Wrath of the Righteous Team 1 (Inactive)

Game Master bigrig107

Roll20 campaign

Kenabres Now


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Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
Animal Companion:
Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

In that case, it might help us all if the GM provides a regularly-updated initiative tracker.

Original Initiative wrote:

Init, Ana: 1d20 + 1 ⇒ (13) + 1 = 14

Init, Elise: 1d20 + 2 ⇒ (11) + 2 = 13
Init, Raban: 1d20 + 6 ⇒ (9) + 6 = 15
Init, Angahaar: 1d20 + 2 ⇒ (2) + 2 = 4
Init, Mongrels: 1d20 + 1 ⇒ (3) + 1 = 4
Init, Rats: 1d20 + 3 ⇒ (1) + 3 = 4

In my games, I usually provide something like the below during each of my posts during combat:

Initiative Tracker wrote:

Round Four

Raban
Ana
Elise
Rat
Angahaar
Mongrel

Raban, Ana, and Elise are up.

(I also provide an updated track of buffs, debuffs, conditions, hp, etc. There's an example here. I find that this helps keep everyone on the same page. It's a bit of extra work for me, but it's easy to see who's up.)

Then again, I also tend towards block initiative so that the PCs all go, then the enemies, unless there's a compelling reason to separate the PCs' actions. All four of us acted in the first round. On Round 2, GM said "The rest of you are up again!" Round 3, after Raban and Ana acted, GM prompted: "Waiting on Angahaar and Elise!" Then we botted both of you. I assume that "Ana and Raban up again!" was because we were the only ones who hadn't been botted on the previous round, not because you're not up.


That's actually a good idea, and I'll start doing that! I had actually lost track of that myself, that's on me. Posting now, so sorry guys!

Would you prefer I did block all pc's init together? I haven't ever done it cause I don't want to diminish people investing in initiative, but if it makes it easier for everyone then I am okay with doing that.


Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
Animal Companion:
Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

I wouldn't mind block initiative. It feels like it keeps combats going more steadily and keeps people engaged. I'd probably change my Improved Initiative feat for Steel Soul if we did that.


Alright, that sounds good to me. I'll start doing it from here on out, starting now. I'll have them go, then the rest of the party will all go at once.

Hopefully that will help with the pace of combat, and get us rolling again!


Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

Hello! My busy period at work has ended and I'm slowly catching up on my games (there's a lot of reading). Will get back into this one momentarily!


Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
Animal Companion:
Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

I was hoping to wait for Ana to act, especially since we can't really attack around her too easily if she's large. I also don't think we can enlarge our own tokens. If she's large, we may need to back up.


Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
Animal Companion:
Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

Bumping. We need to figure out 1) where exactly Large Ana is, 2) whether her attack downed the cultist in front, and 3) what Elise and Angahaar are doing.


Ana is large on the map now, and I think in the right position. Her attack hit, and grieviously wounded, the cultist but did not down them.


Female Human (Alchemically Enhanced) Alchemist (Ragechemist) / Barbarian (Armored Hulk) 1

Ana seems to be in the proper place to my eyes.


Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
Animal Companion:
Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

Ah, she is now. When I last checked, she wasn't. I'll let Raban's action stand but I'll wait to see if Angahaar and Elise can do anything up front. If they do and there's still a spot for Olapa to move in and attack, she will.


Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

Thought it was the bad guys' turn?


Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
Animal Companion:
Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

GM rolled their turn ahead of Ana, with the possibility to retcon if Ana dropped one of them.


Female Human (Alchemically Enhanced) Alchemist (Ragechemist) / Barbarian (Armored Hulk) 1

I am so confused. Did my attack go through?


It did! I notice now I didn't make that clear, but when I said "Angahaar's attack finished the cultist off", that's where I meant to put it. You dealt a lot of damage to the first cultist in the door, but didn't kill it, then Anga hopped in and dealt the final blow.

My apologies for the confusion.


Okay this is slightly embarrassing but I may have lagged you guys a little bit too far behind the milestone leveling I usually use for APs like this. Somehow I didn't realize you were only level 1 still. Consider it a little bit of extra hard mode!

You should all level up to 3 now, sorry about that.


Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
Animal Companion:
Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

The gods have given their favor to us after all!

So leveling up to 3 (!!) will take a bit, but a bit of a preview of Raban's advancement:

  • Saves +1 across the board, Lv 2 spells on the druid side, lots more spells per day/known, skills to allot, BaB +2, and all of the usual stuff leveling goodies.

  • Sticking with Halcyon Druid on Side A, which means:
  • Woodland Stride & Trackless Step, which probably won't come up much
  • Spontaneous Casting: Align Weapon; this, I think, will probably happen

  • Sticking with Ravener Hunter and Sanctified Slayer on Side B:
  • Ye olde Cunning Initiative means Raban will usually have a great chance of going first
  • Detect Alignment? Try fooling me, cultists, I just dare you.
  • Track? Probably not too useful, but...
  • I get souped-up Demon Hunter! This is the (one of the) reason(s) I took this archetype.

    Take a look at this ish:

  • Knowledge (planes) +2 vs demons
  • Knowledge (religion) +2 to recognize demonic cultists
  • Attack +2 (morale) vs demons and cultists
  • Caster Level +2 (morale) vs demon and cultist spell resistance

    And last but not least, Olapa gets a couple goodies. As an Air companion, she gains a permanent 20% miss chance vs ranged attacks, another hit die, another BaB, +1 to Will, another skill, another feat, more armor (+2), more strength (14) and dexterity (18), and another bonus trick.

    Let's go save Kenabres.


  • Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
    Animal Companion:
    Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

    Adding to yesterday's stuff: I'd ideally like to return to being melee-focused and switch as needed rather than defaulting to being a mid-liner. I'm still trying to think through my 3rd-level feat. A nice thing is that, with the Elephant in the Room feat taxes in place, I don't have to choose Power Attack (or Combat Expertise or Deadly Aim). So if I want to go for switch-hitting, then precise shot could be a good pick-up.

    Breadth of Experience could also be good, especially as I plan to lean even more into knowledge-jockeying.

    New permanent inquisitor spells will be acid splash, disrupt undead, shield of faith, and wrath to bring the usual loadout to:

    Orisons: Acid Splash, Create Water, Detect Magic, Disrupt Undead, Guidance, Light, Mending, Oath of Anonymity, Read Magic, & Stabilize
    Lv1: Bless, Divine Favor, Shield of Faith, Wrath

    With druid spells naturally fluctuating by need but frequently including at least one Entangle spell. Probably Barkskin and Resist Energy at Level 2. An emergency CLW spell, maybe some Faerie Fire for a pesky invisible enemy.

    I still need to figure out skills, but I'll continue to expand on Knowledges bare minimum.

    For Olapa, my favorite sort of trick for Animal Companions is to build towards Tenacious Hunter, so that's very likely.

    It might help me to sit down and actually think through what a higher-level Raban could look like...


    HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

    Sweeet! Every level up brings me just that little bit closer to dragon disciple.

    My level up should be finished, though it did raise a question.

    DM, how would you feel about running bloodrage like an unchained barbarian's bloodrage, with temp HP and flat to hit and dmg bonuses rather than ability score changes?


    Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

    Working on leveling! Like Angahaar, I also have a question for the DM:

    A Phoenix Sorcerer gains the following power at 3rd Level:
    Immolation (Su): At 3rd level, you gain the ability to surround yourself in fire as a swift action. This fire burns for a number of rounds per day equal to your character level plus your Charisma bonus. These rounds do not have to be consecutive. Any unarmed attacks you make while affected by immolation deal an additional 1d6 points of fire damage, and any creature that ends its turn adjacent to you while you’re affected by immolation also takes 1d6 points of fire damage.

    A Phoenix sorcerer can also heal with fire spells:
    Bloodline Arcana: When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

    I would like the Immolation supernatural power to also potentially heal creatures if I so choose. Is that possible? It would basically be an option for a very tiny Channel Energy.


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    Yeah, both of those sound fine to me. Angahaar’s is a quality of life update basically, and Elise’s heals for a d6 (normally it’d be half, but there’s no reason to make it half a d6) if they end their turn next to you.


    Female Human (Alchemically Enhanced) Alchemist (Ragechemist) / Barbarian (Armored Hulk) 1

    For some reason I thought Raban was a different mix of classes. I suppose I shouldn't be expecting Olapa to get teamwork feats. :D

    Love Angahar's dragonheir into dragon disciple. They are two of my favorites.

    I find it amusing that I don't have to fear the sorceress dropping a fireball on me. Mostly.

    As for Anastasia she doesn't get a whole lot. Armored swiftness, rage mutagen, a rage power, and a discovery. Just little melee bar bar stuff. Pay it no mind. :3


    HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

    I won't go dragonheir all the way, I don't think. Probably up to 7th level or so. I'm considering a few different options for what to take after that.

    The deliverer archetype for the slayer could be fun, imbued with righteous might and greatsword sneak attacks. The silver champion paladin is thematically awesome but mechanically it's ridiculously terrible due to the outstandingly underwhelming drake companion.


    Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
    Animal Companion:
    Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

    Paizo really let us down with drakes. There was a discussion a while ago about ways to fix it should you and the GM be interested in considering it.

    I haven't alluded to it nearly as often as I should have (though I did a bit early on), but Raban's people have a strong connection with cloud dragons. I doubt that he'll pick up any specifically dragon-themed features, but he may flex into the Form of the Exotic Dragon spells at high level (in addition to being able to become an agathion or a magical beast).

    ---

    I'm curious what you thought Raban was, Ana ^_^ Divine Hunter or Sacred Huntsmaster Inquisitor? Hunter-Slayer? Aha, I fooled you!

    What I love about this build is that the Halcyon Druid gives up a lot of what makes a druid a druid (the animal companion and wild shape) in order to become more wizard-like, but I bought those back by going Ravener Hunter inquisitor and choosing the Oracle's Lunar Mystery for Primal Companion. Preview to Level 8 where I'll snag Form of the Beast to regain a little Wild Shape action. Although he is a druid-inquisitor, he's also a little bit cleric and wizard with a bit of slayer flavor given ye olde studied target and eventual sneak attack.


    I would be open to discussing some changes to the drake companion, yeah. Dragon Paladin Scion of Terendelev is a cool enough theme for me to want to make it work.

    Would have to read up on it some and get some exact changes, but I’m open to it.

    Plus, if there’s any path to play a Paladin, it’s this one. I definitely didn’t think Angahaar was already a Paladin, no sir.


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    Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
    Animal Companion:
    Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

    I also definitely didn't think Angahaar was a paladin-bloodrager. Nope.


    HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

    Hahahaha, I do not blame you for thinking Angahaar was a paladin. An early non-gestalt build of his was paladin/draconic sorc into dragon disciple.

    I found this reddit thread that makes them a fair bit better, haven't read it too deeply but it seems reasonably balanced. However, we're still pretty far off when I'd get a drake companion, so no rush on any of it.


    Angahaar wrote:

    Hahahaha, I do not blame you for thinking Angahaar was a paladin. An early non-gestalt build of his was paladin/draconic sorc into dragon disciple.

    I found this reddit thread that makes them a fair bit better, haven't read it too deeply but it seems reasonably balanced. However, we're still pretty far off when I'd get a drake companion, so no rush on any of it.

    That Reddit thread is by the same person that made the Paizo post Raban linked actually, and looks fine as a starting point.

    Are you going Paladin from level 2 on out? Because this may or may not be a very appropriate moment to do so, should you wish.


    HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

    Not yet, still got some stuff I want out of dragonheir scion.


    Fair enough! Was just curious.


    Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
    Animal Companion:
    Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

    Gestalt can make multiclassing much less painful/more exciting! I want to take Druid all the way to Level 20, but I can see dipping from Inquisitor into Mammoth Rider to make Olapa HUGE starting Level 10. Were it not for Inquisitor features like Stalwart, Greater Bane, and Exploit Weakness, I might go Druid 20 // Inquisitor 10 / Mammoth Rider 10. (I mean, Mammoth Rider gets Stalwart on crack at Level 10, but that's truly end game.)

    But that's a long way off. I'm just salivating at the idea of this masked druid riding into the Worldwound atop his HUGE TIGER while slinging spells from both the druid and wizard lists to slaughter all of the demons.

    [ooc]I'm also looking at some of the juicy abilities in Mythic.

    Leveling up makes me happy.

    But not as happy as delving into the story beats!


    Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
    Animal Companion:
    Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

    A question re: leveling--how are we doing hit points? Rolling? Half +1? Something else?


    Female Human (Alchemically Enhanced) Alchemist (Ragechemist) / Barbarian (Armored Hulk) 1

    Yeah, I definately thought sacred huntsman at first blush. Kind of disappointed to see an inquisitor with a pet that isn't. No offense intended.

    I also have a hybrid dragonheir in another campaign. I was very disappointed to learn that natural ac from classes isn't intended to stack outside specific cases like dragon disciple. I'm still rethinking that particular build after finding out. It really is a shame we don't see more full dragonheir characters around. It really is a solid fighter archtype. I imagine if the arcane strike scaled it would be more popular.

    I'm banging my head around trying to figure out rage powers and discoveries to take with Ana. There are so many good choices it's absurd. I do feel compelled to go with the overrun rage powers at least. She's built for them.

    Mutagens are the tricky choices. I'm thinking about settling on picking up the self heal since it's a swift action and scales. It's basically free hit points.

    Further along it might be good to pick up elemental resistances just to make her an absolute mountain to chip away at.

    So I'm thinking overrun rage power and self heal at second, first of the two human luck racial feats at third, auspicious mark rage power at fourth, elemental resistance discovery at fourth, the second human luck racial feat at fifth, second overrun rage power at sixth, and maybe wings discovery at sixth.

    I do like the idea of Ana swooping in to more or less choke slam and clothesline several dudes.


    Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
    Animal Companion:
    Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

    No offense taken! Once Raban starts taking teamwork feats (Lv6), Olapa will probably take the same feats so that she can benefit as well (since she won't get them automatically). She will most certainly not be permitted to fall behind the curve as we begin carving through the Worldwound.

    Overrun is a solid choice. Even without Improved Overrun, I had my occultist in one game just charge through a troop of cultists to get to the cult leader. It was a pretty epic moment. If you build towards Bulette Rampage or Elephant Stomp, Overrun gets especially scary.

    ---

    Since we're talking through possible adjustments, I wanted to put out a feeler on something to see if our illustrious GM would be open to it.

    Woodland Stride & Trackless Step:
    Woodland Stride (Ex) wrote:
    Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
    Trackless Step (Ex) wrote:
    Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

    The oft-overlooked and unloved early features of the druid chassis. Whether they ever come up, even in wilderness-themed campaigns, is usually subject to how much effort the module writer, GM, and druid player put in to remembering that they exist. They're usually an afterthought at best, something pulled out when the GM springs an ambush on the party and the druid says "But Trackless Step!" and the GM responds "Well they didn't know you were there, but everyone else was easy to track."

    A possible exception can be made for Woodland Stride once the druid can afford a Ring of Sacred Mistletoe, which lets him Entangle with impunity. It's the sort of ability that one has to invest in to be truly useful.

    And sure, if everyone wants to invest in Scion of the Land, we could do that, too. But this doesn't seem like it's going to be a party that focuses on Stealth so much as bursting through walls like the Kool-Aid man.

    Of course, Halcyon Druid replaces so many features that that the only other archetype that it might stack with (if you squint) is the saurian shaman. Two of the features that it doesn't replace are Trackless Step and Woodland Stride. And you know, that's fine. If I have two useless class features while being able to cast wizard spells and all of the other goodies, I'll survive.

    But it never hurts to ask, right?

    After combing through the other druid archetypes for ability replacements that feel thematically-appropriate, I found four (out of 75) that seem like they sort of fit both the Halcyon Druid and Raban. Obviously I can't stack the whole archetype (and I'm not asking to), but if I could cherry-pick, it'd be neat.

    1) Menhir Savant

    Place Magic (Su) wrote:
    At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus. This ability replaces woodland stride and trackless step.

    This is admittedly quite a strong replacement option. It might only be CL +1, but sometimes +1 is all the difference you need for a dispel check, bypassing spell resistance, etc. But it feels like the sort of thing Old-Mage Jatembe would want to teach his students at the Magaambya.

    2) Mountain Druid

    Mountaineer (Ex) wrote:
    At 2nd level, a mountain druid gains a bonus on Initiative checks and Climb, Knowledge (geography), Perception, Stealth, and Survival checks equal to half her druid level in mountainous terrain, and she cannot be tracked in such an environment. This ability replaces woodland stride.
    Sure-Footed (Ex) wrote:
    At 3rd level, a mountain druid suffers no penalty to speed or on Acrobatics or Stealth checks when walking across steep slopes, rubble, or scree. This ability replaces trackless step.

    These feel less like a power grab to me and instead are more in line with Raban's Mbe'ke heritage. Even if we never go into mountainous terrain in the campaign, it just feels more flavor-appropriate than the base features.

    3) Reincarnated Druid

    Mysterious Stranger (Ex) wrote:
    At 2nd level, a reincarnated druids adds 1/2 her druid level to the DC of Sense Motive, Diplomacy, and Knowledge checks to learn about her. This ability replaces woodland stride.

    Pure, delicious flavor. This makes me think of some demonic general in the future going "Who the @#$% is that turtle-masked dwarf riding a tiger?" "We have no idea." "Well find out!"

    4) Urban Druid

    Lorekeeper (Ex) wrote:
    At 2nd level, an urban druid adds Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) skills to her list of class skills. She also receives a +2 bonus on these skill checks. This ability replaces a druid’s woodland stride and trackless step abilities.

    I already have part of this going with Magaamba-Trained and Peacekeeper:

    Magaambya-Trained (Ex) wrote:
    A halcyon druid adds Diplomacy and all Knowledge skills to her list of class skills. This ability replaces nature sense and alters the druid’s class skills.
    Peacekeeper (Ex) wrote:
    A halcyon druid adds half her class level (minimum 1) to Diplomacy and Knowledge (local) checks. This ability replaces wild empathy.

    So a little extra boost on history and nobility would just be some gravy. (I would not expect that Peacekeeper would stack with Lorekeeper, but I'm not opposed either.)

    I'm in the process of updating my sheet. Really, I just need to choose my Level 3 feat...


    With the current state of the Worldwound, I don't think either ability will be completely useless. And I don't really want to open the door to cherry picking from archetypes, so for this time I think I'll say it's fine as is.


    Female Human (Alchemically Enhanced) Alchemist (Ragechemist) / Barbarian (Armored Hulk) 1

    I am not sure how Bullette Style would work with the existing bar bar overrun rage powers. It seems the more powerful option long term, but at the same time the investment is huge. Would need proper heavy armor before being able to benefit from the first feat, and she wouldn't get damage out of it until the third. So seventh level to see the ability to even do damage. Meanwhile she could be knocking down and damaging enemies by second, and multiple at sixth with the rage powers.

    Elephant stomp is kind of counter intuitive to knocking down and damaging multiple enemies. I feel like they are made more for fighters than the bar bar which gets it via rage power.


    Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
    Animal Companion:
    Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

    Not a problem! Knowing that they might come in handy gives me some vibes.

    Just checking in again re: leveling--how are we doing hit points? Rolling? Half +1? Something else?

    ---

    I haven't looked much into 1e barbarians (I think I built one once 5 years ago), so I have almost no advice to offer!


    Ah right, sorry I missed that. Half+1 is good.


    Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
    Animal Companion:
    Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

    Great!

    My current Olapa feat development plan banks on grabbing Disruptive Companion next. Kitty did not like getting sliced at by a floating sword and is about to make life more difficult for demons and their spellcasting minions as she builds towards disruptive, sunder blessing, and spellbreaker. What's that, they decided to go invisible? Well that's where the aforementioned tenacious hunter is going to come in handy.

    All shall fear my kitty and despair.

    ---

    Still looking at feats for Raban >_< I've narrowed it down to 60 options!


    Female Human (Alchemically Enhanced) Alchemist (Ragechemist) / Barbarian (Armored Hulk) 1

    Ana strokes her fingers across said kitty's tummy as Olapa wriggled and stretched.

    This kitty?" she asked with amusement.


    Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
    Animal Companion:
    Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

    I have officially narrowed down my options for Raban's 3rd-level feat to four:

  • Animal Soul: immunity vs spells that don't affect animals* (e.g., charm person, dominate person, hold person)
  • Steel Soul: +2 on saves vs spells and spell-like abilities
  • Totem Beast: gain a hunter's animal focus for Olapa, probably Bull for slowly-scaling Strength boost
  • Vengeful Banisher: +2 on saves vs demons and cultists, eventually with a neat banishment effect if I get knocked down by a demon

    Of those, I'm leaning towards either Steel Soul or Vengeful Banisher, but I figured I'd put it out to the group to solicit feedback.

    *The full list of immunities

  • Daze
  • Sotto Voce
  • Bungle
  • Charm Person
  • Hostile Reduce Person
  • Psychic Reading
  • Mad Hallucination
  • Ghoul Hunger
  • Ghoul Touch
  • Steal Size
  • Charitable Impulse
  • Hold Person
  • Mass Daze
  • Inveigle Person
  • Moonstruck
  • Hunger for Flesh
  • Claim Identity
  • Hostile Mass Reduce Person
  • Mass Charm Person
  • Dominate Person
  • Unconscious Agenda
  • Greater Claim Identity
  • Mass Hold Person
  • Mass Hunger for Flesh
  • Canopic Conversion
  • Early Judgment
  • Fairness

    ---

    As a note, I'm considering a dip into the divine commander warpriest on the inquisitor side at 4th or 5th level to pick up martial weapon proficiency, heavy armor proficiency, weapon focus, and spontaneous cure light wounds while continuing to advance Olapa. Do I go a little further to get that sweet fervor swift casting of divine favor? Maybe. We shall see.


  • Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

    Vengeful Banisher has never fit better!


    Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs) (+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50) ||
    Animal Companion:
    Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

    Then Vengeful Banisher it shall be!

    Goal: Convince the leader of a demon cult to renounce her Abyssal lord and seek atonement for her actions. Alternatively, if you kill the cult leader, you must also decisively defeat at least half of the cultists and have the cult’s base of operations consecrated by a well-known local priest.

    I doubt Hosilla is the leader. It's probably the S. V. person in Drezen. But Raban will absolutely be looking to redeem someone! (Whether through words or blood.)


    Female Human (Alchemically Enhanced) Alchemist (Ragechemist) / Barbarian (Armored Hulk) 1

    Not sure about this version of the campaign, but Wendy is somewhat redeemable in the PC version. Somewhat.

    Ana plans to redeem numerous cultists. With bludgeoning.


    HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

    Angahaar's got a similar plan. He'll give them the one chance to repent as Apsu teaches, but if they refuse then they're dragon food.


    I got in touch with Poly (Raban), and he is having some tough IRL stuff going on. He gave me permission to bot him for a little bit until he figures things out.

    I'll get a post up tomorrow for him, and we'll figure out where to go from there.


    Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

    Hey folks,

    I've come to the conclusion that I want to wind down my PbP games. I've done PbPs for a long time and enjoyed them, but I've been struggling with checking in regularly.

    Hoping we can reach the surface, which would be the most natural of transition points!


    No worries, certainly understand that! I appreciate the heads-up, better to mention it up front than just disappear.

    For the rest of you, you've spent long enough in the sewers so far, and this is the last combat. If you wanted me to handwave this last encounter away, we could try re-recruiting and pick up after you head back to the village after finding the way to the surface. Would be a natural insertion point for a new character, as well.

    While we're on the subject, I actually have three different games with Poly in it and it's becoming a bit overwhelming to both DM and play his character. If anyone would like to assist by running him as well as your own character until he's back, I would be grateful!


    Female Human (Alchemically Enhanced) Alchemist (Ragechemist) / Barbarian (Armored Hulk) 1

    I wouldn't mind. I'm already playing his dwarf in my own campaign! :D

    If you want to pause here to go back to recruitment I would welcome the chance to get Anastasia correct and rested again. She's pretty much blown through most of her stuff today. Wait, she still has bombs and a single extract left. I think.

    Yeah, I keep putting off leveling her up for the weekends, but then I have had commitments and such on said weekends. I am entirely free this time though, so hopefully I can get her squared away.


    I think it might be best to handwave this encounter and let you guys discover the route to the surface (literally the next room). It’ll make a nice ending point for Elise for now, and we can recruit maybe 2 more members to make 4 while we wait for Raban to come back? He’ll always have a spot, as I don’t mind running for 5.

    Does that sound good to you, Ana and Angahaar?


    HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

    Sounds good!

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