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: Wealday, 17th of Rova (IX) 4713
Time of Day: Morning
Season: Late Summer
Weather: 22° F (-6° C), Grey Skies

4713 Calendar

General Purpose Maps:
The Worldwound

Mythic Trials Until Next Tier: 1


651 to 700 of 4,467 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

Encounter Maps | Geographic Map | Treasures | Important NPCs

Hm... not especially, but enough that breaking through them wouldn't be easy. They're not exactly well made, but neither are they amateurish constructs.


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor

What kind of a Strength check are we talking about to push them aside? Ballpark figure. Is it something Merixia might be able to manage, or would it be a complete waste of a turn?


Encounter Maps | Geographic Map | Treasures | Important NPCs

Oh, to move? I'd say that's probably a waste of a turn - not impossible at her strength, but DC 20-ish.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 19 T 14 FF 15 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 1/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: protection from electricity 8m 120/120, alter self 14m, heroism 65m message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

I thought the barricades were only like three feet tall. Would it be impossible to climb over one as part of a move action, maybe by spending extra movement to do so? Knowing that would be important to deciding what Verene's next action will be.


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

Someone should be able to hop up via acrobatics roll (DC 10) as the barricade is 3ft - waist high…


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 19 T 14 FF 15 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 1/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: protection from electricity 8m 120/120, alter self 14m, heroism 65m message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

In looking for something else and making sure my items were up to date, I found we had forgotten to mark on the loot sheet the 129 gp carried by the false crusaders. So I added it and marked it as carried by Merixia, since she inspected and looted them and why not.

Also, I'm excited the Owlcat Wrath of the Righteous is out! I'm planning to play it, once they respond to my customer service request about the backer portal, but I will try not to let anything from it influence in-character actions. I'm sure tons of stuff is different, anyway.


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.

Ive played the first three beta versions up to what i think the halfway point of the story is, and thusfar this campaign has been drastically different. We should be fine, as i'm intending to play it too, this time to finish!

What kind of class/mythic path are you going for?


Encounter Maps | Geographic Map | Treasures | Important NPCs

Yes, the AP and the game are quite different, from what I can tell, at least in the details.

And yes, you can hop over the barricades - they're just pretty well balanced/resistant to moving.


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.

So... I do actually speak Hallit since level 2 as a added a skill point to linguistics during the level, but looking back I see I didn't add the skill points to the breakdown, or the language to the profile page shortcut. So, I don't mind reversing this to somewhere else as It's clearly my fault. Or I could roleplay it that I didn't quite catch her message clearly the first time.


Encounter Maps | Geographic Map | Treasures | Important NPCs

Oops. Well, we'll say he knows it's pretty rude, but the specifics are a bit beyond him during the adrenaline-fueled combat.


1 person marked this as a favorite.
Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Well that was an unfortunate roll.

I started up a paladin for the video game. It's been going pretty well so far. Nothing like bashing my head against encounters that are ridiculous.


1 person marked this as a favorite.
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 think I'll be going for a melee alchemist into Azata, to kill demons with the power of friendship... and drugs :P


2 people marked this as a favorite.
Encounter Maps | Geographic Map | Treasures | Important NPCs

I was considering a Deliverer of Desna slayer, but I have no idea.

EDIT: I'm kind of distracted - I may not post until tomorrow.


1 person marked this as a favorite.
NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 19 T 14 FF 15 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 1/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: protection from electricity 8m 120/120, alter self 14m, heroism 65m message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

@Elliot, I'm going to play an angelkin paladin going Angel mythic path, I think. Even though Seelah is in it and I love Seelah and will obviously be using her in the party. Don't care. Maximum Pure Pureness, all the way!


2 people marked this as a favorite.
Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

That is the route I went and having two paladins is not a bad thing. I have her going defensive and my character going more attack.


Encounter Maps | Geographic Map | Treasures | Important NPCs

The lizard has one hp left - it's not gonna come back. xD


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.

Small note in advance that I won't be able to post coming tuesday, I'll be attending a funeral.


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor

Oh no, my condolences. :(


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 19 T 14 FF 15 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 1/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: protection from electricity 8m 120/120, alter self 14m, heroism 65m message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

I'm sorry, Elliot. Thanks for letting us know.


Encounter Maps | Geographic Map | Treasures | Important NPCs

Thanks for letting us know, and my condolences.


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

@Elliot: I’d like to extend my sincere condolences along with the others.


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

Okay, it looks like Elyda may need to address the unconscious traitors in the chamber first - tying them up and gagging them before switching places with Merixia? I can't see Thesius or Verene accepting Elyda or Merixia delivering a coup de grace on each.


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.

Everyone, thanks for the condolances.

Unfortunately, this weekend turned out to be a bit of an ER episode for us with my toddler son growing ill and having to be admitted to the hopstial for observation, where i am now. I don't know when i'll be able to post in the coming days, so please bot me. Might not even make it to the funeral i guess :')


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

I hope your young son will be alright, Elliot. Wishing him a speedy recovery.


Encounter Maps | Geographic Map | Treasures | Important NPCs

Yikes. Hope everything turns out okay.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 19 T 14 FF 15 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 1/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: protection from electricity 8m 120/120, alter self 14m, heroism 65m message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

Oh no! It sounds like you've been having a rough time lately, Elliot. I hope your son is home and feeling better soon.

@Elyda - Verene at least has resigned herself to the fact that this group of demon-consorting 'traitor' forgotten children and demon cultists can't be safely spared. There is no prison in Neathholm to hold them and no justice system to make them answer for their crimes against e.g. Meron, much less redeem them. The settlement probably can't even support very many extra mouths to feed long-term. They would, as Horgus pointed out in one of his moments of knowing-a-thing-he-shouldn't when Verene went to collect him, simply be executed in Neathholm anyway, for the safety and good of the community.

We can't feasibly capture them and take them with us to the surface like enemy soldiers: even if we could be sure of controlling them, which we can't, we don't know what awaits us in the city and it seems unlikely that anyone remaining in Kenabres will have the capacity to imprison them. If we leave them alive and walk away, even with a healthy Intimidate check, we're just asking to be ambushed from behind later on. Not to mention we'll be in some sense responsible for the people of Neathholm or elsewhere they'll definitely continue to hurt and kill, though we likely won't ever have to face that reality directly.

So, Verene thinks we have to kill them, even if it means executing them while helpless, though it's unpleasant. That this is one of those times when even trying to offer redemption would entail unacceptable risks to ourselves or innocent others. I don't know if I properly conveyed that in the conversation, but thinking it through was (subconsciously) part of why she brought up Millorn earlier. I as a player was trying to get a feel for what the party thought and see if we could get a consensus on what to do before the rubber hit the road, so to speak.

All of which is to say: she would object to, say, interrogating/torturing them, but won't object to coup de gracing the fallen, and will probably do it herself if it seems necessary (though she'd be so bad at it they'd likely make their Fort saves against instadeath.) I don't know how Thesius is likely to feel about it.


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, Verene. If Thesius is fine with it, too, then Elyda will deliver one of the coup de grace and perhaps Merixia can deliver the other at the same time? This way we can ensure neither traitor has the opportunity to wake up and start attacking.


Encounter Maps | Geographic Map | Treasures | Important NPCs

Additionally, given all of those factors, I won't consider this an evil action.


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor

Oh no! I hope your son gets better soon, Elliot.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Sorry to hear that Elliot. My condolences on the loss and I hope your son makes a speedy recovery.

We did not talk about it before, but Thesius is under the impression they need to be removed as well. I was going to make a post earlier about him struggling with the action, but Elliot's predicament with the archer pulled my attention.


1 person marked this as a favorite.
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.

Thanks again. He is improving quite rapidly and bsck to his old self, so we should be back home tomorrow. :) He had high fever, was very drowzy and later started coughing and sneezing a lot. Tested for covid but was a form of RS virus he fortunately did well with over the course of two days, which isn't always the case. That's why he had to stay. Sorry for the inconvenience of elliot's absense.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Family comes first. I'm glad he's making a quick recovery.


Encounter Maps | Geographic Map | Treasures | Important NPCs

Just so everyone's aware, I may not be able to post for the next couple days - at most I might manage once. Sorry for the short notice, I've been neglecting to think too hard about it.


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor

I'm so glad to hear that your son is doing well! I was afraid it might be something worse.

@GM, take your time. I know too well how RL can interfere with games.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

That roll...


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

Thesius, if you’re performing a coup de grace, as a full-round action, you automatically hit and score a critical hit (so you don’t need to roll the attack). So, you just need to roll the damage. If they survive the damage, then the bad guys can make a fort save.

If you’re using the Morningstar, you’ll roll 2d8+6 for damage (not sure what bonuses you have currently based on your disguise - you can add those, if applicable).


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Thanks for calling that out. I failed to realize I only moved five feet. Worldwound GM, would you allow me to switch that over to a coup de grace?


Encounter Maps | Geographic Map | Treasures | Important NPCs

Sure thing, Thesius.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Thank you. Makes more sense he would try to get it done with one blow to prevent extra harm.

I hope all is well.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 19 T 14 FF 15 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 1/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: protection from electricity 8m 120/120, alter self 14m, heroism 65m message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

Good luck to you, GM. We'll see you when you're back.


Encounter Maps | Geographic Map | Treasures | Important NPCs

I may be able to get a post in later today. Sorry for the delays, folks.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 19 T 14 FF 15 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 1/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: protection from electricity 8m 120/120, alter self 14m, heroism 65m message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

GM, could Verene tell if the male warrior from the first room is dead when she retrieved her bolts?


Encounter Maps | Geographic Map | Treasures | Important NPCs

Hm...

Heal: 1d20 + 1 ⇒ (20) + 1 = 21

No, I think with a natural 20 she's pretty sure he's alive - albeit only barely. Without medical aid, he's probably going to die soon.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 19 T 14 FF 15 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 1/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: protection from electricity 8m 120/120, alter self 14m, heroism 65m message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

Thank you! No worries about the delay, and I hope whatever IRL stuff you were dealing with went as well as it could. :)


1 person marked this as a favorite.
Encounter Maps | Geographic Map | Treasures | Important NPCs

Just a holiday. I was anxious about heading into a public-ish building, but it went well... well enough, anyways.


Encounter Maps | Geographic Map | Treasures | Important NPCs

Okay, I think everyone's been adjusted to where they ought to be, so Merixia's up now. Sorry for the tremendous confusion.


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor

Uh, as nice as extra HP are, I thought Merixia had 17 total?


Encounter Maps | Geographic Map | Treasures | Important NPCs

Erm. Where the heck did I get 23 from? It was in my notes, but you're correct!

EDIT: Fixed.


1 person marked this as a favorite.
Encounter Maps | Geographic Map | Treasures | Important NPCs

Elyda: Keep in mind that corruption resistance would basically negate the extra damage the warpriests are doing with their blessings about 85% of the time. It's not necessary, but worth considering. Just wanted to make sure you knew, 'cause Elyda would probably suspect.


Encounter Maps | Geographic Map | Treasures | Important NPCs

I'll give Thesius another few hours before botting him so everyone else gets a chance to post.

651 to 700 of 4,467 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Protectors of Golarion (Wrath of the Righteous AP) Discussion All Messageboards

Want to post a reply? Sign in.