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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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

Linguistics - DC 25: 1d20 + 14 + 2 + 2 ⇒ (9) + 14 + 2 + 2 = 27 (14 Base, +2 Heroism, +2 Tears to Wine)

Knowledge (planes) - DC 25: 1d20 + 16 + 2 + 2 ⇒ (19) + 16 + 2 + 2 = 39 (16 Base, +2 Heroism, +2 Tears to Wine)

Thesius takes into account what has been said and learned so far. He responds simply in Abyssal, "Little s@!~ stains are found in dark crevasses. Seemed only fitting we put you back where you belong."


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

Several sets of laughter erupt from the darkness at Thesius taunt.

Oi, Vrakashek, someone challenged you, and the dank crevices of your virgin arse. Another demonic voice says

Ah, damn, I was assuming it would be Girly Mc Gylouface another row of guffaws erupt as the demon, still hidden in the darkness, insults Merixia, displaying that he knows things about her.

but that voice sounded kind of male an elfish... the Desnan-super-simp?

Sorry to tell you, but your actually not imaginary Desnan Succubus girlfriend is GONE

She got divine interventioned out of here or something, and never told you guess you arent that important to her? That hurts doesnt it? Although not as much as seeing S$&~ty-Staunton figuring out how the f$** to explain that to his higherups haha.

There are more demonic guffaws as the bass voice insults Thesius back

Thesius:

You get the idea that... a few of the demons genuinly found your taunt funny.

They also seem to be ferociously taunting each other at every opportunity, without that devolving into violence, as would normally be the case with demons.


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 70/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | 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 7/8 | Armor Blessing 1/1 | Armor Cure 1/1 | Effects: heroism, magic circle vs evil, bull's strength, ironskin, tears to wine, shield of wings, blade of light, life shield, death ward, shared training, divine favor
Verene Tanaquil wrote:
"I would like to use the spiritual weapon wand just before we enter the next chamber, Merixia, if you do not mind. A silencing spell could be very useful in dealing with that babau who was speaking aloud, I think. It might be hard to get it to 'stick,' so to speak, in a way that he could not simply leave. But if took advantage of its duration, and also cast it when we think we are close..." Verene sketches the outline of a plan for Thesius and Arthur.

"Sure." Merixia's tail vanishes under her coat, coming up with the wand and handing it to Verene. Maybe Verene has a way of making the spell stronger?

Casting divine favor right before we enter the room with the babaus. Does Thesius still have protection from evil up? I thought we still had a couple minutes on our min/level buffs.

Liliyashanina wrote:

Several sets of laughter erupt from the darkness at Thesius taunt.

Oi, Vrakashek, someone challenged you, and the dank crevices of your virgin arse. Another demonic voice says

Ah, damn, I was assuming it would be Girly Mc Gylouface another row of guffaws erupt as the demon, still hidden in the darkness, insults Merixia, displaying that he knows things about her.

but that voice sounded kind of male an elfish... the Desnan-super-simp?

Sorry to tell you, but your actually not imaginary Desnan Succubus girlfriend is GONE

She got divine interventioned out of here or something, and never told you guess you aren't that important to her? That hurts doesnt it? Although not as much as seeing S~##ty-Staunton figuring out how the f+!% to explain that to his higherups haha.

There are more demonic guffaws as the bass voice insults Thesius back.

Merixia grits her teeth, her grip on her sword tightening. She really needs to find an armorsmith who can put a couple horn-holes in that helmet for her. It's one thing for people to look down on her as an ordinary tiefling, but demons recognizing her ancestor's appearance is getting old.

However... the rest of the demons' trash talk is intriguing. A Desnan succubus? Perhaps Joran's information about a heretic in the demonic forces is true after all. If they can find this succubus before Deskari's forces do, she could be a priceless source of intelligence on the enemy.

Something to think about later. The cleric looks to Azira, Idaya, and Arthur. Once somebody leads the charge, Merixia will follow.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Verene keeps a wary eye out for any babaus as they continue forward, and rather than bandying any insults keeps the spell to call glitterdust on the tip of her tongue.

I read back and it looks like Verene, Elliot and Merixia need to heal still, from Chorussina's cone of cold. For some reason I was thinking we were healed sometime during the post-battle conversation, but it looks like not? Did I miss this in my reread?

The silence spell is also round/level instead of minute/level like I thought, but it should still work. Arthur said yes, so whenever you're ready, Thesius.

Re: buffs, everyone who had communal protection from evil from Verene last fight would have had it expire. I think that was her, Thesius, Azira, Elliot and Wulfric. It lasts minute/level divided among the recipients, so each person had only 2 minutes. Her pearl of power I was already used for the day to give both herself and Thesius regular protection from evil, both long expired. I knocked off 5 minutes from all buffs longer than 5 minutes at the start of the last battle, as requested by GM Lili. Azira's holy property is still up on Radiance from Divine Bond, as that lasted 8 minutes. We've also still got Merixia's communal protection from fire at 10 minutes remaining, Elliot's shared training for Outflank and Paired Opportunists, veil of heaven, feather step, tears to wine, heroism.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Forgot to say: Wulfric should still have one 2nd-level and both 3rd-level spells available for buffing, and Verene can't currently fail a DC 25 Linguistics or Knowledge (Planes) check, so I will assume she knows what is under the previous check-based spoilers.


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 70/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | 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 7/8 | Armor Blessing 1/1 | Armor Cure 1/1 | Effects: heroism, magic circle vs evil, bull's strength, ironskin, tears to wine, shield of wings, blade of light, life shield, death ward, shared training, divine favor

Okay. I'll use my pearl of power I to give Thesius protection from evil then. Merixia's magic circle vs evil is still up.

Once the group can hear the demons' voices, Merixia retrieves a large pearl from her bandolier and walks over to Thesius. With a mental push, the pearl grows warm and protection from evil pops into her mind as if she had not yet cast it for the day. She quietly chants the words of the spell, touching Thesius' arm.

Merixia is feeling the effects of Chorussina's cold spell, and it looks like several of her friends are as well. "Gather round, everyone who needs healing." Tucking the pearl away again, the cleric holds up her holy symbol. "Ragathiel, grant me your healing light!" Fiery gold light flares around the group.

Channel Energy: 4d6 ⇒ (5, 3, 3, 1) = 12

That puts me at 70/72. How is everyone else doing? Do I need to channel more?


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

I'm really trying to remember why I put Verene's HP back at full when I know I had subtracted the 17 before. Anyway, she's now at least at 57/62, which should be fine. Thanks Merixia!

Azira consults with Wulfric briefly, and the Ulfen bard chants a clear snippet of Iomedae's Fourth Act, in which she convinced a regiment of mortally wounded knights at the Second Battle of Encarthan to stay their ground against a horde of wraiths: "And it is not I who stands with you alone, but all of Heaven standing with those who do not despair in the hour of greatest darkness." Then a second spell which causes the bard himself to split into multiple images; and finally a third spell which causes Arthur's form to shimmer and distort about a foot from his real position half the time.

Wulfric casts good hope on himself and all PCs but Verene in the group, for a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 7 minutes. Does not stack with heroism but duplicates it and improves on it in some ways. Then mirror image on Wulfric for 1d4 + 2 ⇒ (2) + 2 = 4 images for 7 minutes, and finally displacement on Arthur for a 50% miss chance for 7 rounds.

Meanwhile Verene holds Chorussina's magic rod that quickens spells in her left hand almost like a staff, since it is sized properly for a human.


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

You have picked up several different voices, one, a Bariton, was what the Bardiche wielding Babau whom Verene saw had. The big non PG13 speech came from a Bass voice, and there are 2 more voices, sounding more grating then the other two. These are totally standard Babaus who dont have gestalted class levels, you do not know if there are more of them silently lurking.

OI did I hear Ragathiel? One demonic voice says

Awesome, big boss Nurgal seeks to provoke that guy so that he ventures down to the Abyss and they can have a proper FOIGHT the same voice, sounding more grating and less refined, continues.

The f~$@ you heard that from Siridak? The bariton voice the spoke earlier interjects

Ragathiel hates devils, Nurgal hates devils, specifically that clown Nergal, and I am the one and only "Bardbau" so I know things the bardic voice

You telling me to not stab Girly McGylouface? The Bass voice, same as the one who did the epic Rant says

Nah, go and f#~@ing stab her, Rage-Arse-thiel only respects strength, which is frankly pretty sane for a celestial, if you want to really flex bossman Vrakashek, you can try to challenge her to a duel, I think they are obliged to accept. the bariton voice answers

The f!%% how am I supposed to f%*&ing sneak attack in a duel? Have you forgotten what got us out of Carcosa, leaving a massive trail of dead tentacle things behind in our wake? What made us survive all the other insane fights f~!&ing Shamira threw us in? What made us win our joining fight on Lord Nurgals domain of Kuthon? TEAMWORK! WE F@$+ING STAB AS ONE!
The bass voice answers, to a chorus of "STAB AS ONE" from the other voices


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Female aasimar paladin (chosen one/emissary) 7 oracle 1 / marshal 2 | AC 28(30 vs evil) [26(28 vs evil)] T 16 FF 21 | Saves F +14 R +14[13] W +16 | CMD 23 | HP 82/82 | Perception +12 | Init +0 Mythic power 6/7 | LoH 8/8 | Smite 3/3 | Pal 1st 3/3 2nd 0/1 | Ora 1st 1/2 | conditions: aura of greater courage, fly, protection from evil(ex), endure elements, protection from sonic and fire, perfect placement, haste , align weapon, tears to wine, corruption resistance, tap inner beauty

Idaya is used to ignoring her wounds until there was no other choice but to deal with them. The battered hack into her side was annoying but not life threatening. The glance from the wizard at the grisly wound made her decide otherwise and concentrated some of goddess's grace into the wound.

lay on hands: 3d6 ⇒ (3, 3, 1) = 7
lay on hands: 3d6 ⇒ (5, 6, 2) = 13

A wound made into barely a scratch by the blazing warmth the clerics healing channel pushed into her.
should only be down 6!

At the mention of the potion, Idaya frowns "I know nothing of such a spell, so my answer is that I can only try?" it is obvious from the careful way the armored warrior walks she is not naturally agile, so might have a slight worry about falling from said walls.

The potion sounds wonderful.

As the start to chant, Idaya grasps the shaft of her sword in both hands, resigned and ready for her duty to continue... then quickly remembers her halo, reaching up to activate the holy light.

intimidation: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27
"May your bones rest lightly under the eternal bright of the heavenly Inheritor, giving you and yours plenty of eons to regret your actions on this day." the paladin announces without bite, or curse, just pragmatic faith. "So... are you ready?"

Grand Lodge

Male Human alchemist (vivisectionist, beastmorph) 8/Champion 2 | AC 19 T 8 FF 18 | Saves +7 +8 +6 | CMD 28 | HP 69/69 | Perception +10 | Init +3 | Mythic power 7/7 | Orc ferocity 1/1 | Spontaneous Healing 4/4 | Wings 8/8 | Will reroll vs demon 1/1 | Legendary item power 4/4 | conditions: paralyzed

Thanks for the buffs!

At some point, Arthur claims "I know that voice. He's one of the babau leaders. He wasn't... so bad... But he's still a demon, so he has to go."

As the wizard casts a spell on him that makes him shimmer, he immediately recognizes it and know it doesn't last very long. He says "Well, let's go then!"

Everyone ready? Let's go!


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

Wulfric gets the idea that some of the babau trashtalk, and preptalk, amounted to the equivalent of a good hope spell on their part.

In what order to you go into the darkness? It seems to be magical darkness (but still the type that can be pierced by normal darkvision. You also know that Babau have Darkness at will.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

Elliot and Thesius quickly work in tandem with the others, doing what they can to prep for the inevitable battle. Both take charges from the shield wand.

After a quick exchange, it becomes clear Elliot is almost out of spells and is willing to bare the silence spell when it goes into effect.

With this in mind, Elliot activates his flight hex, activates his arcane pool, and activates his arcane strike with a mythic point to grant himself bane (demon).

Thesius casts darkvision upon himself and readies himself to quickly cast the silence spell while holding the longspear in one hand.

With everyone ready, final moves are put into place. Elliot quickly casts Haste upon the group, while Thesius takes the 6 seconds to cast silence upon Elliot.

Then they start to move in tandem down the corridor. Elliot flying over Thesius.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Azira speeds silently along the corridor right beside Thesius, while Verene follows at a distance of 25 feet.


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

I guess Azira should call out a challenge, since she has done so before and that seems like something these guys would enjoy.

Right before the silence, after Wulfric's good hope, while other people are casting their round/level buffs like shield and Idaya is drinking the potion and so on:
Azira holds her sword aloft and calls loudly down the corridor, "I am Sword-Knight Azira Tal-Shirin, paladin by the grace of Iomedae, bearer of the sacred sword Radiance. I slew Staunton Vhane, and the sorcerer who served him, and Janeamine the pathetic actress, along with a great many of your kin. The purple coward who tried to attack my squire instead of me only lost all his precious soul gems before his head. I have nothing to fear from a pack of Abyssal clowns playing hide-and-seek. Whoever wants to die first, come and face me!"

In response, Radiance flares with bright light that settles on Azira in an obvious ward. For a moment, a translucent halo and a pair of great wings appear as part of Azira's form, but then they vanish. Radiance uses one of her Legendary Item spells to cast lesser angelic aspect for some redundant resistances and the effects of protection from evil on Azira.

So, everything in the 20' radius around Elliot as he moves is silenced. I put everyone in the corridor for walking forward, with Verene and Wulfric at the back, but as always feel free to reposition yourselves, of course. I also updated the group buffs list to reflect haste, protection from evil, good hope, spider climb, shields, displacement. The silence, now that it is cast, has no save or spell resistance for anything that comes into its area. Thesius gets an auto-roll to detect a trap if he comes within 10 feet of it. Let's do this.

Azira status:
HP 89/89 | AC 35* T 25 FF 23 (all -2 vs. NOT evil-subtype outsiders; all -1 v. nonevil) | Panache 4/4 | Lay on Hands 4d6 [+8 for Azira only] 7/8 | Divine Bond 0/1 | Smite Evil 1/3 | Mythic Power 5/7 | CMD 33** | Fort +16 (+3 vs. effects from evil-subtype outsiders, +2 vs. effects with the evil descriptor) Ref +19 (+3 vs. effects from evil-subtype outsiders, +2 vs. effects with the evil descriptor) Will +17 (+2 vs. effects from evil-subtype outsiders, +2 vs. insanity/confusion, +2 vs. effects with the evil descriptor) | Init +12 | Perc +5 | Conditions: haste 8r, Divine Bond (holy) 3m, lesser angelic aspect 6m, good hope 7m, communal protection from fire 10m 86/120 remaining, veil of heaven 24m, feather step 34m, tears to wine 44m, heroism 54m, keen edge 60m, shared training (Outflank, Paired Opportunists) 80m, Aura of Courage & Resolve [permanent] | Radiance: Legendary Power 1/2, veil of heaven 2/3; hero's defiance 1/1, lesser angelic aspect 0/1
*AC = 10 +1 natural +7 armor +2 shield +8 Dex +3 dodge +2 deflection +2 sacred. 1 point of the deflection is from protection from evil and thus only applies to attacks from evil creatures. +2 sacred is from veil of heaven and only applies to attacks from outsiders with the evil subtype.

**CMD = 10 +8 BAB +0 Str +8 Dex +3 dodge +2 deflection +2 sacred. Sacred is from the Righteous Medal of Valor. 1 point of the deflection is from protection from evil and thus only applies to CM attempts from evil creatures.

Grand Lodge

Male Human alchemist (vivisectionist, beastmorph) 8/Champion 2 | AC 19 T 8 FF 18 | Saves +7 +8 +6 | CMD 28 | HP 69/69 | Perception +10 | Init +3 | Mythic power 7/7 | Orc ferocity 1/1 | Spontaneous Healing 4/4 | Wings 8/8 | Will reroll vs demon 1/1 | Legendary item power 4/4 | conditions: paralyzed

Arthur peeks into the room with his orcish vision.

He has Darkvision 60ft. What does he see?


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

KILL STEALER! Are you perhaps a hidden Nocticulan? The bass voice returns mockingly

bluff Babaulier: 1d20 + 18 ⇒ (1) + 18 = 19

Good Job on slaying that stupid stunty idiot though, did you check if his intelligence improved post decapitation? It might!

sense motive DC19:

He did not as a matter of fact plan to kill Staunton himself. He didnt like him at all and considered him a humorless nitwit, whose death is probably a netgain to worldwound leadership.

Which is hardly inaccurate.

Still putting finishing touches on the encounter

Grand Lodge

Male Human alchemist (vivisectionist, beastmorph) 8/Champion 2 | AC 19 T 8 FF 18 | Saves +7 +8 +6 | CMD 28 | HP 69/69 | Perception +10 | Init +3 | Mythic power 7/7 | Orc ferocity 1/1 | Spontaneous Healing 4/4 | Wings 8/8 | Will reroll vs demon 1/1 | Legendary item power 4/4 | conditions: paralyzed

Sense Motive: 1d20 - 1 ⇒ (6) - 1 = 5


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

Adjusted the map to account for the leading person (Azira, who also has darkvision 60) darkvision. It is evidently clear that the enemy is trying to bait you into an ambush/chokepoint.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Immediately prior to the charge:
Azira Sense Motive, heroism, tears to wine: 1d20 + 1 + 2 + 2 ⇒ (13) + 1 + 2 + 2 = 18
Wulfric Sense Motive, Versatile Performance, good hope, tears to wine: 1d20 + 15 + 2 + 2 ⇒ (6) + 15 + 2 + 2 = 25
Verene Sense Motive, heroism, tears to wine: 1d20 + 3 + 2 + 2 ⇒ (17) + 3 + 2 + 2 = 24
Wulfric and the small reptilian Verene glance at each other and simultaneously roll their eyes at the babau leader's attempt to play off Staunton's death as something he would ever have done.

Now:
As their group proceeds down the corridor with a strangely total lack of footsteps or sound of movement and the light of Radiance is swallowed up ahead, making it clear that this is not a normal but a magical darkness, Verene hands Wulfric a potion from her haversack to drink and he downs it.

I believe all of us except Wulfric(? unless I'm missing something) have darkvision 60'. Thesius cast it on himself just now, and having darkvision (plus Small size but normal 30' move speed) is why Verene uses the kobold form. So, she'll give Wulfric the potion of darkvision she is holding. I think we're just headed down this corridor at a rapid clip until something happens. Verene is looking for invisible things ahead and also checking each cubbyhole/jail cell as we go by for invisible things. As soon as she sees any, you bet she's going to light off that glitterdust.


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 70/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | 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 7/8 | Armor Blessing 1/1 | Armor Cure 1/1 | Effects: heroism, magic circle vs evil, bull's strength, ironskin, tears to wine, shield of wings, blade of light, life shield, death ward, shared training, divine favor

Sense Motive + heroism + tears to wine: 1d20 + 20 + 2 + 2 ⇒ (18) + 20 + 2 + 2 = 42

Magical silence is always disorienting. Merixia is so used to the sound of her heavy armor that walking without hearing it is strange, to say the least. She follows Arthur, sword at the ready. This is almost certainly an ambush, but hopefully they can turn it around on the ambushers.


Female aasimar paladin (chosen one/emissary) 7 oracle 1 / marshal 2 | AC 28(30 vs evil) [26(28 vs evil)] T 16 FF 21 | Saves F +14 R +14[13] W +16 | CMD 23 | HP 82/82 | Perception +12 | Init +0 Mythic power 6/7 | LoH 8/8 | Smite 3/3 | Pal 1st 3/3 2nd 0/1 | Ora 1st 1/2 | conditions: aura of greater courage, fly, protection from evil(ex), endure elements, protection from sonic and fire, perfect placement, haste , align weapon, tears to wine, corruption resistance, tap inner beauty

Idaya looks at the group. She is not being used to being in the middle of a battle formation. Typically others see the armor, the holy symbol, and halo and practically push her to the front line. This group... is different. Not in a bad way, at all, and being behind a massive orc makes her own lack of vision less of a hazard.

sense motive: 1d20 + 12 ⇒ (9) + 12 = 21

She opened her mouth to inform others that the creature's tone suggested falsehood, but nothing comes out and she feels a bit foolish. Another good reason to being behind the giant, fewer people to see her mistake.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

Sense Motive - DC 219: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23 (13 Base, +2 Heroism)

Elliot and Thesius keep pace with Azira. Quickly making their way down the hallway.

(I think our slowest movement right now is 40 feet per movement. So I would think we may be doing 80 feet a turn until something happens. They have limited time on their haste, so they will be wanting to make the most of it.)


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Please do not post yet! GM.exe is working, big post is big!

Init Azira: 1d20 + 12 ⇒ (1) + 12 = 13
Verene: 1d20 + 15 ⇒ (4) + 15 = 19
Merixa: 1d20 + 3 ⇒ (8) + 3 = 11
Wulfric: 1d20 + 2 ⇒ (1) + 2 = 3
Thesius: 1d20 + 9 ⇒ (8) + 9 = 17
Elliot: 1d20 + 10 ⇒ (7) + 10 = 17
init Idaya: 1d20 + 0 ⇒ (2) + 0 = 2
init arthur: 1d20 + 3 ⇒ (4) + 3 = 7

Both sides have good hope up, so excluding that
init Babaulier: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
bardbau: 1d20 + 2 ⇒ (8) + 2 = 10
Babau goonsquad red: 1d20 + 1 ⇒ (8) + 1 = 9
Babau goonsquad green: 1d20 + 1 ⇒ (2) + 1 = 3
murder mortal: 1d20 + 8 ⇒ (18) + 8 = 26

Sorting init results

Murder Mortal=26
------------
Verene=19
------------
Babaulier=18
-----------
Thesius AND Elliot (convenient) 17
Azira=13
Merixia 11
------------
Barbdau 10
Goodsquad red 9
-----------
Arthur 7
Wulfric 3
----------
Goonsquad green 3
----------
Idaya 2

Reveal
You see a total of 6 Babau as you move close enough to pierce the Darkness! Their readied actions go off!

Babaulier Vrakashek, visibly their leader on account of being almost attractive physically (no small feat as a babau), wearing a crown, and having a hot purple-pink border around his magnificient Icon seems to give a short speech

Clearly activating the tactician ability

His BARDiche wearing bard ally, recognizable for his unique vaguely Irriseni dance style, wearing of a Bardiche And his teal border color
Explodes into a flurry of dancelike motions, which make all of your enemies move quicker!

you cant actually hear this because of the silence effects:

Bardbau readied action

CHEEEEKI BREEEKI!

You cant hear, but the fashionable Babau-Bard begins playing an Chaotic Abyssal performance, which works akin to a Blazing Rondo although it seems to be dance based

Bardbau activates blazing rondo performance

----------------------------
Moving oddly in Sync with the Bardbaus movements, the 2 red bordered Babau Goons both show Azira and Elliot their middlefingers as they cast dispell magic at the first individuals entering the "Ambush zone"

dispell magic vs Azira: 1d20 + 7 ⇒ (11) + 7 = 18 I think that gets something
dispell magic vs Elliot: 1d20 + 7 ⇒ (4) + 7 = 11 That probably fails

---------------------------------------------------
The 2 green border Babau Goons teleport, appearing behind the party, and threaten Verene and Wulfric from the rear!

-------------------------------------------------
You would hear an incantation muttered from the far back, as thick silky strings erupt from roughly arthurs position, seeking to trap the part in a web!

its from a wand, DC13

reflex Azira: 1d20 + 12 ⇒ (20) + 12 = 32
reflex Verene: 1d20 + 9 ⇒ (17) + 9 = 26
reflex Merixa: 1d20 + 4 ⇒ (17) + 4 = 21
reflex Wulfric: 1d20 + 2 ⇒ (16) + 2 = 18
reflex Thesius: 1d20 + 11 ⇒ (13) + 11 = 24
reflex Elliot: 1d20 + 10 ⇒ (20) + 10 = 30
reflex Idaya: 1d20 + 13 ⇒ (20) + 13 = 33
reflex arthur: 1d20 + 8 ⇒ (19) + 8 = 27

Bwhahahaha that steal all of your good rolls, none of you even need your modifiers, but the area in the purple is now difficult terrain!

---------------------------------------------------------------

Round 1!

A lightning bolt emerges from the far end, flying through the Babaus in its path, who if anything incorporate it into their dance routine
lightning bolt: 5d6 ⇒ (5, 2, 2, 1, 5) = 15 DC14

reflex Merixa: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
reflex Wulfric: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
reflex Thesius: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
reflex Elliot: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
reflex arthur: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
I think thats 7 damage electricity to Arthur, Wulfric and Thesius, and 2 damage to Merixia and Elliot because Aasimar and tiefling resistances?

----------------------------------------------------------------

Verene is up! Then its the babauliers turn!


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -
Liliyashanina wrote:

Moving oddly in Sync with the Bardbau's movements, the 2 red bordered Babau Goons both show Azira and Elliot their middle fingers as they cast dispel magic at the first individuals entering the "Ambush zone"

dispel magic vs Azira: 1d20 + 7 ⇒ (11) + 7 = 18 I think that gets something

Yes, an 18 just hits the DC to dispel one of the buffs on Azira that Wulfric cast. (11 + caster level 7.) That's either good hope, feather step, tears to wine, or heroism. There is no rule that I know of for determining which one gets dispelled first, so I'll choose randomly with a 1d4 going in alphabetical order, where 1 = feather step.

1d4 ⇒ 1 Okay, feather step it is. Azira can no longer move freely through difficult terrain.

To be clear, all of the enemies with icons currently on the map are visible, not invisible, yes? And the tiefling in the hat cast the 120' lightning bolt, but we did not see who cast the web from a wand?

Round 1 — Verene
Verene ducks and dodges several lines of sticky webbing as they appear and clutter the corridor. The over-large rod grows pleasantly cool in her hand as she lifts it and casts the spell that she has been waiting for almost instantly when the babaus enter her line of sight in front of them. Her precise tossing of the pinch of ground mica is quickened thanks to Elliot's spell, but even so, she is surprised at how fast her mind shapes the words — as though the rod is an assistant holding up each piece of a puzzle that she needs as she needs it, and all she has to do is slam them into place. The faint pop of something appearing by teleportation magic behind her enters her awareness, and she turns, draws a small pinch of colorful powder, chants another few words, and blows the powder out into a giant cone of clashing colors over the two babaus as smoothly as though she had practiced it.

Swift action to use the lesser quicken metamagic rod to cast glitterdust on the Babaulier, Bardbau, and Dark Red babau goon ahead. DC 19 Will save negates the blinding but not being covered in the dust. Standard action to cast color spray on the Green Squad in a 15-foot cone. DC 18 Will save or be stunned for a round. Both spell effects are then gone immediately, so other people can step through them freely. I'll delete the area markers next turn. Note that Wulfric and Verene have 5 feet of web between them and the Green Squad, so they get cover (+4 AC) against physical attacks from those two.

Rather than try to move through the giant web and risk being caught in it, she stays where she is and squints through the strands at the hat-wearing tiefling she can just see at the end of the corridor. Her mental command sends the ghostly weapon of force summoned by Merixia's wand of spiritual weapon, that has been hovering around her head waiting for direction, flying at him like an especially large and insubstantial arrow. She is distantly annoyed to see that once again, the weapon is a longsword.

Move action to control the spiritual weapon and direct it at Murder Mortal as its new target. Its range is 110 feet, and it gets one attack against the new target any turn you direct it at a new target.
Spiritual Weapon Attack: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Spiritual Weapon Force Damage: 1d8 + 1 ⇒ (2) + 1 = 3


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The spiritual weapon misses the tiefling in the back, who is dancing alongside the Babaus apparent music, and seems to have always been on the agile side to begin with.

Verene Spell pen eldritch breach: 1d20 + 8 ⇒ (6) + 8 = 14
Verene Spell pen eldritch breach: 1d20 + 8 ⇒ (17) + 8 = 25 Passes

will save Babaulier: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
The Babaulier, if anything, intensifies his dancing movements into a slightly different dancestyle, now that he is glittery

will save Bardbau: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 Verene gets him, and he is blinded until he gets rid of it!

will Bardbau saving finale: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 But he somehow uses a really weird dancemove to not be blinded, alas, this causes all of the Babaus to be slower!

will save red goon: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16

One of his dance partners are blinded as well

will save gree goon: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Both of the ambush squad members is stunned.

will save green goon: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16

Yeah, Babau have pretty bad willsaves


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 70/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | 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 7/8 | Armor Blessing 1/1 | Armor Cure 1/1 | Effects: heroism, magic circle vs evil, bull's strength, ironskin, tears to wine, shield of wings, blade of light, life shield, death ward, shared training, divine favor

Tieflings have fire and cold resistance, but not electricity resistance. So Merixia takes the full 7 points of electricity damage.


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Babauliers turn

Surprisingly undeterred, the Babau leader makes a cut throat motion at Elliot, before moving with still considerable agility!

Spring attack

Moving with unatural agility, he runs up the wall, and does a downward stab on Elliot!

attack power attack highground good hope: 1d20 + 24 - 3 ⇒ (16) + 24 - 3 = 37
damage fiends relief sneak attack challenge: 1d8 + 1 + 13 + 9 + 2 + 2d6 + 11 ⇒ (3) + 1 + 13 + 9 + 2 + (1, 1) + 11 = 41

he does enter the archons aura as he does so willsave: 1d20 + 10 ⇒ (12) + 10 = 22 I think that passes

He lands a very solid hit, this is not a foe to be trifled with.

Seeking to protect his blinded comrades, he boldly stands in front of them, threatening with his ably wielded longspear

Thesius Elliot Azira and Merixa are up


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Azira — Round 1

Azira slings Radiance to point forward with a silent battle cry, and all of her allies feel speed and lightness lifting their bodies. She charges forward out of the web and swings into her battle dance against the demons she can reach, rather than the coward up on the wall. He will soon learn his mistake in targeting Elliot, anyway.

Swift action to use the mythic ability Advance, allowing Azira and every ally of hers within 30 feet to take a move action of their choice, or a 5-foot step. 4/7 mythic power remaining. That's 60 feet of free movement for most of us, 80-90' for the fliers. The web is difficult terrain, so takes double movement to move through. I am assuming here that Babaulier must be in the 3rd square 'up' against the wall, in order to still threaten the square on the ground Azira will move through. So a person standing directly below him with a reach weapon would threaten him, but not a person with no reach weapon.

Acrobatics to avoid attack of opportunity, heroism: 1d20 + 20 + 2 ⇒ (1) + 20 + 2 = 23 Not rolling these for Red Goons as they haven't acted in the combat yet and I think would thus be flat-footed. EDIT: Wait, it looks like they used dispel magic. Okay, I think that's not right, but I am adding an Acrobatics roll to avoid an AoO from the non-blinded one, at the bottom. Also, I missed this, but in addition to it being difficult terrain, Azira and everyone who moves through the web has to make a CMB or Escape Artist check the first time they do so. Adding that at the bottom too.

Assuming this Acrobatics fails, she will spend a panache point and attempt to Parry the attack of opportunity it provokes:
Parry (Radiance), haste, heroism: 1d20 + 18 + 1 + 2 ⇒ (13) + 18 + 1 + 2 = 34 No Riposte is possible since she does not threaten.

Radiance v. Red Goon (blinded), haste, heroism: 1d20 + 18 + 1 + 2 ⇒ (3) + 18 + 1 + 2 = 24
Cold iron, good, magic, slashing damage; Precise Strike, holy, good hope: 1d8 + 9 + 8 + 2d6 + 2 ⇒ (5) + 9 + 8 + (4, 3) + 2 = 31

Radiance (Haste) v. Red Goon (blinded), haste, heroism: 1d20 + 18 + 1 + 2 ⇒ (4) + 18 + 1 + 2 = 25
Cold iron, good, magic, slashing damage; Precise Strike, holy, good hope: 1d8 + 9 + 8 + 2d6 + 2 ⇒ (5) + 9 + 8 + (5, 3) + 2 = 32

Radiance (Iterative) v. Red Goon (blinded), haste, heroism: 1d20 + 13 + 1 + 2 ⇒ (14) + 13 + 1 + 2 = 30
Cold iron, good, magic, slashing damage; Precise Strike, holy, good hope: 1d8 + 9 + 8 + 2d6 + 2 ⇒ (4) + 9 + 8 + (3, 1) + 2 = 27

If Blinded Red Babau goes down, she will redirect any remaining attacks to Non-Blinded Red Babau.

Acrobatics to avoid attack of opportunity from Red Goon (non-blinded), heroism: 1d20 + 20 + 2 ⇒ (6) + 20 + 2 = 28
Agile Maneuvers CMB to move out of web, haste, heroism, probably other modifiers I am forgetting: 1d20 + 8 + 7 + 1 + 2 ⇒ (17) + 8 + 7 + 1 + 2 = 35

Azira status:
HP 89/89 | AC 35* T 25 FF 23 (all -2 vs. NOT evil-subtype outsiders; all -1 v. nonevil) | Panache 3/4 | Lay on Hands 4d6 [+8 for Azira only] 7/8 | Divine Bond 0/1 | Smite Evil 1/3 | Mythic Power 4/7 | CMD 33** | Fort +16 (+3 vs. effects from evil-subtype outsiders, +2 vs. effects with the evil descriptor) Ref +19 (+3 vs. effects from evil-subtype outsiders, +2 vs. effects with the evil descriptor) Will +17 (+2 vs. effects from evil-subtype outsiders, +2 vs. insanity/confusion, +2 vs. effects with the evil descriptor) | Init +12 | Perc +5 | Conditions: haste 7r, Divine Bond (holy) 3m, lesser angelic aspect 4m, good hope 7m, communal protection from fire 10m 86/120 remaining, veil of heaven 24m, tears to wine 44m, heroism 54m, keen edge 60m, shared training (Outflank, Paired Opportunists) 80m, Aura of Courage & Resolve [permanent] | Radiance: Legendary Power 1/2, veil of heaven 2/3; hero's defiance 1/1, lesser angelic aspect 0/1
*AC = 10 +1 natural +7 armor +2 shield +8 Dex +3 dodge +2 deflection +2 sacred. 1 point of the deflection is from protection from evil and thus only applies to attacks from evil creatures. +2 sacred is from veil of heaven and only applies to attacks from outsiders with the evil subtype.

**CMD = 10 +8 BAB +0 Str +8 Dex +3 dodge +2 deflection +2 sacred. Sacred is from the Righteous Medal of Valor. 1 point of the deflection is from protection from evil and thus only applies to CM attempts from evil creatures.


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The Babaulier is back on the ground, he spring attacked useing the wall to get that sweet +1 from high ground, but is aware that his goon squad needs some assistance, so he is seeking to block the way to them. All Babau have combat reflexes, and that one definitly has that too.

Babaulier vs Azira: 1d20 + 23 - 3 ⇒ (9) + 23 - 3 = 29

Azira parries that

non blinded AoO vs Azira: 1d20 + 15 ⇒ (3) + 15 = 18
Pretty sure that misses

The blinded Babau is near death after Aziras barrage of blows,
These Babau are veterans, and had enough time to retrain their HP until it maxes out


Female aasimar paladin (chosen one/emissary) 7 oracle 1 / marshal 2 | AC 28(30 vs evil) [26(28 vs evil)] T 16 FF 21 | Saves F +14 R +14[13] W +16 | CMD 23 | HP 82/82 | Perception +12 | Init +0 Mythic power 6/7 | LoH 8/8 | Smite 3/3 | Pal 1st 3/3 2nd 0/1 | Ora 1st 1/2 | conditions: aura of greater courage, fly, protection from evil(ex), endure elements, protection from sonic and fire, perfect placement, haste , align weapon, tears to wine, corruption resistance, tap inner beauty

Advance

Idaya's careful approach to combat does not include ignoring the rush forward of her companions. Following the one known as Azira, she sees the demon with the crown and moves, more silently than she EVER has been to flank the creature.

Doing so makes her also follow the spatial insanity these demons are embraces, placing an armored foot on the stone walls and Walking up it.

not certain the wall size, with haste she should have left over to keep her from getting hit with an aoo, but if you disagree feel free to hit her (so does not acrobat)


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Babaulier AoO vs Idaya: 1d20 + 23 - 3 ⇒ (17) + 23 - 3 = 37
damage no sneak attack or challenge: 1d8 + 14 + 9 ⇒ (5) + 14 + 9 = 28

The Babaulier strikes with his longspear at Idaya, hitting her squarely.

The Babaulier is on the ground to protect his comrades, but he does have reach and threatens vertically as well

A threesome with 2 Paladin-Ladies? I alas have to inform you that I am not Nocticulan anymore!

The Babaulier says in a somewhat but not fully faked display of chivalry


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 70/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | 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 7/8 | Armor Blessing 1/1 | Armor Cure 1/1 | Effects: heroism, magic circle vs evil, bull's strength, ironskin, tears to wine, shield of wings, blade of light, life shield, death ward, shared training, divine favor

Well, this is... not good. "Arthur, get the ones in the back! Protect Verene and Wulfric!" His current size will block off the corridor better than Merixia could. She leaps into the air with a beat of her fiery wings, flying above the sticky strands of the web. Azira's power speeds her through the air towards the crowned babau, sword raised for a series of devastating strikes.

Okay, here we go. Advance to move toward the babaulier, then the normal standard + move for a full attack. Using a MP to activate Mythic Risky Strike and eliminate the attack penalty. Destructive Smite, let's go! Also, I just remembered that I now have the Crusader and Fate's Favored traits.

Attack 1 + Crusader + Fate's Favored + heroism + bull's strength + divine favor + haste: 1d20 + 13 + 1 + 1 + 2 + 1 + 2 + 1 ⇒ (18) + 13 + 1 + 1 + 2 + 1 + 2 + 1 = 39

Damage 1 + Mythic Risky Strike + Destructive Smite + Fate's Favored + weapon of awe + bull's strength + divine favor: 1d10 + 9 + 6 + 4 + 1 + 2 + 1 + 2 ⇒ (8) + 9 + 6 + 4 + 1 + 2 + 1 + 2 = 33

Attack 2 (haste) + Crusader + Fate's Favored + heroism + bull's strength + divine favor + haste: 1d20 + 13 + 1 + 1 + 2 + 1 + 2 + 1 ⇒ (17) + 13 + 1 + 1 + 2 + 1 + 2 + 1 = 38

Damage 2 + Mythic Risky Strike + Fate's Favored + weapon of awe + bull's strength + divine favor: 1d10 + 9 + 6 + 1 + 2 + 1 + 2 ⇒ (10) + 9 + 6 + 1 + 2 + 1 + 2 = 31

Attack 3 (iterative) + Crusader + Fate's Favored + heroism + bull's strength + divine favor + haste: 1d20 + 8 + 1 + 1 + 2 + 1 + 2 + 1 ⇒ (16) + 8 + 1 + 1 + 2 + 1 + 2 + 1 = 32

Damage 3 + Mythic Risky Strike + Fate's Favored + weapon of awe + bull's strength + divine favor: 1d10 + 9 + 6 + 1 + 2 + 1 + 2 ⇒ (7) + 9 + 6 + 1 + 2 + 1 + 2 = 28


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attack of opportunity: 1d20 + 23 - 3 ⇒ (20) + 23 - 3 = 40

crit confirm: 1d20 + 23 - 3 ⇒ (7) + 23 - 3 = 27

damage: 1d8 + 23 ⇒ (2) + 23 = 25

CLOSE! that would have been an X3 crit, and if the glitterdust had not forced the bardbau to remove the performance that would have confirmed

Just for fun

damage: 1d8 + 23 ⇒ (7) + 23 = 30 Good thing it didnt crit!

damage: 1d8 + 23 ⇒ (2) + 23 = 25 Good thing it didnt crit!

The Babaulier agily strikes Merixia, nearly piercing her throat with a singular strike, alas, her gorget narrowly deflects part of the blow.

At the first strike of Merxia, the Agile babaulier employs some dodging Panache, seeking to not get hit by a massive number of strikes from Merixia

Azira gets an AoO

azira AoO: 1d20 + 21 ⇒ (16) + 21 = 37
damage: 1d8 + 2d6 + 9 + 8 + 2 ⇒ (8) + (4, 4) + 9 + 8 + 2 = 35

Babaulier takes 68 damage, partly nullifying Merixias full attack with an immidiate action 5 foot step

There is no sound in the silence field, but the Babaulier gaze meets hers, he seems... oddly happy, there is scant fear in his eyes, more like a mad intensity, as his eyes shine with an unholy light.

He, not bad at all The Babaulier mouths to Merixia

I also think that Merixia cant 5 foot step after him to continue her full attack inspite of the dodging panache, because she is in a webbed square


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

Elliot

Elliot feels a surge beyond the norm. One he has felt before as he suddenly rushes forward with a bit of flair to try and avoid provoking from the Babaulier.

Acrobatics: 1d20 + 6 + 2 + 1 ⇒ (10) + 6 + 2 + 1 = 19 (+6 Base, +2 Heroism, +1 Alter Self)

The silence moving down the hallway with him to further envelop their enemies.

Finally, he unleashes a flurry of attacks at the Babaulier.

Elliot - 46 Damage

Righteous Eclipse Attack - Haste: 1d20 + 13 + 2 + 1 + 2 + 2 + 1 - 4 + 2 ⇒ (1) + 13 + 2 + 1 + 2 + 2 + 1 - 4 + 2 = 20 (+13 Base, +2 Arcane Pool, +1 Bane, +2 Alter Self [Size and Dex bonus], +2 Heroism, +1 Haste, -4 Entangled, +2 Inspire Courage)
Righteous Eclipse Damage: 1d4 + 2d6 + 1 + 9 + 2 + 2 + 1 - 2 + 2 + 1d6 + 1d6 + 1d6 + 8 ⇒ (1) + (2, 6) + 1 + 9 + 2 + 2 + 1 - 2 + 2 + (3) + (6) + (6) + 8 = 47 (+2d6+1 Bane, +9 Base, +2 Arcane Pool, +2 Arcane Strike, +1 Alter Size [Dex], -2 Entangled, +2 Inspire Courage, +1d6 Sonic, +1d6 vs. Evil, +1d6+8 Rime Frostbite)

Righteous Eclipse Attack - First Attack: 1d20 + 13 + 2 + 1 + 2 + 2 + 1 ⇒ (19) + 13 + 2 + 1 + 2 + 2 + 1 = 40 (+13 Base, +2 Arcane Pool, +1 Bane, +2 Alter Self [Size and Dex bonus], +2 Heroism, +1 Haste)
Righteous Eclipse Damage: 1d4 + 2d6 + 1 + 9 + 2 + 2 + 1 ⇒ (3) + (2, 6) + 1 + 9 + 2 + 2 + 1 = 26 (+2d6+1 Bane, +9 Base, +2 Arcane Pool, +2 Arcane Strike, +1 Alter Size [Dex])

Righteous Eclipse Attack - Second Attack: 1d20 + 8 + 2 + 1 + 2 + 2 + 1 ⇒ (18) + 8 + 2 + 1 + 2 + 2 + 1 = 34 (+8 Base, +2 Arcane Pool, +1 Bane, +2 Alter Self [Size and Dex bonus], +2 Heroism, +1 Haste)
Righteous Eclipse Damage: 1d4 + 2d6 + 1 + 9 + 2 + 2 + 1 ⇒ (1) + (4, 6) + 1 + 9 + 2 + 2 + 1 = 26 (+2d6+1 Bane, +9 Base, +2 Arcane Pool, +2 Arcane Strike, +1 Alter Size [Dex])

Righteous Eclipse Attack - First Attack Crit: 1d20 + 13 + 2 + 1 + 2 + 2 + 1 ⇒ (18) + 13 + 2 + 1 + 2 + 2 + 1 = 39 (+13 Base, +2 Arcane Pool, +1 Bane, +2 Alter Self [Size and Dex bonus], +2 Heroism, +1 Haste)
Righteous Eclipse Damage: 1d4 + 2d6 + 1 + 9 + 2 + 2 + 1 ⇒ (4) + (6, 5) + 1 + 9 + 2 + 2 + 1 = 30 (+2d6+1 Bane, +9 Base, +2 Arcane Pool, +2 Arcane Strike, +1 Alter Size [Dex])

Righteous Eclipse Attack - Second Attack Crit: 1d20 + 8 + 2 + 1 + 2 + 2 + 1 ⇒ (10) + 8 + 2 + 1 + 2 + 2 + 1 = 26 (+8 Base, +2 Arcane Pool, +1 Bane, +2 Alter Self [Size and Dex bonus], +2 Heroism, +1 Haste)
Righteous Eclipse Damage: 1d4 + 2d6 + 1 + 9 + 2 + 2 + 1 ⇒ (3) + (4, 6) + 1 + 9 + 2 + 2 + 1 = 28 (+2d6+1 Bane, +9 Base, +2 Arcane Pool, +2 Arcane Strike, +1 Alter Size [Dex])


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

Thesius

Thesius falls back with the sudden boost of speed before casting a spell and the moving forward to touch Elliot's boot. Giving him a slight cure.

Escape Artist for First Move: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17 (14 Base, +2 Heroism)

Escape Artist for Second Move: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33 (14 Base, +2 Heroism)

Cure Light Wounds to Elliot: 1d8 + 5 ⇒ (5) + 5 = 10


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

-----Resoultion of Elliot and Thesius actions-------------------------

AoO on Elliot: 1d20 + 23 - 3 ⇒ (19) + 23 - 3 = 39
damage challenge: 1d8 + 23 + 11 ⇒ (6) + 23 + 11 = 40

With unnatural accuracy, the Babaulier lashes out again, striking Elliot and rendering him unconcious, before Elliot could eviscertate the Babau in turn!

Elliot is at 86 damage taken, putting him to -9, although Thesius gets him back up to +1.

One down, a bunch to go, Nurgal doesnt pay me for counting!
willsave Babaulier archons aura: 1d20 + 10 ⇒ (7) + 10 = 17

crit confirm Merixia: 1d20 + 21 ⇒ (2) + 21 = 23 No crit confirmed on her last attack

Since Elliot would have went down one square earlier, I moved him back, as well as thesius

---------------Bardbau turn---------------------------------------
Bardbau targetted dispel magic against the silence: 1d20 + 9 ⇒ (12) + 9 = 21
Everyone immidiatly feels that the silence is gone as the Bardbau dispell it, and then promptly breaks out into what he, his friends, and probably nobody else would describe as brisk sexy dance moves
Blazing rondo is back on!

-----------Goon turn----------------------------------------
willsave Goon 1 not blinded archons aura: 1d20 + 7 ⇒ (2) + 7 = 9
The non blind Babau goon did see what Merixia, now likely extremely angry avatar of righteous wroth and fury would have done to his much better equipped boss, if not for his dodging panache.

Which the non blind Babau goon knows he does not have, the display thus has him shaken.

willsave Goon 1 blinded archons aura: 1d20 + 7 ⇒ (19) + 7 = 26
The blinded, and near death Babau alas hears a "one down a bunch to go" from a square next to him, and is again empowered by his favorite music. He is thus unfazed by the archons aura.

Get that Pally-Prima-Donna! The Babaulier orders as he points at Azira

The shaken goon tries to bite Azira
With outflank f good hope shaken blazing rondo secondary power attack: 1d20 + 14 + 4 - 2 - 2 + 2 - 5 ⇒ (11) + 14 + 4 - 2 - 2 + 2 - 5 = 22

then 5 foot steps to the north, and tries to hit Azira
With outflank fiend relief good hope shaken blazing rondo primary: 1d20 + 14 + 5 - 2 - 2 + 2 + 1 ⇒ (20) + 14 + 5 - 2 - 2 + 2 + 1 = 38
damage: 1d8 + 1 + 6 + 6 + 2d6 ⇒ (5) + 1 + 6 + 6 + (3, 5) = 26

With outflank fiend relief good hope shaken blazing rondo haste: 1d20 + 14 + 5 - 2 - 2 + 2 + 1 ⇒ (6) + 14 + 5 - 2 - 2 + 2 + 1 = 24

With outflank fiend relief good hope shaken blazing rondo iterative: 1d20 + 14 + 5 - 2 - 2 + 2 + 1 ⇒ (10) + 14 + 5 - 2 - 2 + 2 + 1 = 28

With outflank fiend relief good hope shaken blazing rondo crit confirm: 1d20 + 14 + 5 - 2 - 2 + 2 + 1 ⇒ (10) + 14 + 5 - 2 - 2 + 2 + 1 = 28

Azira takes 26 damage!
Babaulier provides flanking because he threatens with his bite attack

willsave to remove blindness: 1d20 + 7 ⇒ (13) + 7 = 20

the other goon, still sparkly, manages to remove the blinding effect, before deftly 5 foot stepping away from the Paladin.

----------End turn-------------------

Arthur, who still has his advance, and wulfric are up!

Grand Lodge

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Male Human alchemist (vivisectionist, beastmorph) 8/Champion 2 | AC 19 T 8 FF 18 | Saves +7 +8 +6 | CMD 28 | HP 69/69 | Perception +10 | Init +3 | Mythic power 7/7 | Orc ferocity 1/1 | Spontaneous Healing 4/4 | Wings 8/8 | Will reroll vs demon 1/1 | Legendary item power 4/4 | conditions: paralyzed

I'm taking Verene's suggestion to hold off on the guys at the back for a round.

Being a bit overwhelmed by the amount of things happening in a tight corridor fight, Arthur takes a bit of time to adjust to what's happening. He also notices that the mage is giving combat advice to coordinate the attack and he starts walking without noticing.

He heals some of the damage inflicted on him with his alchemical modifications and, after moving according to the tactical command, and also activating some power that he received from his experimentation, he gets into position to attack the babaus.

Ok, free action to activate Spontaneous Healing, healing for 5. Advance + use Mythic power to activate Fleet Charge, so I can move my 30ft movement. I think I provoke from pink and orange. Current AC is 21, but Verene cast Displacement on me. Then attack from Fleet Charge then normal double attack + attack once for haste. Attack priority is Babaulier, then Goon.

Fleet Charge: 1d20 + 17 + 2 + 1 ⇒ (4) + 17 + 2 + 1 = 24
Damage: 3d6 + 26 ⇒ (1, 5, 1) + 26 = 33

Attack 1: 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38
Damage: 3d6 + 26 ⇒ (4, 2, 1) + 26 = 33

Haste: 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38
Damage: 3d6 + 26 ⇒ (6, 5, 5) + 26 = 42

Attack 2: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
Damage: 3d6 + 26 ⇒ (5, 4, 3) + 26 = 38

Attack 1 confirmation: 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38
Extra Damage: 6d6 + 52 ⇒ (1, 6, 3, 1, 1, 6) + 52 = 70

Haste confirmation: 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38
Damage: 6d6 + 52 ⇒ (5, 4, 4, 4, 4, 1) + 52 = 74

O_O


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

As Arthur moves into position, the Babaulier gets off one more stab

stabbity stab: 1d20 + 23 - 3 ⇒ (18) + 23 - 3 = 38
damage: 1d8 + 23 ⇒ (3) + 23 = 26

Edit Diplacement high is good for Babaulier: 1d100 ⇒ 3

Scoring a significant hit, or rather, not scoring one due to the diplacement but leaving him unable to parry as he is out of AoOs.

THe shaken Babau also tries his luck

stab: 1d20 + 13 ⇒ (5) + 13 = 18
And misses

Arthurs fleet charge misses, But then he brings down his axe in a crushing overhead strike, burying it deep into the hard fighting Babau champion, he should be dead as a weird thing happens...

The Babauliers wounds close! Arthur recognizes this is a heal spell? Via a contingency? And he thinks its Alchemical? What...

A second effect goes off, as, via some type of probably illegal contingency, an image activates 10 feet above the Babaulier (top left in the encounter map), spouting a quick burst of words in Abyssal

Your foe has been healed by Mustafens mighty mythic alchemical contingency heal! Buy at Mustafens mighty mythic alchemical Consortium, or pay me money so I dont let your foes buy from me, unless they pay me even more money! Mustafens mighty mythical alchemical Constortium, I respond to sendings and no warranties are made!

The healed Babaulier stares a bit and says

Huh, that potion wasnt a scam? he says as he looks upwards

As the utterly unimpressed by this Arthur strikes again, dealing 116 damage on his second crit, and cleaving the Babauliers upward looking head right off.

The Babaulier headless somehow keeps standing, headless, for several seconds, before it collapses.

BOSSMAN? NOOOO! The Bardbau cries out

S+$$ S+$$ S~#@, they got bossman Another one says

Blyad were f*@%ed says one who just unblinded himself.

RUN FOR IT GOONS SAVE YOURSELFS The Babaulier rolling head manages to say as the light leaves his eyes

gm only:

arthur willsave vs unadultered loathing: 1d20 + 6 ⇒ (11) + 6 = 17

Arthur:

Something about that... Campbion Mustafen, strikes you as... incredibly rage inducing. He probably just has some actual alchemists doing slave labor for him while he reaps the rewards by scamming, blackmail and other foul means, while feeding his employees only scraps!

He is probably almost as bad as Xanthir Vang!

It is almost as if you feel unadultered loathing for the Campbion depicted in the illusion!

Grand Lodge

Male Human alchemist (vivisectionist, beastmorph) 8/Champion 2 | AC 19 T 8 FF 18 | Saves +7 +8 +6 | CMD 28 | HP 69/69 | Perception +10 | Init +3 | Mythic power 7/7 | Orc ferocity 1/1 | Spontaneous Healing 4/4 | Wings 8/8 | Will reroll vs demon 1/1 | Legendary item power 4/4 | conditions: paralyzed

OMG that picture makes me hate him already!

Arthur points to the image and says "Who in the hells is that?" He recognizes that accusing a demon of living in any of the hells is really insulting for demons. "AAAar", he tries to grab the illusion floating on top. He then looks at the other babaus as though daring them to come closer.

AoO the babau goon in case he tries to flee:

AoO: 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 37
Damage: 3d6 + 26 ⇒ (4, 1, 6) + 26 = 37


Female aasimar paladin (chosen one/emissary) 7 oracle 1 / marshal 2 | AC 28(30 vs evil) [26(28 vs evil)] T 16 FF 21 | Saves F +14 R +14[13] W +16 | CMD 23 | HP 82/82 | Perception +12 | Init +0 Mythic power 6/7 | LoH 8/8 | Smite 3/3 | Pal 1st 3/3 2nd 0/1 | Ora 1st 1/2 | conditions: aura of greater courage, fly, protection from evil(ex), endure elements, protection from sonic and fire, perfect placement, haste , align weapon, tears to wine, corruption resistance, tap inner beauty

retro web roll
cmb: 1d20 + 17 ⇒ (3) + 17 = 20

Idaya takes a wound as she moves toward the demonic leader, something any good soldier would do. But as she goes to return the favor, a massive ax not only kills the snappily dressed one, it kills it TWICE.

"Very good" the paladin salutes Arthur before moving quickly (or at least as quickly as she does) to the next opponent "You choose this battle, planned for it, even sang about it, but you did not anticipate our companion's strength. Run if you can, but Never Forget." her blade strikes forward seeking to give this one at least something to take back home with him.

+1 cold iron greatsword, smite evil, haste, good hope: 1d20 + 21 + 1 + 2 ⇒ (13) + 21 + 1 + 2 = 37
damage: 2d6 + 27 ⇒ (1, 2) + 27 = 30


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

Idaya puts the finishing blow into the no longer blinded Babau already hurt significantly by Azira

I offer you a deal crusaders The Bardbau offers

You let me pals and me depart, with Bossmans body, not his gear, just his body, I cant teleport more then that anyway, and we, meaning my squad, wont mess around with your crusade for a year and a day.

And I will tell you what crazy nonsense Eustiorax the Nahnydrian super booze addicted shadow demon is cooking up. As far as I know that freak is the last piece of resistance here.

perform dance for diplomacy bluff and acrobatic: 1d20 + 8 + 3 + 3 + 2 ⇒ (8) + 8 + 3 + 3 + 2 = 24

sense motive DC 24:

His offer is odd for a demon, not the part where he offers to sell his employers down the river, no that is par the course, but seeking to get his bosses body? Minus the gear? Probably wants to have him raised. Most demons would prioritize the other way, and see his bosses death as an opportunity for promotion.

He also seems rather honest about that.

The Greater teleport limitation of Babaus is 50 pounds + themselfs, Babau are very light for their size, and Arthur chopped of a significant part of the Babaulier.

Thesius:

You do hear a mental, but kind chuckle from the north. It seems to be drawn towards you.

Can you hear me?

To your north, in past the doors, in the chest next to the right prison cell

The Babau are odd, their bard actually discovered me, then talked to me rather then trying to destroy me. And inquired under what circumstances Lady Desna would hire demon mercenaries. He didnt share that I was here with the evil shadow who seeks to devour hope

Grand Lodge

Male Human alchemist (vivisectionist, beastmorph) 8/Champion 2 | AC 19 T 8 FF 18 | Saves +7 +8 +6 | CMD 28 | HP 69/69 | Perception +10 | Init +3 | Mythic power 7/7 | Orc ferocity 1/1 | Spontaneous Healing 4/4 | Wings 8/8 | Will reroll vs demon 1/1 | Legendary item power 4/4 | conditions: paralyzed

Are we off rounds?


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

Still in rounds, its a ceasefire offer more or less but you can respond out of init order

Grand Lodge

Male Human alchemist (vivisectionist, beastmorph) 8/Champion 2 | AC 19 T 8 FF 18 | Saves +7 +8 +6 | CMD 28 | HP 69/69 | Perception +10 | Init +3 | Mythic power 7/7 | Orc ferocity 1/1 | Spontaneous Healing 4/4 | Wings 8/8 | Will reroll vs demon 1/1 | Legendary item power 4/4 | conditions: paralyzed

Arthur replies "First tell us what you know then we decide if the information warrants your departure." He has no intention of letting them leave, even if they give good information.


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

Its a good enough stunt that bossman abstained from trying to murk Eustiorax and taking his position, because the shadow demon would have probably gotten him with that stunt if Bossman tried to do that

Lord Nurgal be my witness in that, but I will have... either of the Paladin Aasimars or the Ragathiel clerics word before I spill those beans

The Bardbau says

Giving other players time to react


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

"Or, we can destroy you and end your threat to our world for good. It is not a difficult decision. No deal." Verene has little interest in letting any of these obviously dangerous demons get away and pose a threat to other crusaders and the world a year from now — or ever.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

Sense Motive - DC 24: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25 (13 Base, +2 Heroism)

Thesius eyes move to the Bardbau, his ears twitching as if picking up something else.

"Why would you seek to bring back your boss? And why would you all be trying to get hired by Desna...?" he asks outloud.

(Thesius thinks information could be useful. However, unless they give sudden reason to make him believe they can be redeemed, he sees little reason to let them leave alive. Especially with the body of someone who just dropped one of his companions.)


Female aasimar paladin (chosen one/emissary) 7 oracle 1 / marshal 2 | AC 28(30 vs evil) [26(28 vs evil)] T 16 FF 21 | Saves F +14 R +14[13] W +16 | CMD 23 | HP 82/82 | Perception +12 | Init +0 Mythic power 6/7 | LoH 8/8 | Smite 3/3 | Pal 1st 3/3 2nd 0/1 | Ora 1st 1/2 | conditions: aura of greater courage, fly, protection from evil(ex), endure elements, protection from sonic and fire, perfect placement, haste , align weapon, tears to wine, corruption resistance, tap inner beauty

"No, thank you." is Idaya's response to the offer. While she is rather polite, she is not prone to making deals with demons, unless honor bound in other ways.


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

Because he is the best of us, of our entire f&#%ing race of murderers if you ask me, he got us out of f*@$ing Carcosa and He begins answering to Thesius as he hears 3 refusals

No deal then? Fine by me. Fry em!

Combat resumes on the Murder Mortals initiative, tomorow


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

Murder Mortal turn A more sublime titles would be Babau's Votary, but these Babaus dont really do titles

Another lightning bolt shoots out, targetting the same targets as before

DC14 reflex Idaya: 1d20 + 14 ⇒ (11) + 14 = 25

DC14 reflex Elliot: 1d20 + 15 ⇒ (5) + 15 = 20

DC14 reflex Thesius: 1d20 + 11 ⇒ (1) + 11 = 12

DC14 reflex Wulfric: 1d20 + 8 ⇒ (9) + 8 = 17

damage: 5d6 ⇒ (5, 5, 2, 5, 4) = 21

Everyone takes 10 damage, other then Thesius who takes 21,

10 damage puts Elliot back at unconcious again, leading to Mr. Murder Mortal outperforming Staunton to a pretty hilarious degree. Fun fact, he is like, a level 4 adept whose statblock says *probably dies if a mythic crusader looks at him funny*

Verene, Thesius, Elliot, Azira and Merixia are all up, then its the Bardbau and the (probably not) remaining red goon.

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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

I can put a Google sheet together for it. I’ve done such things before.


Encounter Maps | Geographic Map | Treasures | Important NPCs

I'd appreciate it. I am pretty bad at them. xD


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

Sure thing. I don't mind spreadsheets and find them useful for something like this.

I've put this sheet together really quickly and will update it as necessary. Currently it's set to anyone with the link can edit it in case someone needs to add something to it. I also have version history on so I can see what changes are made and revert it if necessary.

Currently It's pretty simple with fields for Item Name, Weight, Value, and Carried By. Carried By has a drop down list to choose from which is populated from the Variables sheet and will update to include any additional names that are added to that sheet under the characters column.

Let me know if there is anything else you would like to add and I'll expand upon it as I think of things.

Edit: I expanded it some.


Encounter Maps | Geographic Map | Treasures | Important NPCs

Many thanks!


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Thanks for making that spreadsheet, Thesius!

Spider is within dim light, got it. Verene moved one square, along the wall over to Horgus.

Drat, I didn't know the Advanced Race Guide had been errata'd about planestouched aging! From looking at James Jacobs' forum posts around this, it seems like they had two sourcebooks saying completely contradictory things about aasimar aging come out within a month of each other in 2012. Blood of Angels was the one that lined up with the timelines of some existing Golarion NPCs, who had necessarily (for story purposes) grown into adults in a normal human timeframe. And two years later they errata'd the ARG. But somehow that correction never made it onto d20pfsrd, which is what I have always referenced.

Oh, well. I suppose it can be different for individual planestouched, without affecting Golarion canon. They can differ wildly in other ways, after all.


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That was going to be my excuse, effectively, yes.


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 70/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | 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 7/8 | Armor Blessing 1/1 | Armor Cure 1/1 | Effects: heroism, magic circle vs evil, bull's strength, ironskin, tears to wine, shield of wings, blade of light, life shield, death ward, shared training, divine favor

Sorry for the short post, I’m on mobile. Busy day today!


Encounter Maps | Geographic Map | Treasures | Important NPCs

Good luck over there on the far side of the globe. I'll try to get the reply up tonight (for me), but if not, it'll be up tomorrow morning.


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 70/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | 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 7/8 | Armor Blessing 1/1 | Armor Cure 1/1 | Effects: heroism, magic circle vs evil, bull's strength, ironskin, tears to wine, shield of wings, blade of light, life shield, death ward, shared training, divine favor

Oh, it’s evening for me too. I meant to say that I had a busy day, haha!

Can I use Knowledge (Religion) to identify Zura and Kabriri, since they have cults?


Encounter Maps | Geographic Map | Treasures | Important NPCs

Eh, sure. It's a bit of an edge case.


Encounter Maps | Geographic Map | Treasures | Important NPCs

So we're clear: Anevia is badly injured, with a broken leg. Aravshnial has even worse injuries, including being blinded. Horgus has no obvious physical injuries. In case you wanted to triage folks.


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 70/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | 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 7/8 | Armor Blessing 1/1 | Armor Cure 1/1 | Effects: heroism, magic circle vs evil, bull's strength, ironskin, tears to wine, shield of wings, blade of light, life shield, death ward, shared training, divine favor

You guys are all up and posting so early! O_O

My family's having a Fourth of July barbecue and I need to help with cooking and cleanup, so I'm not sure how much I'll be online today. Sorry about that, and happy Fourth! Be safe!


Encounter Maps | Geographic Map | Treasures | Important NPCs

Haha. Time zones, and all that. Good luck and have fun with your family!


Encounter Maps | Geographic Map | Treasures | Important NPCs

Oh, right. For the future, could players put their bonuses separately? For instance, if you're using guidance and touch of good, then put it like 1d20+skill bonus+1+1, etc.

That helps me verify the bonuses and figure out where you get the numbers from.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Any chance of some kind of Knowledge: Local roll or something to recall anything useful about Horgus's damage or his issues with Aravashnial?


Encounter Maps | Geographic Map | Treasures | Important NPCs

His damaged mind, no. Aravashnial... yes, it'd be a DC 20, though, because it's not exactly well-known.


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

So, for my reference, what Verene knows about Horgus so far is: a nobleman of Kenabres, who is infamously unpleasant, reclusive, and a penny-pincher, with some kind of family tragedy in his past. Possible servant named Aren. Knows and has bad blood with Aravashnial, related to divination magic? (The most logical read of their exchange here is that at some time in the past, Aravashnial found or thought he'd found demonic taint in Horgus, but he was mistaken or Horgus believes him mistaken.) And this is just her speculation from his vague statements, but between their plaza encounter and now, something happened that is causing him to think that some kind of big bad demon saw/is seeing him/his mind, and also he saw/is seeing its mind. This could be what's causing him to speak and act erratically. Psychic damage, things man was not meant to know, etc. etc.

Oh, also, what is your policy on taking 10 on Knowledge checks, Worldwound GM? It feels a bit weird to do it over PBP, when you know exactly what the DC is and whether you can hit it with a 10 or should roll.


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That does seem a rather accurate summary, yes. It's probably mostly correct, even!

I'd prefer not to take 10 on knowledge checks, for, as you say, it's pretty easy to know when you'll succeed.


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 Elliot's stats are now mostly redone correctly for the new archetype and build. I think I need to change his trait still, but I'll do that tomorrow when I've slept. Good night!


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

I'll be getting a post up here shortly. Getting caught up.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

Would Thesius be familiar with Horgus and/or Aravashnial? Should I make a Knowledge (local) check?

I did take 10 on a knowledge check at the beginning and was torn on whether I should continue. It's clear DCs may be well out of our ability if we do not roll. With that in mind, I will move forward with rolling in the future.


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You can make two knowledge (local) checks, one for each of them, Thesius.

And yeah, that's a fair plan.

I'll get my own post together tomorrow morning. Still trying to adjust to having a new batch of players with all sorts of different posting times.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

Sounds good. I put up some rolls in my last post. Have a good night.


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You know, none of the PCs have a universal Martial Weapon Proficiency. I find this far more amusing than I should.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Uh-oh. GM, two questions:

1. I don't know if Verene has her crossbow still attached and loaded. She usually wears it at her hip, but aside from thinking about its uselessness v. undead, I didn't specifically state that she checked and readied it after their fall. What should I go with here?

2. Since Thesius moved forward, and his lights are in a cross pattern around him, and each one casts normal light for a 20-foot radius, all the bugs should be in normal light, yes?


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

Thesius did not actually move the lights with him, he did not want to aggravate the spider with them further than he had. The spell is likely about to end, if not already coming to an end since it's for a minute.

Worldwound GM, what are your thoughts on it?


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1. I think you can... hm. 50% chance, low good: 1d100 ⇒ 42 Alright, I'll say she has her crossbow loaded and attached. The collapse isn't intended to punish you guys that much, anyways.

2. That is correct, yes.

EDIT: Hm, I'd say he still has 3 rounds left of it. If he didn't move them with himself, then only the blue-lined one is in dim light for Verene.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

I was not originally thinking of moving them, but if Verene asks for him to do so, he likely would. I don't see any action necessary to move them as well.


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It's a free action, I think, to move dancing lights.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Okay, cool. So, if the white one is not in melee with Elyda (thus no -4 penalty) and is in normal light, that's the one she'll aim at.


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That is good. It's also flat-footed, as they all are. This might not actually make it to their turns.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

I'll take those rolls. A good showing for his first fight with the group.

Edit: I enjoyed the idea that they both called it out. I mean they are acting within the same six seconds.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Haha, that's a good point. I can work with that.


M Aasimar (emberkin) Arcanist 2. HP 14/16. AC 16/FF 14/T12. Perc. +1. Init +2. Saves: F +2, R+2, W +4. CMB +0 , CMD 12. Spells: level 1 0/4. Reservoir: 0/5. Conditions: None.
Worldwound GM wrote:
You know, none of the PCs have a universal Martial Weapon Proficiency. I find this far more amusing than I should.

Hey, not our fault that *all* full martial characters were rejected! :P


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 70/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | 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 7/8 | Armor Blessing 1/1 | Armor Cure 1/1 | Effects: heroism, magic circle vs evil, bull's strength, ironskin, tears to wine, shield of wings, blade of light, life shield, death ward, shared training, divine favor
Elliot Worthane wrote:
Worldwound GM wrote:
You know, none of the PCs have a universal Martial Weapon Proficiency. I find this far more amusing than I should.
Hey, not our fault that *all* full martial characters were rejected! :P

Yeah, I should have taken Power Attack instead of Combat Casting, since it looks like Merixia and Elyda will be our frontliners. Oh well.


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Given that you still haven't used the latter and that it's early in the AP, I'm willing to let you switch.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

I think you used Thesius’ reflex save as opposed to his fort save. Not sure if that makes a difference.


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 70/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | 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 7/8 | Armor Blessing 1/1 | Armor Cure 1/1 | Effects: heroism, magic circle vs evil, bull's strength, ironskin, tears to wine, shield of wings, blade of light, life shield, death ward, shared training, divine favor
Worldwound GM wrote:
Given that you still haven't used the latter and that it's early in the AP, I'm willing to let you switch.

Really? Thank you so much!


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.

Normally requires bab +1 though, unless our very kind gm is willing to let these words of flattery bribe him :)


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Thesius Monteblanc wrote:
I think you used Thesius’ reflex save as opposed to his fort save. Not sure if that makes a difference.

Eh, at this point, it doesn't, but you're right, I did. He should've been sickened, but since he, uh, didn't act... you can RP him feeling nauseous, if you want.

Elliot Worthane wrote:
Normally requires bab +1 though, unlwss our very kind gm is willing to let these words of flattery brine him :)

Ah, in that case, yeah, you'd need that as a prerequisite, unfortunately.


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So who wants to carry which scale? I don't think it's a wise idea to leave them all on one person.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

I've updated the sheet to include the details on the scales.

Does the nausea continue after he cleans the bile and gore from himself?

Scale wise, I think most would be of better use with other members of the team. The one perhaps best suited for Thesius' skills outside of the rest would be the Alter Self scale.


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No, though normally it requires a fair amount of water (a gallon, to be precise) to clean it off. I'm not sure how to handle prestidigitation, 'cause it seems like they forgot about it when writing the effect. Anyways, he's fine now.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

I never thought about it much before, but the whole business with the scales is really freaking grim. That's a piece of a person! "Oh, Captain America is dead now, but I kept a bit of his skin and it gives me powers." Excuse me???

Then again, I guess this is in keeping with the religious themes of the AP, since preserved pieces of dead saints and martyrs that supposedly have magic properties are very much a feature of real-world religions.


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Huh. I never thought of either of those things. I mean, it's also already a thing in setting that dragon body parts are pretty magically potent, but yeah. That is fairly dark.


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M Aasimar (human) Bard (ardent voice) 3. HP 27/27, AC 19, T 13, FF 16. CMB + 3, CMD 14. Saves: F+4, R+7, W+6. Init +3, Perc. +7. Att (longsword) +6, 1d8+5 P, 19-20/x2. Darkvision 60 ft. Conditions: None.

Now that you mention it... yeah. I guess it's a consequence of magic and associated spiritual flavor-factors being a thing? Side thought, if we can keep hold of these scales and survive long enough, we have a physical component of Terendelev to resurrect her with magic near the end of the campaign? :')

Of the current four scales, the levitate one seems fairly useful to Elliot. It might get around him having to climb up shafts he's otherwise unable to, or could levitate himself up a building and throw down a rope for the others or such?

...Actually, come to think of it, this is almost exactly like his level 5 arcanist exploit but without a cost, with the only difference being that it's locked to vertical movement.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

I want to resurrect Terendelev too, and it even seems like a really good thing for the Crusade, but who knows if the AP allows for it. (She was a cool NPC who was nice to us once, and by D&D-party NPC-collecting rules, that means she is Ours Forever and we'll go to the ends of the earth for her.)


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Well, it's an idea for the future!


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; 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 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

Indeed. It may be our resource to a powerful ally further into the adventure.


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Elliot, remember that knowledge can only get to DC 10 checks untrained, unless you have some other means, as bardic knowledge.

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