Protectors of Golarion (Wrath of the Righteous AP)

Game Master Sensen

Current Chapter: Sword of Valor
Wherein an army marches, a relic is rediscovered, and a victory claimed.
Date: Moonday, 15th of Rova (IX) 4713
Time of Day: Morning
Season: Late Summer
Weather: 21° F (-7° C), Mostly Sunny

4713 Calendar

General Purpose Maps:
The Worldwound

Siege Points: 28 (Victory is Assured)


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

Well that saved him a whopping headache. :P


F Archon-Blooded (Lawbringer) Inquisitor (Cold Iron Warden) 3| HP 24/24; AC 18 (3 mins) Touch 11, FF 15; | F:+5, R:+2, W+6| Init +4; Perc +9| Darkvision 60ft |Corruption Resistance (Good) 1/1 | Judgement 1/1 |Touch of Good 6/6|Track Teleportation 1/1|Channel Energy, dmg 1d6, 3/4

How is Merixia taking a move and standard action in the surprise round? Touch of Good is a standard action. Just need clarification because Elyda has touch of good as well but being a surprise round she could only take her move. Thanks.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

That's true. I have a feeling there was a misunderstanding on the fact it was still the surprise round.


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Oops, I missed that myself. Good point, Elyda. It doesn't actually change the fact that Thesius very nearly splattered the poor malevolent lady with the morningstar, though.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

Oh crap, I keep forgetting that you only get one action in the surprise round! Sorry, folks. Nix the Touch of Good then.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

We could play it off as Merixia placed a hand on his back to alert him of her presence perhaps.


F Archon-Blooded (Lawbringer) Inquisitor (Cold Iron Warden) 3| HP 24/24; AC 18 (3 mins) Touch 11, FF 15; | F:+5, R:+2, W+6| Init +4; Perc +9| Darkvision 60ft |Corruption Resistance (Good) 1/1 | Judgement 1/1 |Touch of Good 6/6|Track Teleportation 1/1|Channel Energy, dmg 1d6, 3/4

Thanks for clarifying, Worldwound GM.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

I did not think about it before, but does Alter Self give Thesius a +2 to Strength since he took the form of a Human? If so, there should be another point of damage.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

I don't know what the mechanical effect of these barriers are, but please apply them as needed, GM. Hopefully if they add some to the traitors' AC, they'll add even more to Verene's AC against attacks from them as she is now less than 3' tall. Also, I've changed the status line to reflect that her base current AC is 18, with 4 mage armor, an additional 1 from Dex and an additional 1 from Small. Her Reflex is 3 too. I haven't changed the rest of her sheet to reflect 16 Dex because I'll have to change it back soon enough.

P.S. It is weird that two characters in two of your games are V-names that rhyme! I assume that's where the Vantine typos have come from. :)


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

Verene has a potential critical hit.


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Yes, you would get the +2 to Str, I believe, Thesius.

Verene Tanaquil wrote:

I don't know what the mechanical effect of these barriers are, but please apply them as needed, GM. Hopefully if they add some to the traitors' AC, they'll add even more to Verene's AC against attacks from them as she is now less than 3' tall. Also, I've changed the status line to reflect that her base current AC is 18, with 4 mage armor, an additional 1 from Dex and an additional 1 from Small. Her Reflex is 3 too. I haven't changed the rest of her sheet to reflect 16 Dex because I'll have to change it back soon enough.

P.S. It is weird that two characters in two of your games are V-names that rhyme! I assume that's where the Vantine typos have come from. :)

Yes, she'll get cover, as opposed to partial cover.

Also, dammit, I thought I'd caught most of those.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Whoa, thanks for catching that, Thesius! I'm used to longbows that only threaten on a 20. That almost certainly won't confirm, and Prescience won't help, but it could have.

And no worries, GM! It happens. It was still clear who was being referred to.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

A 16 does not hit Thesius. With his buckler, he’s sitting at 17. Looks like you still have his leather armor stats. He upgraded to the chain shirt.


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Oops. Fair enough.

I literally just missed the window to edit the post. Well, take it from me, then, that you're at 11 hp.


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Elliot, do you want to delay until after the NPCs, or just the enemies? I would split the actions apart if you want the latter, though the former would be easier.

Remember also that Elliot's turn is after everyone else's in this block, so there may be a chance for you to act after you've seen what your party members have done.


M Aasimar (emberkin) Arcanist 2. HP 14/16. AC 16/FF 14/T12. Perc. +1. Init +2. Saves: F +2, R+2, W +4. CMB +0 , CMD 12. Spells: level 1 0/4. Reservoir: 0/5. Conditions: None.

I'll wait until the other three have acted to see if any enemies are still up. If only one remains and there are no reinforcements, I'll cast Daze on the presumable less injured on up north.


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I'll give Elliot a while to decide whether to do as Verene requests before assuming he does and moving us on.


M Aasimar (emberkin) Arcanist 2. HP 14/16. AC 16/FF 14/T12. Perc. +1. Init +2. Saves: F +2, R+2, W +4. CMB +0 , CMD 12. Spells: level 1 0/4. Reservoir: 0/5. Conditions: None.

Ok, with Verene asking, Elliots plan is now this: he wait for reinforcements to show up, then will try to teleport behind the barricadd and use color spray on hopefully all enemies.


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Sure. Does he want to delay until then, or does he want to ready his action?


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

My thinking was this: Only a standard action can be readied, but if Elliot moved then readied a spell, then his color spray would happen as an immediate interruption upon the door's opening, before anyone behind the door had a chance to act, yes?

Also, some things have already happened so I'm not asking you to change this, GM, but my thought for Verene's turn (reload as move equivalent, shoot as standard, then 5' northwest) wouldn't have had her provoking an AoO for shooting in melee, because she wasn't yet in melee with the enemy. Yes?


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Yes. That is correct.


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M Aasimar (emberkin) Arcanist 2. HP 14/16. AC 16/FF 14/T12. Perc. +1. Init +2. Saves: F +2, R+2, W +4. CMB +0 , CMD 12. Spells: level 1 0/4. Reservoir: 0/5. Conditions: None.

Elliot Delays. While it's true he might get the one opening the door, he might get all of them if they move in and does the surprise teleport.

Whether that is more tactical than risking Orange acting again first or perhaps stopping reinforcement behind the door opener from moving in due to roleplay reasons/fear I don't know. But, I'll play it a bit greedy for now.


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Merixia, showing off her martial training. That was a wonderfully dramatic time for a critical.


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F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

I love it when the dice cooperate with my dramatic impulses!


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

I moved Verene up. Please let us know if that is not the spot you had in mind.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Thanks Thesius, that seems good. I'm back at a computer now, so I should be able to do it for myself next time.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

Sure thing and sounds good. I just was not sure if you literally wanted to be right in front of the door.


M Aasimar (emberkin) Arcanist 2. HP 14/16. AC 16/FF 14/T12. Perc. +1. Init +2. Saves: F +2, R+2, W +4. CMB +0 , CMD 12. Spells: level 1 0/4. Reservoir: 0/5. Conditions: None.

I will follow the others in should they go in. Otherwise i'll stay back for now. I don't have buffs or otherwise useful actions in this timeframe between encounters. Posting here as it ill be at least three hours before i can otherwise post.


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Yikes. I didn't expect the lizard to be quite that effective. I suppose that's what happens when the wizard tanks.

Sorry Verene. :P


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Me, reading the new post:

Oh heck yeah!

Oh nooooo!

It's okay. Verene knew the risks, and prepared for them as best she thought she could! Honestly I'm just glad the door didn't open on another barricade with archers ready who all got a shot on her. And Elliot does also now have a chance for his teleport + color spray to get several enemies too, so it all works out.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Oh, wait, those on the map are the ones who were hit by the spell. Never mind.


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Yeah, in case you linger for, uh, seven rounds or some such, and don't tie them up or whatever.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Teleport + burning hands is also good! :)


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M Aasimar (emberkin) Arcanist 2. HP 14/16. AC 16/FF 14/T12. Perc. +1. Init +2. Saves: F +2, R+2, W +4. CMB +0 , CMD 12. Spells: level 1 0/4. Reservoir: 0/5. Conditions: None.

A little sad that the damage roll was so low, but with three of them in reach I decided to go for it now. Who knows if this is a long fight and they could get up, still. Unlikely, I know, but I couldn't resist. Plus, Elliot is naturally inclined towards Fire :)


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Elliot, I can't seem to find rules for alchemical spell components. Could you direct me where to find them?


M Aasimar (emberkin) Arcanist 2. HP 14/16. AC 16/FF 14/T12. Perc. +1. Init +2. Saves: F +2, R+2, W +4. CMB +0 , CMD 12. Spells: level 1 0/4. Reservoir: 0/5. Conditions: None.
Worldwound GM wrote:
Elliot, I can't seem to find rules for alchemical spell components. Could you direct me where to find them?

https://aonprd.com/AlchemicalReagents.aspx


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Aha! That explains it.

Look on the bright side of the poor damage roll, though. You probably haven't even burned two helpless (albeit evil) women to death!

That said, I do hope you keep me up to date on your spells prepared in the future - it looks like you've still got the previous day's spells prepared on your sheet.

Alright. Going to go post now.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

Well I tried.


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Ah, crap, I forgot to do Aravashnial and Anevia's actions. Well, they're a little far away, so I'll just have them move closer.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Yikes, minimum healing twice in a row. Am I right in thinking that a generic potion of cure light wounds is only 1d8 + 1? This is the one from the huecuva, if it matters.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Also, no doubt you are accounting for this, GM, but the lizard takes a -4 penalty to Dex for having the grappled condition, meaning its AC and Reflex save are lower than normal.


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Yes to the CLW thing, and oops to the Dex thing. Mind you, it doesn't actually change the current gamestate - its Reflex bonus is still positive its roll is higher than the DC to begin with. The AC will be adjusted! Thanks for the reminder.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

Not too much longer until Owlcat’s game releases.


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Wait, really? Wow, I've not been keeping track.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

I believe it’s a little bit less than four hours from now. They put up pre-downloading a couple of days ago.


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Huh. Wow. It's a week for Pathfinder stuff, given that Paizo just put out the Secrets of Magic pdf yesterday.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

Yeah, I’ve been waiting for their Wrath of the Righteous game to hit so I was keeping up on it some. It’s been interesting seeing some of the changes they’ve made to the system.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

Since the lizard is grappling Verene, do they count as being in the same square?


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No, they do not - though it also let go of her in its last turn to try to attack Thesius, who had hurt it.

Reflecting on it, though, it probably should've tried dragging her away - that's a more animalistic response than attacking the new threat. Oh well.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

Hmm, okay. How heavy are the barricades? Do they look particularly sturdy?

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