GM Losonti's Wrath of the Righteous (Inactive)

Game Master Losonti

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M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

Junior adds, "We're marching to Vilareth anyway. We can accomplish both goals and prove our mettle to the Queen. We got this. We just have to work together."


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’s smile falters when she realizes Benedic’s wincing was at the sound of his title. She resolves not use it anymore and finds her grin returning with Junior’s pep talk. ”I’ll send word to the captains to pick up the pace, and to tell the troops to be on alert,” she reports very professionally. “I was talking to the soldiers before we left and getting to know them, and it seemed like kind of a lot of them can get rid of tiredness with their healing, so we could probably push the marching pretty hard and have them revive themselves or each other when they get too tired to keep up… of course, that’s going to leave them with less healing when the fighting starts, so we’d have to be careful not to overuse it…”

”Caliban, do you know how far ahead of us they are, or how fast they’re moving? Maybe we can figure out how long we’d have to hurry for, and that would help us figure out how long to push for and when?”

Fatigue is one of the options for paladin’s first mercy (and one that comes up fairly often), so I’m assuming that a fair number of them will be able to remove it.


Wrath of the Righteous | Iron Gods

"Oh! I know all about it!" Nurah exclaims. "Well, what little there is." She takes a moment to collect herself before speaking again, with the rhythm and cadence of a practiced lecturer.

"Vilareth Ford, named for the crusader general who first held the ford against waves of demonspawn cultists, is the northernmost crossing point on the West Sellen River. The most recent census recorded a population of about one hundred and thirty, plus a small permanent garrison."

"Just so," Irabeth confirms, and Nurah beams. "It's about another day and a half of marching, though we could probably get it down to about a day if we follow Dame Gyllenhår's suggestion."


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

"Unless one of us has an unvoiced objection, let us proceed with Greta's plan," says Benedic. "I will instruct the paladins' sergeants to see that they moderate their fatigue while we make a forced march to the crossing." He sets about communicating these orders to the various cohorts and readying himself for the action.


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

How far ahead of the army is the scout group?


M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

Junior infuses a bit of magic into his marching songs and all of those near him feel light on their feet and feel as if they could jog all day long.

Spening 7 roungs of rage song for song of marching so all those within 60ft can hustle all day without penalty.


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 marches right next to Junior. The smiling Inquisitor singing along in the skald's ear!
I'ma Soldier.

Profession(soldier): 1d20 + 13 ⇒ (14) + 13 = 27


Wrath of the Righteous | Iron Gods

The scouts generally are about 2 to 4 hours ahead of the main army, though specialized long range scouts can be several days out.

Between the magical blessings of your army's paladins and Junior's invigorating music, your troops take what would have been nearly two days' journey in only six hours. You gradually grow more aware of a haze in the air, that resolves into clear smoke trails by the time the sun has begun to approach the horizon.

Just as you are about to come over a rise that, according to the maps, should give you a clear visual of Vilareth's Ford, Anevia and Selann come bounding over the hill on horseback.

Selann:
I'll let you relay this however you like.

The army's double-time pursuit of the demon army that sacked Valas's Gift has paid off, and your main force is now only an hour or so behind the enemy. Unfortunately, when you turned back to notify the others, they were preparing to attack Vilareth's Ford, whose garrison is outnumbered 10 to 1. You saw no sign that they have any knowledge of your force.


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

Seeing the army Selann scans for Benedic and/or Greta. He diverts his path to quickly get in range for a report. "Vilareth's Ford is under attack and greatly outnumbered! At least 10 to 1! They didn't seem to notice us or know that we were approaching!"

Did we see any details of the enemy army?


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 quickly murmurs a soft prayer to Iomedae and waves to Selann. "Well done! Let us take our enemy from behind before they can destroy the village! Greta, will you direct the charge? To arms, to arms!"


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 loosens the black blade in its sheath, If we can take them unawares, let us be about it. Hopefully the defenders can hold an hour while we close with the enemy.


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 nods to Benedic and begins moving forward at her full speed. “Selann, how far from the ridge is the back of their army?”

Are we really still an hour from the battle? I’ll be glad to make a longer post later, but I’ll need some sense of how immanent battle is (and how much time the demon horde will have to adjust to our arrival).


Wrath of the Righteous | Iron Gods

Selann: Mostly tieflings, from what you can see, and pretty disorganized. Definitely at least one demon, goat-like and waving around a flaming sword. A DC 15 Planes check can identify it.
Greta: "Imminent" is relative. If you rush there, you'll arrive in time to help. With the intervening terrain, the scouts tell you that the demon army probably won't notice your arrival until they've already committed and will have difficulty adjusting.


M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

Junior dons his armor as quickly as possible while strapping on his weapons. He seems to be grinning ear to ear when he hears the odds, maybe he misunderstood what Selann said. He runs after Greta struggling to keep up as the woman outpaces him. He had thought about suggesting who could take out the demon first but sees that she will get there before him.

Before she can move out of range Junior casts a spell mixing his righteous rage with Greta's, and everyone else's too.

If we have time, I will cast shared training granting Amplified Rage to Benedic, Caliban, Greta, and Tristan.

With that done he bolster himself as well. Casting heroism on himself.


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

Know-Planes: 1d20 + 6 ⇒ (17) + 6 = 23 I'm guessing I might know him? How about any weaknesses?

"We can make it in time. Most of them were tieflings. Petty and disorganized. There was one goat-like demon with a flaming sword. I think I could take him but I'll defer to Benedic or Greta! Better for morale that way...."


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’s sweet, small voice begins barking out orders as she organizes the army for their impending assault. “Move quickly, if we’re not fast there won’t be anyone left to help. Clear a path to the demon and my team will take care of it. Remember, focus your attacks to take out enemies quickly—that’ll minimize how much damage they can do—but spread out your smiting, it won’t do any good to all smite the same enemy only for it to be dead seconds later.”

”Selann, Junior, Tristan, you’re with me and Caliban for this part. We’ll make straight for the demon and try to take it out before it causes any problems. Benedic, we could use a healer, unless your duties prevent you from coming with us?”


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

"I will come too, yes. I believe it will be better for morale if both armies see us fighting alongside them," Benedic says.

Unfortunately, we seem to have lost our healing specialist. Benedic really isn't built to take Massielo's place, since his channels debuff instead of heal. Hopefully the paladins have enough uses of lay on hands that they can take care of themselves and any of us who look on the verge of falling. :)


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 grins.

The Inquisitor hustles along side Junior. He watches his friend battling with his armor with a shake of his head.
Probably should have waited until after the battle for your shower.


M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5
Benedic wrote:
Unfortunately, we seem to have lost our healing specialist. Benedic really isn't built to take Massielo's place, since his channels debuff instead of heal. Hopefully the paladins have enough uses of lay on hands that they can take care of themselves and any of us who look on the verge of falling. :)

Eyes the 27 healing potions of various sizes on the group loot and 3 characters who can cast CLW.


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 nods at the orders from Greta about deployment. Fire you say, I suspect I have just the spell for that situation. A solid plan for us all to take the van and turn the tide of battle.


Wrath of the Righteous | Iron Gods

Selann:
You're able to identify the demon in charge as a brimorak, also known as an arson demon. While they are still immune to electricity like most demons, they are also immune to fire damage but are affected normally by poison. They have a particular weakness to cold effects.

Also of note is their boiling blood, which tends to scald anyone unlucky to face a brimorak in melee combat.

Irabeth salutes smartly and heads off to relay your orders to the various units, and the army's pace quickens in anticipation of the coming battle. The stage is set for your troops to assault the enemy's rear flank, opening a path for your party to engage their command directly.


Wrath of the Righteous | Iron Gods

The time finally comes for your training, preparation, and planning to come to fruition. The air fills with the buzz of nervous anticipation as your troops comes over the rise, and you can see that you have arrived in the nick of time. Several of the outlying buildings are already ablaze, but the actual fighting seems to be around the town square, where the small force garrisoned in Vilareth's Ford has managed to set up some hasty defenses.

At your command, your army of paladins marches forward, accelerating to a charge as they crash into the undisciplined cultist forces, unprepared for the sudden appearance of enemy reinforcements. Your troops quickly pierce through the bulk of the enemy formation, separating the main force in two and clearing a path for you to the town square.

Now is a great time for some initiative rolls! I've placed you toward the southwest portion of the map. The big huge enemies are troops, rather than actually gargantuan creatures.

Troop #1 Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Troop #2 Initiative: 1d20 + 3 ⇒ (6) + 3 = 9


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

initiative: 1d20 + 3 ⇒ (16) + 3 = 19


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

”For Kenabres!” Greta calls out, raising her hammer high in the air as the army charges forward.

initiative: 1d20 + 2 ⇒ (5) + 2 = 7


M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

Junior init: 1d20 + 2 ⇒ (15) + 2 = 17

Junior has a bad feeling about this but he psyches himself up, "We got this!"

I will delay until after everyone is able to take actions.


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

Initiative: 1d20 + 4 ⇒ (12) + 4 = 16


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 Gteta's organizing Selann calls out details on the demon. "The demon that looked to be in charge is a Brimorak. Immune to electric attacks like all, but also immune to fire. But it can be affected by poison.... Not by any of us I know. Oh, and it is weak to cold. And... it's blood burns so when it gets slashed the attacker gets sprayed with burning blood, kind of like burning oil. Best to hit it at range or have resistance to fire! Oh, and remember that most demons have resistance to magic and normal weapons."

Thinking about the spells that he has Selann wonders if he can get past a demon's natural Spell Resistance. He didn't have the best choice prepared, but a sneak attack with a snowball might work....

He stays with the group by Greta, planning on casting Vanish and moving with his mythic augmented speed to get around the demon. When he can get a good shot he will use Wild Arcana to cast the spell....

Initiative: 1d20 + 14 ⇒ (10) + 14 = 24

Casting Mage Armor once we get close.


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

Mage armor lasts 6 hours at this level... you could probably have cast it while we're approaching rather than use a turn in combat?


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

That's what I meant by once we get close. An hour away?


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

Vilareth's Ford

Initiative: 1d20 + 6 ⇒ (14) + 6 = 20

Greta gets the love now!:
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tristan draws his +1 evil outsider bane longsword, as they approach the demon-loving freaks! The Inquisitor casts Shield of Faith.

AC 23

He winks at Junior.
Whatcha wait'n fer?

Solo Tactics (Ex):


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

Thanks, Tristan!

initiative reroll: 1d20 + 2 ⇒ (13) + 2 = 15


Wrath of the Righteous | Iron Gods

Round 1:

Selann
Troop 1
Tristan
Caliban
Junior
Benedic
Greta
Troop 2

Greta's battle cry rings out through the din of battle, and a visible wave of shock passes over the mob of cultist soldiers assaulting the town square ahead of you. Their officers, such as they are, begin shouting orders to pull them back into formation, but Selann is one step ahead.

Selann, you're up first! Everyone else will go after the first troop.


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

Do we see the Brimorak demon?

Scanning the area for the 'big' demon, Selann mutters the words to a spell before running over by a building for cover.

For 5 rounds: Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever you would gain a bonus on attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover, you gain an additional +1 insight bonus. This bonus increases by +1 for every five caster levels above 5th you possess (maximum +4).

Ducking over by the building for cover. Stealth: 1d20 + 18 ⇒ (19) + 18 = 37


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
Selann Juris wrote:

Do we see the Brimorak demon?

Scanning the area for the 'big' demon, Selann mutters the words to a spell before running over by a building for cover.

For 5 rounds: Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever you would gain a bonus on attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover, you gain an additional +1 insight bonus. This bonus increases by +1 for every five caster levels above 5th you possess (maximum +4).

Ducking over by the building for cover. [dice=Stealth]1d20 +18

I really should pay more attention to what spells we have in the party...lol. Tristan has Tactician Domain so thought that spell quite fitting.


Wrath of the Righteous | Iron Gods

No sign of it yet, Selann.

The cultist formation slowly wheels about and rumbles into motion, shouting jeers and insults the whole way. As they advance, they hurl rocks and other bits of debris at the heroes. What they lack in aim, they certainly make up for in the sheer volume of heavy objects raining down on your heads.

Throw Rocks, DC 15 Reflex half: 3d6 ⇒ (3, 6, 1) = 10

I'll need Reflex saves from Tristian, Junior, and Caliban against the mob's Throw Rocks (no, seriously) ability.

Round 1:

Selann
Red Troop

Tristan
Caliban
Junior
Benedic
Greta

Green Troop

The rest of the party is up!


M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

Junior commands the commander in a strong voice, "HOLD! Steady steady." He's promptly pelted in the mouth with a rock.

Reflex: 1d20 + 5 ⇒ (11) + 5 = 16

Requesting everyone to delay until after my delay so you're all able to act. Full action in a few.


M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

A rock with sufficient velocity to tear off a lesser man’s lower jaw slams into Junior’s face, when he recovers it leaves merely a large bruise. He grins and winks at the cultist who tossed the expert throw as if to say, Good one, the first one’s free.

Junior raises his arm in the air and shouts ”Now!” His friends feel compelled to charge the enemy. Using Advance marshal order as a swift action. Each ally (everyone) within 30ft of me may take a free move action so long as they are able to take such actions. Amelia, if within 100ft may also use this.

In the distance a guitar starts to strum and in perfect time Junior beats his drums while singing. Even a paladin trumpeter gets into it, ”I'm not feeling alright today
I'm not feeling that great
I'm not catching on fire today
Love has started to fade”

Standard to start rage song, then using my two move actions to get close. Accepting my own rage and drawing glaive.

This combat’s soundtrack.

Inspired Rage (Su):
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, 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.


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

If I understand Amplified Rage, we only get the benefit as long as we are adjacent or flanking with someone else with the feat, right?

Keeping pace with Greta and Caliban, and giving himself to the raging song, Benedic rushes toward the enemy in accordance with Junior's cry.

I think Benedic might need to double move to get close, since he has a slower speed. But fortunately we have a free move action in addition to our usual one. This means Benedic should be able to reach melee range of the troop that hasn't acted yet, right?

Benedic swings his longsword at the nearest enemy.

Attack (longsword), inspired rage, Amplified Rage: 1d20 + 7 + 1 + 2 ⇒ (6) + 7 + 1 + 2 = 16
Damage (slashing/cold iron/good/magic), inspired rage, Amplified Rage: 1d8 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7


M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

I concur with your assessment about the movement. It's really hard to see the squares on this map. But they are there. I went ahead and moved you.


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

I'm an idiot. After pointing out (unnecessarily) that Selann should activate mage armor before combat, I forgot to post that I'd do the same with my scale... if allowed, I will have activated ironbody (silver scales) a minute or so earlier.

At Junior's beckoning, Greta shows off her speed by rushing forward to engage the enemy unit. When she arrives, she tries out the new technique she learned for generating more power with her swings as she brings her hammer whistling through the air at the enemy forces. free action to move 40', thanks to Junior's call; free action to accept amplified rage; swift action: arcane strike; full round action: full attack with power attack.

longhammer1 (rage/pa/as): 1d20 + 14 ⇒ (3) + 14 = 17
for: 2d6 + 20 ⇒ (4, 6) + 20 = 30

longhammer2 (rage/pa/as): 1d20 + 9 ⇒ (9) + 9 = 18
for: 2d6 + 20 ⇒ (1, 1) + 20 = 22


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

Round 1

Tristan prays to Iomadae for her protection on the group just prior to everyone darting off!
Protection from Evil, communal

The Inquisitor then freely moves forward to Flank with Greta.
Tactics. Tactics. Tactics.

Tactical Acumen for +3 for Flanking. Have Greta stand on a tree stump for higher ground too!


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

Reflex save: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Caliban gets pelted with stones from the tiefling horde, he quickly takes up position next to Greta, steeling himself for the impending charge of cultists. Channeling his imbued power, he summons a flurry of snowballs cutting through the tieflings.

Mythic power: Wild Arcana - Flurry of Snowballs DC 16 reflex save for half damage. 30' cone. 2/5

Flurry of Snowballs: 4d6 ⇒ (3, 6, 5, 5) = 19


M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

Not sure how one would move to flank in this situation.


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 just winks at Junior.
With resolve and applause!

He then frowns at the rocks being thrown at him.
Everyone is a critic!

Throw Rocks, DC 15 Reflex half 10 damage, Pro. From Evil, Lastwall phalanx, legendary teamwork: 1d20 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15

The smiling Inquisitor begins humming
You can dance if you want to....you ain't no friend of mine...you can dance...

Troopes suck for the record...lol. Except in Thriller!


Wrath of the Righteous | Iron Gods

Sorry about the squares, they seemed more visible when I grabbed the map.
Troops can't be flanked, but they are susceptible to sneak attacks, precision damage, critical hits, etc. if their component creatures are. They also take an extra 50% damage from AoE effects, like Caliban's flurry of snowballs.
Greta: That's fine.

Where one, two, or even ten of the cultists might have been easily overcome by Benedic and Greta's swings, they manage to work well enough together to deflect Benedic's sword and Greta's first hammer blow. Unfortunately for them, her follow up comes lightning fast, sweeping them aside like so many kittens.

Reflex: 1d20 + 8 ⇒ (5) + 8 = 13

Before they can regroup, Caliban swoops in, blasting the survivors with his own powerful magic. In seconds, what had been dozens of bloodthirsty, semi-organized cultists is reduced to a handful of terrified individuals, fleeing for their lives.

Even with their cold resistance, Greta's hammer plus the bonus damage from Caliban's spell reduces them to exactly 0 HP, dispersing the troop. Nice!

From the far side of the square, you can hear the sound of more shouting voices, growing louder as they approach. To the west, you hear cries of alarm, and the day begins to feel noticeably hotter.

Brimorak Initiative: 1d20 + 17 ⇒ (19) + 17 = 36

Round 2:

Brimorak
Selann
Tristan -5 HP
Caliban -10 HP
Junior -5 HP
Benedic
Greta

Green Troop

The party is up again!


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 moves along behind the group, getting into position where he can spot the next group. He mutters the words to another spell and calls for a rain of stones onto the enemy group.

Payback for what the first group did! Casting Stone Call on the group. damage: 2d6 ⇒ (6, 5) = 11 +50%?


M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

Maps are hard.

Junior moves up to the other onrushing horde drumming and singing as he goes. Double move, sorry not spending another mythic power on these dopes.


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

I can’t tell from the map if there’s difficult terrain or anything- can I get a clear charging lane to attack the next troop?


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

Protection from Evil, communal everyone!

Tristan double times it staying alongside Junior, Benedict, Caliban but probably not fast moving Greta...lol.


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 moves closer, huffing slightly in his heavy armor. He takes the opportunity between enemies to cast a spell upon himself.

He casts mythic heroism. Actually, I'm going to suggest that he might have cast that back when everyone else was preparing to charge, since it lasts for a whole hour. So that means now he can cast divine favor instead.

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