Following Mekel outside, Dorotea says I don't know if burying him will help with his afterlife, but it is the right thing to do.
Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Sh!!!! that is ugly spider, Cover me Mekel, Dorotea yells as she moves to better position.
Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Move forward and ready an action to attack if the spider comes within reach
We should keep the oil, worst case scenario, we should still be able to backtrack and refill any empty containers with holy water.
GM Schiffer wrote: I hate high AC parties :P. No matter what i do without sending in touch attack monsters, i never hit them. My other group i play with has a paladin, armored Hulk barbarian and a monk in the front lines, along with magus archer in the back of the group, can't hit any of them with melee :P You would really hate my Kensai. He has a high touch AC, good saves, and enjoys casting both Mirror Image and Displacement.
With the undead dwarf's attention directed elsewhere, Dorotea continues her attack, striking a solid blow and finishing the creature off.
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Dodging the zombies hammer, Dorotea attempts to counter with sword.
Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Something tells me we won't find any followers of Torag here.
Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
I hear it as well says Dorotea as she steps forward, sword at the ready.
Nobody gets left behind. There's already been too much death without inflicting more destruction upon ourselves.
Moving forward, Dorotea swings her sword at the fly as it buzzes by in the air above.
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Know we know what that giant spider ate down here.
I am on my iPad until I get my computer repaired. May make moving my icon difficult.
Perception: 1d20 + 2 ⇒ (7) + 2 = 9
Torag? Then by all means, we should check and see if there is anything inside we can use.
Dorotea will take the lead, moving slowly towards the structure.
Coming to the fork, Dorotea pauses momentarily, surveys the fork and then proceeds down the left path.
Assuming nothing is found. If She finds something of interest, she will pause to consult with the others.
Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Sounds like a good order. I've already moved myself to the exit from this room.
While Nossac ispects the snake, Dorotea moves forward to inspect the next passageway.
I don't know. It looked bad.
Swinging once more, Dorotea's blade finally connects with the snake.
Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Don't waste your magic on something as minor as a snake. We will need it if any of those demons made it down here.
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
If there is one thing I have always been, it is consistent with my dice rolls.
Dodging the vipers bite, Dorotea one more misses with her return strike.
two-handed attack
Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Dodging the viper's kiss, Dorotea misses on the return stroke with her sword.
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Keeping her sword at the ready, Dorotea leads the group across the chamber, heading for the far side.
If we're done shooting arrows at the ceiling....
Dorotea resumes heading down path.
You and I might make that climb, but I doubt Avenia and Aravashnial would fare as well.
Taking the lead, Dorotea heads down the path, proceeding slowly and checking the path as she goes.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Thomas, we don't have the time to tend the dead, but could you as least say a quick blessing for them. Once we've seen to that, we can try to get out of here.
Dorotea would not mind the scale that casts sacred weaponry
Raising an eyebrow at Mekel
1st Lieutenant Dorotea Grymhaldt, on patrol out of Nerosan. My unit arrived in the city a few days ago.
Avenia, Horgus, Arashnial, can all of you walk? Horgus, I know how important a merchant you are, and I'll try to return you to what is left of the city, but for now we need to stick together and cooperate.
Avenia, I don't think we can do anything about your leg down here, but if you care to assist Avashnial, I'm sure he can return the favor.
Avashnial, I realize you have considerable experience, but this is not one of your conspiracy theories. I'll happily assist you in your return to Blackwing, if it is still there, but please, allow us to assist you until your injuries can be tended.
Do I recognize any of the survivors?
Knowledge Local: 1d20 + 5 ⇒ (17) + 5 = 22
We should hurry. I don't know what killed that spider but we should not remain here any longer than necessary. If nothing else, the bodies will attract scavengers.
Wiping her blade clean on the ground after the last maggot is slain, Dorotea hurries back over to investigate the other survivors.
Are you injured, can you stand up?
Stepping to one side, Dorotea retaliates against the maggot, sinking her blade deep into the creatures body.
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
With Mekel firing upon the spider, Dorotea advances and attacks.
Fighting defensively
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Doomed Hero wrote: 15 point buy lends itself toward Single Attribute characters. They'll have low attributes too, which will make them weak in some areas. One of their Saves is pretty much guaranteed to be low. Multiple attribute characters are almost impossible. You'll see a lot of strength based Fighters and Barbarians, basic Clerics and Wizards. Party makeup will feel "classic." Everything you stated is absolutely wrong about Dorotea, my WotR character. In fact, the big difference between the 20pt version and the 15 pt version is the low CHA. The 20pt version did not have a dump stat.
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Backing away from the spider, towards the other survivors, Dorotea whispers It is already eating something. We should go around. Quietly.
Move action: move closer to the group, standard action: ready an attack if the spider attacks
Perception: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
See Nossac's arrow disappear into the darkness, Dorotea steps forward, drawing her blade with both hands and awaits the spiders reaction.
Eyeing the giant spider carefully, Doratea moves over towards the one of the still prone survivors. Whispering, Sshhh,can you get up? We need to move, there is danger here.
Slowly regaining consciousness Dorotea slowly drags herself erect. Briefly checking to ensure he is uninjured and has her weapons.
Suddenly, the darkness is lit.
Wincing at the light, Dorotea starts walking towards its source.
Hello, who is there, where are we?
Sorry. At a convention this weekend. Will not have internet while in the gaming area
Valkur wrote: Mythic will be interesting. I play tested with my regular group, and I think the reactions were mixed towards it. Hopefully the official version is a bit more toned down. I did see the initiative bonus was nerfed, that was crazy good. Now it is just good. Part of why I am trying to play through the AP is so I have a good in-game feel for how the new systems work.
I believe that once people have fully explored the implications of the Mythic rules, what the each class is capable of will have to be reevaluated.
Past 11th level, I don't foresee very many encounters surviving a full round against an optimized party.
On the other hand, WotR is supposed to have segments were the PC's are leading entire armies.
Dotting for now. Also unsure on wealth, so I have average.
GM Schiffer wrote: Awesome characters so far guys. everything looks good and i can't wait to see how this is going to turn out Same here. This looks to be a very unique AP.
I know I've applied to several WotR campaigns that are currently recruiting. I also applied for the campaign that Aaliyah was accepted into but turned down after character selection.
It can be difficult to get accepted into a campaign for a new AP, and WotR seems to be drawing a lot of attention.
I would like to submit Dorotea. She's currently stated out for 15 points, but adjusting up to 20 would be fairly simple.
Dorotea would would like to apply.
Dorotea would like to apply
Visited? I've not been home since I arrived here, nearly eight years ago. I maintain correspondance, of course, ensure my family estate is maintained and that I remain current on local affairs in Ostenso.
Beyond that, I fear I am somewhat out of touch. It would be improper for me to return home before I have ..... rectified certain loose ends. If you don't mind, I would prefer not to go into detail. I find the memories of my arrival in Mendev unsettling and would rather not discuss the details.
As I stated earlier, I am currently serving with the Crusaders. Specifically, I serve as Second Lieutenant to Lieutenant Jeffries, Shadowhunter Company, 2nd Platoon.
I am fine. While the wine is more than acceptable, I fear I have reached my limit for the evening.
| Classes/Levels |
M Human Cleric of Desna Init +8, Per +2 HP 15/15, AC 15/12/13, Fort +4, Ref +2, Will +5 |
About Vimar Slipquick
Vimar Slipquick
Male human cleric of Desna 2
CG Medium humanoid (human)
Init +8; Senses Perception +2
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 15 (2d8+2)
Fort +4, Ref +2, Will +5
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Offense
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Speed 40 ft.
Melee mwk longspear +4 (1d8+3/×3) or
. . quarterstaff +3 (1d6+3) or
. . sickle +3 (1d6+2)
Special Attacks channel positive energy 5/day (DC 13, 1d6)
Cleric Spells Prepared (CL 2nd; concentration +4)
. . 1st—bless x2, longstrider[D], protection from evil
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domains Liberation, Travel
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Statistics
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Str 14, Dex 14, Con 13, Int 10, Wis 14, Cha 14
Base Atk +1; CMB +3; CMD 15
Feats Combat Reflexes, Improved Initiative
Traits captain's blade, reactionary
Skills Acrobatics +8 (+9 while on a vessel afloat on water, +11 to jump), Climb +1 (+2 while on a vessel afloat on water), Diplomacy +9, Knowledge (religion) +7, Profession (sailor) +9
Languages Common
SQ agile feet (5/day), liberation (2 rounds/day)
Combat Gear wand of cure light wounds, alchemist's fire (2), healer's kit; Other Gear studded leather, mwk longspear, quarterstaff, sickle, belt pouch, masterwork tool, masterwork tool, masterwork tool, masterwork tool, spell component pouch, wooden holy symbol of Desna, 23 gp
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Liberation (2 rounds/day) (Su) Act as if you had freedom of movement for 2 rounds/day.
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