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


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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

Why use the blinding fireworks option rather than the choking smoke one? The smoke doesn't require a save to blind anyone in its radius ("All sight, even darkvision, is ineffective in or through the cloud") and it would likely force the enemies outside to us with the chance of a bad temporary debuff on a failed save (-2 to hit/AC), which is what we want. But eh, it's done now. I should have said something earlier. Verene is going to move inside the building with her surprise round action, but difficult terrain means she probably won't get too far. I'll be able to post properly in a few hours.


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Alas. Technically not too late to do it with Ellliot's pyrotechnics, but that'd require the torch being thrown in, and, well, timing and suchlike.


M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

I suppose this is a good time to mention that Elliot doesn't actually have Pyrotechnics. When I originally made the character, I misread one line of text in the aasimar alternate racial traits:

"Crusading Magic: Many aasimars feel obligated to train to defend the world against fiends. These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits"

I thought it replaced his resistence and the skilled trait. However, it instead replaces the spell like ability and skilled. So by the rules, Elliot still has celestial resitances, but not pyrotechnics. His new character sheet reflects this. However, for the sake of continuity I wouldn't mind either way as he has thought about using it once in the mongrel den.

@Merixia that is very rough to face with such a great plan :( Though, I think that by RAW, there is no way to stop yourself from having to make a save since you need line of effect to cast a spell, which requires sight I think...


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Huh. You're right. Well, I think he's only taken 1 fire damage, so we can go with the correct rules.


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

Ugh, those rolls. Was not sure if you wanted an attack roll on the rope, so I put it in.


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Well, I think you probably hit it! And them, too, but there you go. :P


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

Eh, better they be able to defend themselves than to be sitting their ready for a blade to simply remove them from the game.


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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

@Verene: I wasn't sure whether or not the enemies would come out if I used the smoke, and didn't want to go into the Cloud of Debuffs if they didn't.

@GM: Just to be clear, you ruled that Merixia's shield saved her from being blinded? Or no?

Worldwound GM wrote:
Right, even for a 2nd level spell. As for that, that's a fair enough point. Sure, go ahead, then.


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It did, but normally it wouldn't, I'll say. In other words, if you try this again in the future, you will need to make the save. Letting you blind people with shields up is just too tempting a thing to start combats with. Even with the low DC.


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

Works for me, thank you!


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Verene has a point - this is the surprise round, so unless you're charging (which I'm pretty sure only Thesius can do, but isn't), no attacking and moving together at this point. I totally forgot that myself, despite thinking of it when I made my last post.


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

Indeed, I misunderstood. Thesius will stealthily move to where he is now without using Archaeologist's Luck if that is okay. I wanted that for the extra damage. Unfortunately he does not want to give his position away, so he does not respond to Verene.


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Sure thing. That's as much on me as it is on you guys (if not more), so I don't mind retconning the use of limited abilities here.


M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.
Worldwound GM wrote:
Huh. You're right. Well, I think he's only taken 1 fire damage, so we can go with the correct rules.

He doesn't actually have fire resistance either. It's resist 5 cold, acid and electricity :) wish it were fire! Fairly sure none of those actually occured yet.


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Whoops. Indeed you're right.


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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, how did I miss that? Merixia will just move to her current position without attacking then.

And after their last experience with fallen crusaders, she isn’t terribly inclined to give quarter.


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I mean, it's understandable. Though they, at least, were trying to fight the demons (if through frankly evil and moronic means). This guy is just turning his coat, so to speak.


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Wait, why does the 1 arcane point upgrade to +2? I'm pretty sure that the black blade's not a +1 weapon by default... is it? Oh, hey, so it is.

Hm... I can't remember whether we said we'd keep the intelligence down until after you awoke it, or if it was all powers. Mind you, awakening it will happen shortly (here's where you can find the things needed to do so).


M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

Well, it's not the black blade's arcane pool Elliot is using. It's his own arcane pool. The black blade I'm currently treating like a normal +1 coldiron weapon. At level 3, it's normally a +1 weapon. I'm not using its activated abilities like its additional bonus to damage rolls by spending the black blade's arcane points.

That said, if you rule that the weapon is not magical at all or that it's not a +1 weapon until awakened, that's fine. It would essentially only lower his damage by 1 as it's masterwork by default.


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Right. I mean, I don't think it's worth removing the 1 damage - it won't make the difference.


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

Last I knew, Thesius is still invisible as well. So Elliot might have been inclined to believe Thesius would go to save them, but would not quite know where he is currently.


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M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

That... is correct. I guess he then moves there with the intent to flank the west cultist with Merixia later, but accidentally bumps into Thesius? :')


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

Fair enough, Thesius, although the message spell specifies that someone else overhearing the whispers from nearby is a DC 25 Perception check - and that's without the sounds of battle getting in the way. Are we just waiting on Azira to act now? Edit: Ah, I see her player posted yesterday about being sick.


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Yeah, I'll bot her in a few hours if her player can't make it which is totally fair. Health and safety first.


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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
Worldwound GM wrote:
The yellow-lined tiefling next to Merixia curses. "Traitor! You would turn against your heritage?"

"What an impressive dedication to being wrong. Truly, you must be an inspiration to your fellow cultists."

...is what Verene would say, if she were more inclined to quip during combat.


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No one would accuse tieflings who've grown up in the Worldwound of being educated.


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 79/81| AC 31* (t21/ff21) | CMD 31 | F +17*, R +19*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 2/8; smite: 1/3; divine bond 0/1; mythic: 4/7 |active effects: veil of heaven, featherstep, heroism, e.splen, divine bond, fly, lesser angelic aspect

Sorry that took so long. The brain-fog has lifted and I'm trying to get caught up on posts now (though it looks like I'll need to wait for my turn here). Hopefully, I should be back to regular posting after that.


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It recently occurred to me that the brown bars on the map are actually bookcases. I'll say they're difficult terrain (but not retroactively), and they give partial cover. Just so we're clear, because, uh, oops.


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

Noooo, that damage roll! And I missed! T_T


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I'm rolling surprisingly well for both allied and enemy NPCs, it seems.


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

Hurray, Anevia hit something! Now she can feel better about her skills. And don't worry, Merixia. Next time. Heartbreakingly close on those color spray saves, too.


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 79/81| AC 31* (t21/ff21) | CMD 31 | F +17*, R +19*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 2/8; smite: 1/3; divine bond 0/1; mythic: 4/7 |active effects: veil of heaven, featherstep, heroism, e.splen, divine bond, fly, lesser angelic aspect
Worldwound GM wrote:
I'm rolling surprisingly well for both allied and enemy NPCs, it seems.

I should have had you roll for me...


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Other than Thesius accidentally cutting one of the mages, Anevia has scored the only damage in this combat for either side. I find this oddly amusing.


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

Did removing the bound condition not remove the helpless condition? That was Thesius' goal so that way they would not be able to coup de grace them. Not to say that attacking them would not still be a viable option.


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They are, unfortunately, still bound hand and foot. They were rather careful - Thesius couldn't tell in the dark, and only got a glimpse of it before setting off the bang.

Now that folks with darkvision are in, they can see that they are, in fact, still rather tied up. The ropes around them were tying them to each other.

Man, now I feel kind of bad for misleading you there. Sorry.


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

No worries. Things happen. It was a rather complex setup. I will petition for my extra two damage on the enemy though since Archaeologist's Luck was still active.


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Oh, whoops. Good point!


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

Not sure that it would make a huge difference at this point, but a natural 20 would potentially save the librarian save wise.


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 79/81| AC 31* (t21/ff21) | CMD 31 | F +17*, R +19*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 2/8; smite: 1/3; divine bond 0/1; mythic: 4/7 |active effects: veil of heaven, featherstep, heroism, e.splen, divine bond, fly, lesser angelic aspect

lol- I once had an npc that the party was fond of get targeted by a coup de grace while under a hold person spell, and he took like 30 some damage... I was like, "ouch, sorry guys" and one of the players chimes in with "he could always roll a 20 on his save"- I rolled the die in the middle of the table for all to see and when it actually did come up with a natural 20 everyone just burst out shouting and laughing. You never know.


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

Uh-oh. What's the play here? Verene could wait for Merixia to take her turn (or is she after Merixia in the initiative order anyway, due to delaying until after her in the surprise round?), then 5' step to Merixia's current space and administer a cure moderate wounds potion to Azira as a full-round action, similar to what she did for Merixia in the huecuva fight. It's either that or 5', cast daze again and take out the potion to give her next turn.

Also, taking 35 damage would have killed Verene outright from full health. In case anyone was curious. :)


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 79/81| AC 31* (t21/ff21) | CMD 31 | F +17*, R +19*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 2/8; smite: 1/3; divine bond 0/1; mythic: 4/7 |active effects: veil of heaven, featherstep, heroism, e.splen, divine bond, fly, lesser angelic aspect

I can bleed for 7 rounds before I'm dead dead, and I have better than even odds to stabilize the first 3 rounds of that, so you don't need to do anything foolish to get me up this round. That said, I can be helpful in the fight (if I can stay conscious) so getting me back up quickly isn't a bad idea. If its possible to lure him out of reach of me first, that might be good too, that way I can stand up without provoking a free attack.


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 believe he's already stepped away, so he doesn't currently threaten Azira's square. If we can bring her up before her turn, she can stand/pick up her weapon without provoking, and essentially only lose one turn. Will check back in later today - it's safe to assume Verene acts after Merixia, and cooperates to the best of her ability with any instructions Merixia gives her.


M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

Damn. That is a looot of damage in one hit at this level. I did a double take there as i thought he was a 10th level cavalier for a second, but probably includes his str and PA in the static damage.


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No power attack, but yes his default damage bonus is +5, plus another 5 for the challenge and the order of the cockatrice additional damage. All multiplied by two for the total of +20 in addition to the 2d10.

That was an insanely lucky hit on his part. (He deliberately didn't power attack because he wanted to score a hit, and Azira looked dodgy.)


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 79/81| AC 31* (t21/ff21) | CMD 31 | F +17*, R +19*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 2/8; smite: 1/3; divine bond 0/1; mythic: 4/7 |active effects: veil of heaven, featherstep, heroism, e.splen, divine bond, fly, lesser angelic aspect

lol, that clever jerk... I would have taken way less damage if he had used power attack (because he would have failed to confirm)


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I might've done that if he had and could've killed you outright from max to dead.


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Elliot, while I do get that Anevia's actions probably won't change yours, I would like to try to keep it in initiative order to some degree. Not a huge deal, just something to keep in mind. :P


M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

I guess that's what I get for trying to post in between short work breaks, I lose track of some things. :') I'll request a delete or such.


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Nah, like I said. No big deal. Just something to keep in mind for the future. If it had been before an enemy's turn, I'd have asked that, but since Anevia's just going to shoot at the tiefling again, it won't impact your actions at all, I assume.


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

Uh, can Anevia try to hit the crusader instead? He seems like by far the bigger threat right now, he shouldn't have soft cover, and Verene did ask everyone for help. Also, with the tiefling who cast it down, should the radius of darkness be gone?

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