damage. They have a protective slime ability that deals acid damage to any creature that strikes them with an unarmed strike or natural weapon, as well as melee weapons.

Benedic:
These are babaus, also known as blood demons. Like all demons, they are immune to electricity and poison, and are resistant to fire, acid, and cold damage. They have a protective slime ability that deals acid damage to any creature that strikes them with an unarmed strike or natural weapon, as well as melee weapons.

Additionally, they are very precise strikers, able to deal sneak attack damage to vulnerable opponents.

Finally, they can summon other babaus, create areas of supernatural darkness, and can teleport vast distances.

The party is up!


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Spellcraft: 1d20 + 11 ⇒ (12) + 11 = 23
Caliban closes with the spellcasting demon, It seeks to bring more of its kind across! It is a Babau, they are immune to electricity, and resistant to fire, acid, and cold. Acidic slime which coats their bodies harms those who touch them.

He fires off a cascade of magical and steel attacks at the demon. But misses wildly with the spell and the followup sword strike.

Cast defensively DC 17, Chill touch: 1d20 + 10 ⇒ (7) + 10 = 17
spellstrike, spellcombat, bonus d12: 1d20 + 5 + 1d12 ⇒ (1) + 5 + (4) = 10
damage, chill touch(negative energy), Holy bonus: 1d8 + 8 + 1d6 + 2d6 ⇒ (8) + 8 + (4) + (3, 4) = 27
Fortitude Save, DC 14 or lose 1 point of strength
Attack 2: 1d20 + 5 ⇒ (6) + 5 = 11
Cold iron, Holy: 1d8 + 8 + 2d6 ⇒ (3) + 8 + (2, 5) = 18


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic keeps his eyes on the foes before him as he calls over his shoulder to the others. "Blood demons!" he cries. "Immune to electricity and poison, and can resist most other energy! Their slime can burn you if you get too close! Don't let them flank us, and beware summoning, darkness, and them teleporting away!" He concentrates and channels another wave of energy as he swings his holy sword at the closest enemy.

Benedic again uses Quick Channel, spending a move action to channel energy to harm evil outsiders. This does half 3d6+4 damage to all of them in a 30' radius, and each of them must make a DC 17 Will save or be dazed for 1 round.

Alignment channel: 3d6 + 4 ⇒ (2, 4, 5) + 4 = 15 (half this damage)

Attack orange demon (Radiance), bless, bull's strength, divine favor, inspired rage: 1d20 + 6 + 1 + 2 + 2 + 1 ⇒ (11) + 6 + 1 + 2 + 2 + 1 = 23
Damage (slashing/good/cold iron), bull's strength, divine favor, inspired rage: 1d8 + 3 + 2 + 2 + 1 ⇒ (6) + 3 + 2 + 2 + 1 = 14
Bonus damage vs evil creatures: 3d6 ⇒ (1, 6, 5) = 12


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Surprised at the wound created by his little blade Selann takes advantage of still being in a flanking position with the demon. Green

Prescience: 1d20 ⇒ 17
Attack with Cold Iron Dagger: 1d20 + 9 + 1d12 ⇒ (2) + 9 + (9) = 20 Prescience makes that 35 to hit
damage: 1d3 + 2d6 + 2d6 + 1d6 + 1 ⇒ (1) + (4, 3) + (1, 4) + (5) + 1 = 19

Grand Lodge

M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23

Massielo takes a step back and casts a spell, covering the whole group with inspirational magic.

Casting Moment of Greatness.

@Team: Pump up that morale bonus!


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan decides to take tactical advantage of the Flanked demon and his boosted morale!
He winks at Green!
Melee +1 heavy Mace, flank, rage song, MoG : 1d20 + 7 + 2 + 1 ⇒ (20) + 7 + 2 + 1 = 301d8 + 4 + 2d6 + 1d6 ⇒ (8) + 4 + (5, 1) + (1) = 19
CRIT? Melee +1 heavy Mace, flank, rage song, MoG : 1d20 + 7 + 2 + 1 ⇒ (7) + 7 + 2 + 1 = 171d8 + 4 + 2d6 + 1d6 ⇒ (2) + 4 + (1, 5) + (6) = 18

CRIT? Hero Point! Melee +1 heavy Mace, flank, rage song, MoG : 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 211d8 + 4 + 2d6 + 1d6 ⇒ (2) + 4 + (2, 6) + (4) = 18

change target to down an injured one if Green is down, please.


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

Greta smiles excitedly at her success in ending one of the impressive demons with a single strike. Turning her attention to the other demon within reach (orange) she swings again.

hammer (alt self/rage/holy light/as): 1d20 + 13 ⇒ (15) + 13 = 28
for (good): 2d6 + 11 + 2 + 2d6 ⇒ (2, 2) + 11 + 2 + (3, 6) = 26
plus (holy): 1d6 ⇒ 3

Inspired by Benedic, I'll save my +1d12 in case I need it for a save. And, MoG too since it'll double the morale bonus I get to Will saves (and always forget about).


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

Junior revels in the violence letting his orkish instincts take over as his companions and the energy released from the wardstone bolster his own music and his own strength.

Using MoG on my damage roll to double the str bonus from rage.
Ranseur of the Gargoyle, plus d12, alter self, RAGE vs red: 1d20 + 1d12 + 7 + 1 + 1 ⇒ (9) + (9) + 7 + 1 + 1 = 27
Piercing, breaking the wardstone, celestial blood, alter self, RAGEx2 vs red: 2d4 + 2d6 + 1d6 + 5 + 2 + 3 ⇒ (4, 3) + (1, 6) + (6) + 5 + 2 + 3 = 30

Inspired rage, +2 Str, +2 Con, +2 Will, -1 AC:

At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood good weapons and +1d6 vs demons:

While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee.


Wrath of the Righteous | Iron Gods

GM Screen:
Yellow Will: 1d20 + 5 ⇒ (4) + 5 = 9
Red Will: 1d20 + 5 ⇒ (16) + 5 = 21
Green Will: 1d20 + 5 ⇒ (20) + 5 = 25
Orange Will: 1d20 + 5 ⇒ (7) + 5 = 12
Blue Will: 1d20 + 5 ⇒ (20) + 5 = 25

In a matter of seconds, all but one of the demons are put down with astoundingly powerful blows from the party. The only babau still standing is left dazed and insensate, and is dispatched without any further difficulty.

Over the course of the next several seconds, you feel the immense energy flowing out of you and dissipating into the aether. Its sudden absence threatens to overwhelm you just as much as when you destroyed the wardstone, but you hold on this time. When it's over, you find that it is not gone entirely; some kernel of power remains.

I'll give y'all some time to process this and RP it out, but here's the deal: everyone is now 6th level, and you gain your first mythic rank! If anyone is unclear or just has questions on what that means, let me know over in Discussion. Welcome to the big leagues.


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

Junior feels the small kernel of power settle in his soul and simply exclaims, "Whoah."

After a moment, "We won? We WON!"


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

Greta stumbles forward a step and braces herself with the shaft of her hammer as the strange power drains away. She takes a deep breath and then looks down at her hands. “Do you feel that?” she asks nobody in particular. “It’s like… some of that power is still with us…”

“Do you think the attack is over?”

I might be misremembering but I think that the player’s guide, or maybe the original recruitment said something about our campaign trait having a special effect once we’re mythic- is that something we can look up somewhere or how does that work?


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Selann feels the power draining out of him. He struggles to stay standing...."It's... gone. The power! But not. I think the attack, well, there's no open portal here. But the stone is gone, and more. And the Worldwound is still open. The demons will come back. We need to be ready!"

Once he realizes that the demons are dead and they are all alive he casts Detect Magic and starts searching the area, and the blasted body of the cultist for anything useful. "Mission accomplished, but we really should finish off any of the enemy that we bypassed!"

I'll Dual Path, Trickster and Archmage. Does anybody have the details on each of the campaign traits once Mythic? My campaign trait was Chance Encounter for the trickster.


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic stares into space for several seconds, and then falls to his knees to begin praying fervently to Iomedae. "We have been touched by the Inheritor, her holy light has strengthened us for battle..." he murmurs under his breath.

When he is finished he stands and responds to Selann. "Yes, and we must return to cleanse that font once the danger has finally passed." He cocks his head, looking hard at everyone. The signs of their elevation are there to see, for those who know them well, and it takes him a moment to get used to their new aspects. "The blessings of the wardstone affect each of us differently, it seems," he says with a wan smile.

I've updated my character sheet!

Grand Lodge

M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23

Massielo feels the energy pulsating through him. He agrees with Benedic "We have been blessed!" Unable to summon the words to describe his feelings, he closes his eyes to feel inward.

I suppose I have stuff to read!


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

Greta grins and gives Benedic a nod. "Yes, if the danger has passed I'll even help you clean your goddess' fountain."


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban staggers some with the energies fleeing his body, It feels as though the wardstone has given us each a fraction of its power. he quickly cleans the demonic ichor from his blade, and scans the room, his eyes flashing with magical energies nearly out of control, but he seems to focus it for a moment, looking again at the creatures defeated by the party.

Blinking when he hears Greta speak, he concurs, Yes, we should make amends to the lower reaches of this building, and root out any remaining demonic forces which we bypassed to reach this place quickly.


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan nods in complete satisfaction as the demons are dispatched and the shard filled each of them with an essence of the divine. The Inquisitor prepares to finish restoring those damned sacred items here before returning to the Tavern.
We still have much work to due. But this was definitely a win for Good! You are a credit to the Crusades.


Wrath of the Righteous | Iron Gods

As you slowly acclimatize yourselves to your newfound, otherworldly power, reality reasserts itself. There is, after all, still a battle on!

As your thoughts return to more material concerns, you spot seven glowing crystal shards embedded in the walls around you. A quick search of the room turns up a veritable treasure trove of valuables stolen by the cultists.

Loot:
Various coins, gems, and other items coming to a total value of 6,953 gp
6 longspears
A +1 scythe
A +1 amulet of natural armor
A cloak of resistance +2
A pair of keys
350 gp worth of onyx gems
3 scrolls of dispel magic

As you make your way downstairs, your mongrelman auxiliaries are waiting at the bottom of the stairs. Fennadich gestures to the door to the chapel. "Some holdouts have barricaded themselves inside. No way out, near as I can tell. What do you want to do?"


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic shakes his head at the cruelty of fate. "We must secure the chapel, to leave no enemies behind us and to cleanse the place of the Inheritor from their vile blasphemies. We will have to batter the door down, unless any of our number has magic--" He stops, as if struck by a thought. "I believe I can prepare a spell that would aid us, though the ritual will take me about a quarter of an hour."

Benedic has an open 2nd-level spell slot, and he can spend 15 minutes to prepare shatter if no one is too impatient to wait. I'll assume he begins praying, but if anyone else knocks down the door he'll stop. :)

Grand Lodge

M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23

Massielo takes one of the shards and says "We can begin cleansing that room while Benedic gets his spell ready, or we could just improvise a ram. In case his spell isn't enough."

I can make a case for taking the Cloak. I have Unbreakable Heart so I can remove some CC spells off the group. Also, I can heal up people who take lots of damage. In summary, if I make the saves, it's more likely I'll be able to counter failed saves across the party.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

"Didn't we have a chime of opening? I don't have it....

Or, I can try my new abilities, Wild Arcana, to cast Knock?"


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

I've got the loot logged. I put the cloak on your sheet Massielo since you wanted it. Someone should snag the amulet, someone who's on the front line and has a lower AC. Do Selann and Caliban want to grab a scroll each of dispel magic? Sorry I don'thave much time for an IC post right now


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

@Benedic- can’t you just spend a mythic point to cast shatter right now?

I don’t object to Massielo take the cloak, but do we have a contingency plan for if something were to successfully dominate Greta? Thankfully, she’s an outsider not a humanoid so we probably don’t need to worry about that too much yet (since it would require dominate monster instead of dominate person), but eventually we’ll either need for my will save to be pretty reliable or to have a plan in place for what to do if something gets me.

“I think Junior still has the chime, doesn’t he?” Greta asks in response to Selann’s question.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban has relatively low AC with only light armor proficiency. HE can buff that with spells however. He'd definitely take a scroll of dispel magic.

If Benedic is comfortable with tkaing the time, the remainder of us can clean the shrine, and our friends can watch over him and alert us if anything is wrong?


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

As Benedic starts to pray, a bright aura (almost like a halo) forms around his head, and he opens his eyes wide in alarm. "Ahh... never mind, we do not need to wait after all. I feel my... connection... to the goddess has grown stronger. Come, my friends, to the door, and with Her inspiration I will sunder it forthwith."

He first casts mythic heroism while everyone prepares themselves, and then casts shatter on the door using Inspired Spell. He races into the breach!


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Selann casts a Mage Armor on himself, then follows along with the group. He wonders if he'll even get into the room before the battle is over.... "They may be waiting for authorities so they can surrender.... Might want to ask them!"

Grand Lodge

M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23

Massielo renews his Bless and follows Benedic.


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

Wardstone shards are added

Junior begins to do some stretches to test out his new powers and suggests, "They'll never know what hit them. Whether it's our sharp words or sharper blades!" He strikes a striking pose to help inspire his allies.

Casting regular heroism on himself, Selann, and Caliban, then casting shared training on Benedic and Tristan giving them amplified rage.


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

No amplified rage for Greta?!? No buffs at all for Greta? What did I ever do to any of you? My alter self was only good for 4 minutes, so I assume that's gone; iron body was good for 19 but if we're anywhere near the end of that I'll renew it.

*before shatter*
"Benedic, do you by any chance have another one of those strength spells (now that we got all of our spells back), that maybe you could use on me?"

*when it's shattering time*
Gripping her hammer tightly, the silver-scaled little warrior positions herself by the door and offers, "let me go in first, and absorb the first couple attacks, then you can all rush in behind me..."


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Taking a wardstone shard from the wall, Tristan smiles before placing it in his pouch.

Tristan waits for the decision about the door to be made, before venturing his thoughts.
I actually have Knock in my spell repertoire.

The Inquisitor then smiles at Junior as he shares his Teamwork ability with him.
Why always so angry, my friend? Yup, I can feel the red.

The Inquisitor then stands back awaiting the shattering noise to begin....


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

lol, you don't need the help to hit from heroism. And you already get better morale bonuses from my rage. Maybe I need a ring of wizardry.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

With everyone getting ready for a quick battle Selann adds Sense Vitals to his prep, activates his dragon scale, and readies his crossbow.


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

but... but... I like getting more bonuses to hit, and amplified rage would also give me +3 damage and 12 more extra hit points, lol


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban settles in next to Greta, sword drawn, reviewing the magical incantations for Bladed Dash….


Wrath of the Righteous | Iron Gods

Please arrange yourselves on the near side of the door to the chapel! Also, update your info on slide 2 when you get a chance.

With a word from Benedic, the door explodes inward, showering the stunned cultists hiding inside with thousands of wooden splinters. The sheer violence of the party's entrance leaves the cultists still trying to gather their senses.

Initiative:

Benedic: 1d20 + 3 ⇒ (5) + 3 = 8
Caliban: 1d20 + 3 ⇒ (8) + 3 = 11
Junior: 1d20 + 2 ⇒ (19) + 2 = 21
Junior reroll: 1d20 + 2 ⇒ (3) + 2 = 5
Greta: 1d20 + 2 ⇒ (11) + 2 = 13
Massielo: 1d20 + 0 ⇒ (1) + 0 = 1
Selann: 1d20 + 13 ⇒ (16) + 13 = 29
Tristan: 1d20 + 5 ⇒ (4) + 5 = 9
Othirubo: 1d20 + 1 ⇒ (5) + 1 = 6
Tieflings: 1d20 + 3 ⇒ (1) + 3 = 4

Round 1:

Selann
Junior
Greta
Caliban
Tristan
Benedic

Othirubo
Tieflings
Massielo

Everyone but Massielo is up!


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

Junior answers Tristan in an uncharacteristic seriousness "I have a lot to be angry about, so much it just spills out of me."

Junior begins to bang on his drums, which now sound like drums again. Setting the tempo for the fight. He feels somewhat embarrassed for doing an encore but he loves this one too much to care.

Inspired Rage, +2 Str, +2 Con, +2 Will, -1 AC:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)

If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Rage Power Celestial Blood, Lesser (Su):
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Rage Power Quick Reflexes (Ex):
While raging, the barbarian can make one additional attack of opportunity per round.

Tristan and Benedic have Amplified Rage:
Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).

Caliban and Selann have Heroism:
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

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