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: Oathday, 18th of Rova (IX) 4713
Time of Day: Morning
Season: Late Summer
Weather: 20° F (-7° C), Grey Skies

4713 Calendar

General Purpose Maps:
The Worldwound

Mythic Trials Until Next Tier: 1


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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 8/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor

MYTHIC TIIIIIME!

I'm going for straight up Hierophant. Mythic Power Attack for my feat, Inspired Spell for my Divine Surge, and Relentless Healing for my path ability. I like all of you and your characters, so if I can keep them from dying I will.

Sixth level right away, wow. I'll think about that today. While I do want to take Divine Scion eventually, I plan to wait until 9th level so I can get my 8th level cleric domain abilities.


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 81/81| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 8/8; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: featherstep, heroism, e.splen

I’m back from vacation and getting caught up on things at work/home, but I’ll try to get leveling and mythic stuff up tonight or tomorrow. Also, yay for level 6 and mythic! I am going to go with the Marshal path though, and I’m pretty sure I’ll probably take dual path for my feat but I’m not sure for which secondary path- champion or guardian seem most likely but I want to look at hierophant and trickster too before I decide.


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 think i'll go for pure Archmage in the end. While Guardian and Champion are really cool, most of what they can offer can be replicated by Magus spells. Including the teamwork-related abilities i like to pick over things only benefitting Elliot. He just needs his spells to land and lots of spells to cast, mostly.

I'm also Considering things like the shared training spell, which can spread teamwork feats Elliot has across the entire party for 10/min level... and is normal level 2 spell. That thing is really, really good.

That'd make the mythic abilities +3 hp, wild arcana as the Archmage arcana, eldritch breach as the path ability and mythic arcane strike as the feat.

@Meri thanks, helping us stay alive is very appreciated! By the way, that line about 'for the first time ever, she stopped fighting.' Was that a reference to Nynaeve from the Wheel of Time? Thought it suited Meri perfectly.


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 5/10 | Mythic Power 6/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

(Ominous Latin Chanting intensifies)

Huzzah for level 6/mythic tier 1! With Wild Arcana/Inspired Spell and third-level spells, things are about to get spicy.

Worldwound GM, when we inevitably start a combat here, I'd like to dismiss Verene's active heightened awareness for a +4 bonus on that Initiative check. Even more than usual, the wizard wants to go first this fight. :) I am also interested in the answer to Elliot's question about whether we prepared casters can use our new spells (rather than just the refreshed ones we prepared this morning) despite not having rested. But whether the answer is yes or no, it's all good, because we now have mythic power and no reason to conserve its use against the deadliest threat we've ever seen by three clicks. Oh man, Wild Arcana is going to be fun.

Verene changes mythic tier 1
Mythic tier +1 (now 1)
Hard to Kill
Mythic power +5/day (now 5/day)
Surge 1d6
Mythic Feat +1 (selecting Mythic Spell Lore)
Mythic spell +1 (from Mythic Spell Lore L1; selecting slow)
Mythic path +1 (selecting Archmage)
Archmage arcana (selecting Wild Arcana)
Archmage bonus hit points: +3 (now 3 bonus/35 overall)
Archmage path ability +1 (selecting Eldritch Breach)
Riftwarden Orphan trait upgrade: +4 on caster level checks to overcome demons' spell resistance; once per day, can spend one use of mythic power to recharge charged magic items by 1d10+tier charges (up to its normal maximum number of charges).

Verene changes level 6
HP +5 (now 35: 4 from half 1d6+1, 1 Con)
BAB +1 (now 3)
Will Save +1 (now +5)
Fort Save +1 (now +2)
Ref Save +1 (now +2)
CMB +1 (now +2)
CMD +1 (now 14)
Initiative +1 (now +9: 2 Dex, 4 Improved Initiative, 3 Forewarned)

Caster Level +1 (now 6; +10 on caster level checks to overcome demons' spell resistance, from Riftwarden Orphan trait)
Concentration +1 (now +13 - 6 caster level, 5 ability score, 2 trait; +17 when casting defensively or grappled, from Combat Casting)
Cantrips no change
1st-level spells no change
2nd-level spells prepared per day +1 (now 5: base 3, ability score bonus spell, and school bonus spell)
3rd-level spells known +2 (choosing slow, magic circle against evil)
3rd-level spells prepared per day +1 (now 4: base 2, ability score bonus spell, and school bonus spell)
Spells that will be prepared (subject to change based on what the group requires and what she learns from scrolls/spellbooks/level-up before she next prepares spells)
0 - detect fiendish presence, detect magic, ghost sound, message (DC 15)
1 - color spray, floating disk, heightened awareness, mage armor, stone shield (DC 16)
2 - burst of radiance, burst of radiance, invisibility, mirror image, see invisibility (DC 17)
3 - haste, magic circle against evil, perfect placement, slow (DC 18)

+0 Feats

Skill Upgrades: 11 (2 class, 5 Int, 2 background, 1 human, 1 favored class)
+1 Diplomacy (now +15: 6 rank, 3 class skill, 2 ability score, 3 familiar, 1 trait)
+1 Knowledge (Arcana) (now +14: 6 rank, 3 CS, 5 AS)
+1 Knowledge (Geography) (now +14: 6 rank, 3 CS, 5 AS)
+1 Knowledge (History) (now +14: 6 rank, 3 CS, 5 AS)
+1 Knowledge (Nature) (now +11: 3 rank, 3 CS, 5 AS)
+1 Knowledge (Planes) (now +14: 6 rank, 3 CS, 5 AS)
+1 Knowledge (Religion) (now +14: 6 rank, 3 CS, 5 AS)
+1 Linguistics (now +14: 6 rank, 3 CS, 5 AS) (Language chosen: Minkaian)
+1 Perception (now +9: 6 rank, 1 AS, 2 Alertness [familiar])
+1 Spellcraft (now +14: 6 rank, 3 CS, 5 AS)
+1 Use Magic Device (now +6: 4 rank, 2 AS)

Thamyris level 6 changes
HP +4 (now 17; always have half the master's HP total rounded down)
BAB +1 (now +3)
Will Save +1 (now +5)
Fort Save +0
Ref Save +0
Natural armor bonus +0
Intelligence score +0
Thamyris Skill Upgrades
+1 Perception (now +14: 6 [Verene] rank, 3 CS, 2 AS, 3 Skill Focus [Perception])


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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.

Yeah, Wild Arcana is sure to be something... especially when wielded by someone as knowledgeable about the game as Verene is. The entire Wizard spell list prepared all at once, at increased effectiveness. I'm sure that totally isn't going to be a huge pain for team evil.

Level 6/Mythic 1 Stat summary

Magus abilities

+10 hp (7 class, 3 mythic tier 1). +1 Bab, +1 all saves, +1 arcane pool (max of 6/day). +1 level 2 magic slot (total: 5 first level, 4 second level/day). Magus Arcana: Wand Wielder (spell combat allows wand activation instead of casting spell). Spells: Weapon Wand and Blade Spirit's tutor.

Skills: intimidate 6 ranks, knowledge: planes 1 rank, history 1 rank, perform 1 rank.

Mythic abilities:

Wild Arcana (Su)
As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.

You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Eldritch Breach (Su)
You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.

Feat: Mythic arcane strike

Benefit(s): Whenever you use Arcane Strike to enhance your weapons, the effect lasts for 1 minute instead of 1 round. If you expend one use of mythic power when using Arcane Strike, you can also add any one magic weapon special ability with a base price modifier of +1 to your weapons. This base price modifier increases to +2 at 4th tier, +3 at 7th tier, and +4 at 10th tier.

generic/global level 1 mythic abilities:

Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

My header has been updated with the new stats and currently active buffs (except for the special ones listed under spoiler).


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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 11/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: n/a

Thesius gets a little bit this level since he's starting up Evangelist, but will start to take off more next level.

Evangelist 1
Heal Class Skill
HP 39 = 33 + 6 (33 Base + 5 (Average Rounded Up 1d8) + 1 Con)
Ref 7 = 6 + 1 (6 Base + 1 Class)
Obedience
Skilled (Disable Device and Fly Class Skills)

+1 Diplomacy
+1 Knowledge (dungeoneering)
+1 Knowledge (engineering)
+1 Knowledge (geography)
+1 Knowledge (history)
+1 Knowledge (nobility)
+1 Perception
+1 Profession (gambler)
+1 Sleight of Hand
+1 Spellcraft

Trickster 1
HP 43 = 39 + 4 (39 Base + 4 Trickster)
Fleet Charge
Ghostly Performance
Mythic Paragon

Trait
Chance Encounter (Trickster): The PC gains a +2 trait bonus on Reflex saves. By expending one use of mythic power, the PC can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.
Ref 9 = 7 + 2 (7 Base + 2 Trait)


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 81/81| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 8/8; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: featherstep, heroism, e.splen

I’m working on picking my stuff and I have questions… I thought that using Radiance sort of required taking legendary item, so I picked it and then tried to look up what it does, but I want/need to make sure the internet is correct (and I’m understanding it correctly).

It looks like actually spending a power on legendary item is completely optional?

And, if I do take it, it seems like there are no assigned legendary powers so I can pick whichever ones I want, except for upgradable because it already upgrades through the adventure?

It also made it sound like it’s possible to miss upgrades—and that I might even have to talk other PCs into certain choices (like trying to get the shrines cleaned) in order to get them—is that right, and if I choose the intelligent item ability would Radiance be able to help me recognize what I need to do for it to (re)awaken those upgrades?


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 8/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor
Elliot, the Red Heron wrote:
@Meri thanks, helping us stay alive is very appreciated! By the way, that line about 'for the first time ever, she stopped fighting.' Was that a reference to Nynaeve from the Wheel of Time? Thought it suited Meri perfectly.

Wheel of Time, now there's a blast from the past. If it was a reference, it was an unintentional one! I like to think that Merixia is a little more self-aware than Nynaeve, haha. Anger issues and all. But Nynaeve did not have a Wise Old Mentor to teach her these things when she was young, and Merixia is rocking Wis 18 over here.

@Thesius: Woohoo, congrats on your first PrC level!


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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 8/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor

Cleric 6
HP 45 = 38 + 7 (38 Base + 5 (Average Rounded Up 1d8) + 2 Con)
BAB +1
Fortitude +1
Reflex +1
Will +1
Caster Level +1 (now 6)
Concentration +1 (now +10 - 6 caster level, 4 ability score)
Orisons no change
1st-level spells no change
2nd-level spells per day +1 (now 5: base 3, ability score bonus spell, and domain bonus spell)
3rd-level spells per day +1 (now 4: base 2, ability score bonus spell, and domain bonus spell)

Spells Prepared:

Assuming we get to magically prepare stuff in our shiny new spell slots.

Orisons:
create water
stabilize
guidance
resistance

1st level:
true strike (D)
protection from evil
bless
divine favor
sure casting

2nd level:
bull's strength (D)
aid
burst of radiance
spiritual weapon
weapon of awe

3rd level:
rage (D)
prayer
shield of wings
summon monster III

Craft (Weapons) +1
Knowledge (History) +1
Knowledge (Planes) +2
Spellcraft +2

Hierophant 1
HP 49 = 39 + 4 (45 Base + 4 Hierophant)
Hard to Kill
Mythic Power 5/day
Surge +1d6
Mythic Feat (Mythic Power Attack)
Inspired Spell
Relentless Healing

Trait
Touched by Divinity (Hierophant): The PC can select a second domain granted by her affiliated deity. She can use the 1st-level spells of both domains as spell-like abilities a number of times per day each equal to her mythic tier. By expending one use of mythic power, she may use any of these two domains' spells as a spell-like ability, but may only use spells of a level equal to or less than her mythic tier.

INSPIRED SPELL LET'S GOOOOOOO

@Verene: Thank you for teaching me how to spam my combat header! :D


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 5/10 | Mythic Power 6/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Wow Thesius, that Chance Encounter trait upgrade is wild. Desna's Obedience also seems fairly tame as these things go, so that's fortunate.

@Elliot, I could not agree more about there being so many goodies in the Archmage path abilities that you just want to stick with it the entire ten tiers. I keep reminding myself I do have to cut some things and actually take Mythic Spellcasting at some tiers for more mythic spells, but it's hard. So many good options.

@Merixia, you're welcome of course. I'm very excited to see where Inspired Spell takes us. Go go full casters!

GM, a minor thing I noticed about the status spoiler. Verene's levitate buff applied just before the minotaur fight is missing. Should be around 17 minutes left now I think. And not that it is immediately relevant, but Thamyris's AC is now 19/T16/FF17.


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 81/81| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 8/8; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: featherstep, heroism, e.splen

Alright, level up complete, and mythic stuff almost complete (pending answers to my previous questions).

Paladin 6
+1 BAB and my first iterative attack
+8 hp (1d10+2 Con)
+1 fort
+1 ref
+2 will (+1 base and +1 from upgraded trait)

+1 (rank) to acrobatics, diplomacy, know (religion), and perform (dance)
1 rank in linguistics; learned Abyssal

LoH increases to 3d6
+1 damage to precise strike and smite

Marshal/Champion 1
+4 hp
mythic points (5/day)
- surge (1d6)
- advance: allies in 30' (and self) get free move [1 mp, swift]
- fleet charge: free move and make 1 attack along the way [1 mp, swift]

hard to kill

Mythic Feat: dual path [champion]

I don't have a path ability yet but I'll probably take legendary item (depending on the answers to my questions); I'm willing to continue moving forward without the benefit of a path ability until I/we figure that out.

Edit: My profile is updated (except for the missing path ability) and I was going to post in gameplay, but then I noticed that the encounter map hasn't been updated... can I post attacking the demons (and should I assume there is at least one in reach) or should I wait for GM initiative post? Springing into action would definitely be the first thing on Azira's mind in this situation.


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 8/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor
Verene Tanaquil wrote:
@Merixia, you're welcome of course. I'm very excited to see where Inspired Spell takes us. Go go full casters!

Inspired Spell is particularly nice for clerics given that so much of the spell list is situational. Things that you probably won't need so you're not going to prepare them every day, but when you need them you really need them. Things like remove fear, lesser restoration, remove curse, water breathing, stone shape, etc. Normally I deal with this by investing a lot of gold in scrolls and/or a feat in Scribe Scroll, but Inspired Spell will definitely save on that.

I'm going to wait to post IC until I know whether I have my 3rd level spells or not.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 5/10 | Mythic Power 6/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Although we officially aren't stunned anymore, it seemed a lot happened in the last post before we could react, and that it wouldn't work to have our reactions disturb it. I was going to wait to post actual actions until I'm sure we can. Verene is going to open by casting haste on the party, mythic slow on the babaus, and burst of radiance, all as fast as the profligate use of mythic power will allow her to do.

Thesius, I'm interested in why you took Ghostly Performance. I thought archeologist bards didn't get any kind of the bardic performance class feature? Are you going to take something next character level that gives a performance feature?


Encounter Maps | Geographic Map | Treasures | Important NPCs
Azira Tal-Shirin wrote:

I’m working on picking my stuff and I have questions… I thought that using Radiance sort of required taking legendary item, so I picked it and then tried to look up what it does, but I want/need to make sure the internet is correct (and I’m understanding it correctly).

It looks like actually spending a power on legendary item is completely optional?

And, if I do take it, it seems like there are no assigned legendary powers so I can pick whichever ones I want, except for upgradable because it already upgrades through the adventure?

It also made it sound like it’s possible to miss upgrades—and that I might even have to talk other PCs into certain choices (like trying to get the shrines cleaned) in order to get them—is that right, and if I choose the intelligent item ability would Radiance be able to help me recognize what I need to do for it to (re)awaken those upgrades?

If I don't post an answer to these questions in particular tomorrow (but all questions generally), please remind me. I have to look things up myself to see how Radiance develops in the next few APs - it has its own things, and yes, I believe there may need to be some PC cooperation... though I'm not positive. I think at least a few of them are just "kill this enemy, that you were going to kill anyways" or something.

I will get a post up and edit the map tomorrow.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 5/10 | Mythic Power 6/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Psst, Merixia.

Now, did the Paizo folks mean to write a first-level spell that negates a ninth-level spell? Probably not. Did they do that? Absolutely yes.

However, I would actually expect the mass suffocation to have been dispelled/disrupted by the Wardstone's power at the same time as Areelu's portal/presence/image were. So it may be that just healing Irabeth would now stabilize her or bring her up from unconscious/dying. We'll find out I'm sure!


Encounter Maps | Geographic Map | Treasures | Important NPCs

For Azira:

Worldwound Incursion wrote:
... Radiance is a legendary item (Pathfinder RPG Mythic Adventures 169) that bonds with a mythic paladin as soon as it is wielded in combat-in this adventure, Radiance bonds if a paladin uses it in the final encounter against Vorlesh's babaus. The weapon has two daily uses of legendary power that recharge each day, but does not currently possess any legendary attributes, for it has yet to be wielded by a mythic paladin. As Radiance has its own ability to grow in power, it cannot be given the upgradable legendary item ability.

So for the moment, no need to invest in that ability, I guess? I'd need to doublecheck, but I don't think there's any necessity.

As to the other questions:
- No new spells prepared, it just doesn't feel quite right to me. (As Elliot said above, though, you have so many buffs that it's not going to matter)
- I've adjusted the stats in the spoiler, so hopefully everything goes alright there.

Uh... have I missed anything big?


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 5/10 | Mythic Power 6/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Oh, here's an important question for the action economy this turn: are we using Wild Arcana/Inspired Spell as written, or with the proposed errata which changes them from a swift to a standard action? I was reading/copying from the Mythic Adventures pdf, which has the former, for the profile information, and didn't realize until looking it up online just now that it has been (unofficially) changed.


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Uh, hm. I'd say probably we should use the proposed errata. I imagine that it could get a little unbalanced with a swift action, but I'm open to arguments to the contrary.


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'd really argue to have it as a standard and use it as the errata. It's just too broken otherwise compared to other mythic path abilities. I'd argue the same for the hierophant one. The swift action variant is essentially the equivalent of quicken spell metamagic + higher caster level + access to the entire spell list vs usually a variant of 'make one basic physical attack with a flashy effect'.

Bot to mention it'd probably completely break encounter balance though im not sure how difficult the encounters will be.


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female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 81/81| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 8/8; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: featherstep, heroism, e.splen

@Worldwound- I think that answered 2 of my 3 questions (taking legendary weapon is optional, and if I do I can pick whatever I want except upgradable). Thank you! The last question was, if I do take legendary item for Radiance and I choose the "intelligent" item ability would it be able to help me recognize things I need to do to make sure I don't miss getting its upgrades? (I'm not necessarily looking for instructions like "you must do X in order to awaken my abilities" but even just a nudge like "I think Y would be worth taking the time to do" or something?)

Also, unless these things have a really good AC, I think I just messed one up bad, lol.


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 5/10 | Mythic Power 6/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

All good. A Quickened version of any on-level spell on the wizard list up to 5 times/day does seem pretty crazy for L6. Then again, so are the damage numbers our strikers are going to be putting out, apparently. Wow, guys!


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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 8/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor

Nice find, Verene! If the spell hadn't broken I was going to go with catatonia. Because mass suffocation only targets living creatures. :D We would have had to haul Irabeth's comatose body out of the garrison or figure out a transmutation spell that would break catatonia, but she'd be alive.

Having Inspired Spell take a standard action makes sense to me. That's what it takes to cast a normal spell, after all.

Elliot, the Red Heron wrote:
Well, and Merixia too, but who was he kidding - there was no way she needed any help. She probably ate demons like this for breakfast on a good day.

Aww, Elliot should tell her that sometime. She would think that was the nicest thing anyone ever said to her, while protesting that no, she's not actually that good.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 5/10 | Mythic Power 6/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Aw, I'm sad Merixia won't get to attack this turn! I shouldn't have mentioned the slime. I don't think it's very good at harming steel weapons anyway, much less magic ones like Merixia's sword.


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Azira Tal-Shirin wrote:
@Worldwound- I think that answered 2 of my 3 questions (taking legendary weapon is optional, and if I do I can pick whatever I want except upgradable). Thank you! The last question was, if I do take legendary item for Radiance and I choose the "intelligent" item ability would it be able to help me recognize things I need to do to make sure I don't miss getting its upgrades? (I'm not necessarily looking for instructions like "you must do X in order to awaken my abilities" but even just a nudge like "I think Y would be worth taking the time to do" or something?)

You don't need to take intelligent as an item ability - it has its own set and will become intelligent on its own.

I forget steel's hardness, but yeah, I doubt it'll be a problem.


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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 8/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor

Oh well, too late now. Cold iron has hardness 10, so yeah, the babau slime wouldn't have been a problem. Merixia was thinking "Oh my gods, it's like a rust monster, MY PRECIOUS SWORD!". (Rust monsters are the boogeyman for all adventurers. Everyone has a story of that one time this guy they know got his sword eaten.) There's six demons here so hopefully there will be at least one left for my next turn.


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female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 81/81| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 8/8; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: featherstep, heroism, e.splen

Steel blades have hardness 10, and +1 enhancement bumps it to 12, so the acid can’t really damage them unless it’s more than 2d6 each time.

Also, as nice as mythic is, I’m not going to be getting 2 crits while using smite very often, so don’t get too excited about our damage output, lol.


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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.
Merixia wrote:
Wheel of Time, now there's a blast from the past. If it was a reference, it was an unintentional one! I like to think that Merixia is a little more self-aware than Nynaeve, haha. Anger issues and all. But Nynaeve did not have a Wise Old Mentor to teach her these things when she was young, and Merixia is rocking Wis 18 over here.

Fair enough :) It's been a while since I read them too. I guess they stuck with me as the series was more or less my introduction to Fantasy in general, from Hobbit > wheel of Time > rest. (Rest in peace, Robert Jordan.) I think this particular bit had Nynaeve trapped in a sinking ship with no way out and drowning, and that exact text of no longer fighting was used for the moment she broke her block - then destroyed the entire ship and rose back to the surface like a badass. It was a pretty epic scene and important moment for the entire story imo.

Merixia wrote:
Aww, Elliot should tell her that sometime. She would think that was the nicest thing anyone ever said to her, while protesting that no, she's not actually that good.

On that topic, I've been meaning to ask, would you like him to have a full crush on Merixia and actually act on such somewhere along the story? There were some scenes along those lines earlier like the one in the shop, but on one hand he's inheritently shy and inexperienced, on the other hand real life matters distracted me from a follow up. Plus, I figured I should ask a fellow writer permission for such so that no one is uncomfortable either way.

Verene wrote:
Then again, so are the damage numbers our strikers are going to be putting out, apparently. Wow, guys!

Well, the 2d6 holy damage from the encounter really helps out, and the bane weapon is limited by mythic power use and doesn't scale with level. So please don't expect him to do that every time :') But you know, maybe he will. It wouldn't be the first time I didn't fully grasp magus or overlooked/underestimated something :') *Kicks a rock along the path and looks away, embarassed.*


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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 8/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor
Elliot, the Red Heron wrote:
Merixia wrote:
Aww, Elliot should tell her that sometime. She would think that was the nicest thing anyone ever said to her, while protesting that no, she's not actually that good.
On that topic, I've been meaning to ask, would you like him to have a full crush on Merixia and actually act on such somewhere along the story? There were some scenes along those lines earlier like the one in the shop, but on one hand he's inheritently shy and inexperienced, on the other hand real life matters distracted me from a follow up. Plus, I figured I should ask a fellow writer permission for such so that no one is uncomfortable either way.

That would be fine with me! I think it would make a nice light-hearted subplot to all the doom and destruction. Merixia has zero experience with actual romance, but she has read her share of penny dreadful novels, and various well-meaning adults gave her talks on Consent, This Is How The Mechanics Work, Romance Novels Are Not Reality Oh My Gods What Have You Been Reading, and What Is Love Anyway.


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The Tale of Merixia and Elliot, or: Can Love Cross Planar Boundaries?

In any case, I swear I posted here earlier today, but... apparently not? Oh well. Anyways, this encounter is probably the most powerful you guys will be for at least another couple levels.

I am observing with amusement the fact that they're going to keep hitting fairly consistently, but it hardly matters.


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.
Merixia wrote:
That would be fine with me! I think it would make a nice light-hearted subplot to all the doom and destruction. Merixia has zero experience with actual romance, but she has read her share of penny dreadful novels, and various well-meaning adults gave her talks on Consent, This Is How The Mechanics Work, Romance Novels Are Not Reality Oh My Gods What Have You Been Reading, and What Is Love Anyway.

Sounds like a bunch of excellent tutors on the subject! Then again the same is also true for Elliot I'd imagine, having lived most of his life locked up in a library. Dorks in love? Might be trainwreck waiting to happen but it will hopefully be funny with some heartwarming moments.

@Worldwound GM I'm more worried about the whole Ragathiel vs Sarenrae thing than the planar boundaries. :') I mean, this is Golarion and there's more half- (usually human) half-(otherworldly creature from somewhere) variants than you can shake a stick at.

Oh, on the gameplay, if Elliot kills pink with the first two hits he directs the third to another one in reach.


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Okay, fair. I guess I should've said "Can Love Be Maintained Across Planar Boundaries?"

And that's reasonable, Elliot.


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Don't forget that you didn't loot the minotaur. There's probably still stuff you can do there.


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 5/10 | Mythic Power 6/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Updated List of Things To Do Before Leaving Gray Garrison:

Examine rooms and collect any treasure or information possible from the Wardstone room, the minotaur room and the zombie room

Collect all the war-room documents from the second floor to give to the Crusade

Clean the zombie/scrying pool room of any remaining contamination, blood, entrails, etc.

Strip demonic forces' humanoid allies of weapons, armor, any remaining valuables: this includes 7 tieflings (rogues?) just inside the front door; three human cultists and the tiefling alchemist in the larger temple room; seven tiefling rogues and four human cultists from the upstairs landing; Jeslyn (if not already looted)

Collect all the remaining weapons and armor from the secret room off Iomedae's temple on the first floor

Determine the fate of the two surviving, bound cultists

DONE Clean small shrine to Iomedae right of entrance room

DONE Clean larger temple of Iomedae which has secret weapons cache

DONE? Bury or otherwise lay to rest the demons' victims: Hulrun Shappok and Kandro Nyserian just outside; the two armored but headless corpses that were with the abrikandilu in the museum room on the first floor; the stitched-together body parts forming an idol(?) from the temple; the zombie crusaders from the second floor scrying pool room

• (Optional?) Bury or burn the bodies of the demons' humanoid allies: this includes 7 tieflings (rogues?) just inside the front door; three human cultists and the tiefling alchemist in the larger temple room; seven tiefling rogues and two human cultists on the upstairs landing; Jeslyn (if there still is a body? Unclear)

• (Optional?) Burn the bodies of the demons and demonic creatures: this includes two vermleks from outside, three abrikandilus from the first floor museum room, five dretches from the first floor stair room, the fiendish peryton, one schir, the demonic vermin, the fiendish minotaur

With all collected items and documents in tow, along with potentially two prisoners(?), return to the Defender's Heart.


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female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 81/81| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 8/8; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: featherstep, heroism, e.splen

The post where the wardstone shard blew up mentioned “fragments” flying along with the light; that might have just been flavor text but I feel like we should at least check if any fragments survived. That seems like the kind of thing someone might want to study (and Azira wouldn’t want to risk them falling into the hands of demons/cultists, in case they want to study them). Otherwise, thanks for the great list, Verene!

Edit: oh, and I don’t think we asked the Children to carry back Hulrun or Kandro, just the victims inside, so we may need to carry those back ourselves.


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The fragments are magical. I'll show more of that later today.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 5/10 | Mythic Power 6/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Yes, I figured finding the fragments if they were important items would be part of searching this Wardstone room. Okay, so per your suggestions, Azira, I'll add:

Check the burned schir library again for anything useful

Instead of burying or burning the humanoid cultists, leave their bodies outside in case the Crusade wants to speak with dead them

Bury, carry back or otherwise lay to rest Hulrun Shappok and Kandro Nyserian


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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 8/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor

I don't think we did a deep clean of the shrine and temple, just a surface clean. We should probably go back and do the job right. Maybe have Azira and/or Irabeth say some prayers to Iomedae too.


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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 8/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor

I have decided that Qadiran coffee is the Golarion equivalent of Turkish coffee.

Happy early Thanksgiving to everyone who celebrates! I might not be able to post tomorrow since we're having family over.


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Likewise, I'm afraid I probably won't get a post up today. Apologies to the non-US players, for whom this isn't a special day.


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 81/81| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 8/8; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: featherstep, heroism, e.splen

Lol- Happy Thanksgiving to those who celebrate! And, happy Thursday to everyone else? I’m doing the cooking but I might get a post up this evening after we eat (if there’s anything for me to post about).


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 5/10 | Mythic Power 6/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Have a good holiday, everyone who is celebrating! (We celebrated last week due to some wonkiness with travel schedules.)


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.

Have a nice holiday! I had an unexpected day off from work so in a way I was celebrating as well :)


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 11/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: n/a

Happy Gobble Day. Definitely seems like we have a bit to accomplish before our sudden heroes head home.


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.

On the last post, based on their past and her recent sole survivor feat, I figure Elliot has something like hero worship towards Azira and that any praise or teasing from her would throw him off a bit.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 5/10 | Mythic Power 6/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

The amount of time I spent trying to figure out, just for fun, what the coat of arms for the undefined "Kenabres' sigil" that is canonically on the Kite should actually look like...

In the end I gave up. Too many possibilities. For instance, should the design predate Hulrun or should it have some reference to flame? Something like the scales of justice with a flaming sword as the fulcrum? For the record, because the town itself long predates Hulrun, I think it should involve a mural crown, a river, either a great pump or a tower, and possibly a silver dragon (depending on how long Terendelev had been its protector.)

P.S. GM, was there anything on the five dead babaus?


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The babaus did not have any loot, no.


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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 8/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor

I think the crest of Kenabres should totally have a silver dragon! How about a silver dragon with wings spread above a tower standing by a river? Maybe put Iomedae's symbol on the tower if you want to emphasize the presence of the Crusade.

Whew, that was a lot of catching up to do. It's been a busy couple of days.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 5/10 | Mythic Power 6/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

GM, I think I've now added everything we found in the Gray Garrison to the treasure sheet, if you'd like to check my work. Got the horn of battle clarity, the war documents, the manual of war, the scroll of restoration, all the books from the burned library, and the two ruined helms, as well as Jeslyn's gear and the Wardstone shards. The only things from the first floor I had not properly catalogued were the weapons and armor on the seven entryway tieflings and three temple of Iomedae cultists, which we had not collected yet. Is it safe to assume they had the same leather armor/shortsword/light crossbow and masterwork scythe/masterwork chain shirt loadouts, respectively, as their counterparts on the second floor?

Assuming yes to the above question, if we take home everything not already marked as carried by the First Children or Irabeth, we will be about 175 lbs over the limit of Verene's one floating disk. After casting the major image, she's down to just one use of mythic power remaining today, which she would like to save for an emergency (and I would like to save to recharge a magic wand! Ideally the wand of spiritual weapon, which is getting quite low.) But Elliot could use Wild Arcana to create another floating disk, as it is also a magus spell, and we'd be golden. Or we could declare we split up the extra weight between Merixia and Irabeth and not need one.

I will assume we have no trouble removing the bodies of the cultists etc. and laying them outside as Azira suggested. My remaining questions before I'm good to move on:
1. Can/should we burn the bodies of the demons and various demonic creatures in the courtyard outside? Is there enough broken wood/oil etc. in the Garrison or surrounding buildings to get a good big bonfire going that will overcome their fire resistance? Or is that even possible in this canon - does the Inquisition use fire not because it purifies, but merely as a useful test because demons can literally never be harmed by mundane fire?
2. Did the First Children take the two surviving cultists back to Defender's Heart already, along with some of the bodies of crusaders we wanted to inter?
3. How many bodies do we still need to carry back to Defender's Heart for burial? (Would we need to construct some kind of board platform to sit on top of a floating disk, so all the martials would still have their hands free if we encountered any dangers on the way back?)


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 81/81| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 8/8; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: featherstep, heroism, e.splen

Maybe I misunderstood but it sounded to me like there was some kind of display for the two helmets, like some kind of memorial shrine or something… I thought Irabeth was asking if they could be repaired so that we could restore that (which would mean that we weren’t bringing those helmets with us)?


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 5/10 | Mythic Power 6/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

My thinking was, if they're historical relics, we should fix them but also return them to Crusade authorities, not leave them in an abandoned building when who knows how long it will take to properly reclaim it and fix it up again, and anyone could break in and steal them in that time. Same deal with everything in the secret armory. But if you think Merixia should fix the helms but leave them on the pedestals, that's perfectly fine with me. It can't be Verene casting make whole anyway, for reasons discussed above.

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