GM Rednal's Wrath of the Righteous (Inactive)

Game Master Rednal

The Ruins of Drezen
Citadel Drezen
Drezen Dungeon
Battle Map
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Party Loot


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Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Still can't figure out what familiar but I think I will hold off until 7th level anyhow. Pseudodragon is just too neat, Mythic Familiar sounds interesting as well. Will have to work on my mythic progression really soon.


I said fully restored and I meant fully restored. XD That means all daily use abilities, too. You're both good to go.

And Julian, don't forget to update your stat bar and the levels at the top of your alias.


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

>.<; Gotcha!


*Hums and waits*

Now, then...


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Got internet for now. Hopefully it stays that way... -.-;


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Rowan is still in an area with no internet, his provider for his phone sold to another company so I will make a post in his stead. Trying to work things out on our end. He is pretty darn frustrated at this point because he doesn't want to hold things up. :/


o_O

You know how you KEEP customers? You do a buyout in an orderly manner that permits continuity of service. Because "Hey, we bought you, now nobody gets what they paid you for" tends to result in legal problems.


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

No... I got this. Thanks though Julian.

They did but for some reason the transission canceled my internet service. So I have a phone but no data service.

Just lovely. lol I don't have to pay anything for the next couple months, they refunded me my last month as well. So it's not all bad. -.-;


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

I think between Julian and I we definietly killed our two and possibly are ganging up on Tarovs. Irabeth's blade is a friggen powerhouse. The only thing better than this would be the old standby HOLY AVENGER baby!

But its fun for now. Totally giving it back to her. Paladins honor and all~

Post is up. I have about another hour or two with internet but than it'll be nothing until tomorrow. >.<;


I'm a bit busy at the moment, but I'll get the resolution of your posts done as soon as I can. ^^


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

Okay!

6th level: Warder (Zweihander Sentinel) / Cavalier (Inspiring Commander)
Mythic Tier 1: Champion/Guardian

Saves: +5 F, +2 R, +5 W (from +4 F, +1 R, +4 W)

BAB/CMB/CMD: +6, +10, +22 (from +5, +9, +21)

HP 118 (90 + 18 + 5 Bonus + 5 Mythic)

Skills: 54 (45+9) - Acrobatics, Craft (armor), Diplomacy, Knowledge (history), Knowledge (nobility), Perception, Perform (oratory), Sense Motive, Survival; Permanent +2 bonus to Perform (oratory)

Feats: Vital Strike (Bonus), Dual Path [Mythic]

Warder:

  • Armiger's Mark 7/day (3 from level + Int mod)
  • Clad in Steel (Ex)
  • Defensive Reach (Ex)
  • Replace Panthera on the Hunt with Ranging Hunter Pounce

Cavalier:

  • 18 rounds Inspiring Commands (16 + 2)

Mythic:

  • Hard to Kill (Ex)
  • Mythic Power (Su, 5/day)
  • Surge +1d6 (Su)
  • Sudden Attack (Ex)
  • Sudden Block (Ex)
  • Draw Fire (Ex)


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

LMAO! 6th WHA XD! Works furiously!*

Rowan is gonna die when they see that! Talk about indecision before XD! HAHA!


Well, they have to fit four or five more levels into the books somehow. ^^ But that's seriously what it said - level right after destroying the wardstone, and then level right after the fight against Babau (as a representation of all the power you gained by ascending to being mythic).

I normally try to give a bit of warning so you can prepare, but it was funnier this way. XD


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

lmao indeed! So is there anything else I should know from your new sourcebooks that could help Julian in his career?

More Alchemy/Magus styled excerpts. Please~ >:3

Working on lvling sometime later today it'll be done. Lots of selections to make and decisions to be made...


There is a LOT of stuff here. Name a normal class ability (not an archetype specific one) and I can pull out the Mythic version for ya. XD Feats, too, depending on what you want to get. (Unless you're going Dual Path right now, of course)

Or spells, if you're going for mythic spellcasting. There's an entire BOOK of spells. It really depends on what you're trying to do - the more I know about that, the easier it will be to find things you'll like.


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Oh wow.... This'll take some thought. :/


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Just bought the mythic mania books and may need a few more days to figure things out on the mythic portion but I am sure we have quite a bit of RP to do as well right?

None the less I am moving forward, Rowan is working on his next level build, he didn't believe me at first. Thought I was messing within until I showed him the post and he was ecstatic lol. up until he remembered how cruddy his connection is then he was a bit mad XD!

Working on it though.

He is going for Arcanist 4 and Paladin 4 so Rowan will be Arcanist 4 / Oracle 4 / Paladin 4 in preparation for lvl 7 Mystic Theurge lvl 1 / Paladin 5.

As stated before I am going forward with a full Magus and Alchemist build.

I was tempted by Master chemist prc but it sucks you lose the lvl 20 ability if you dip into other classes. Like Rowan won't get any of her lvl 20 cap stones. :/ Which he is cool with and I think he is nuts!

Anyway getting some sleep and back on it in the morning.


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Julian:

Julian Fey
Tiefling alchemist (grenadier) 6/magus (bladebound, fiend flayer, kensai) 6/gestalt 6/Trickster 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 168, 170, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
CG Medium outsider (native)
Hero Points 1
Init +5; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 25, touch 21, flat-footed 14 (+3 armor, +5 Dex, +6 dodge, +1 natural)
hp 58 (6d8+10)
Fort +7, Ref +13, Will +7
Defensive Abilities canny defense, hard to kill; Resist fire 5
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Offense
--------------------
Speed 30 ft.
Melee +1 longsword +2 (1d8+2/19-20) or
. . cold iron longsword +1 (1d8+1/19-20) or
. . einherjar, hope of the incoming storm +12 (1d6+7/18-20) or
. . starknife +5 (1d4+1/×3)
Ranged bomb +10 (3d6+9 Fire)
Special Attacks arcane pool (+2, 8 points), bomb 12/day (3d6+9 fire, DC 19), magus arcana (close range), mythic power (5/day, surge +1d6), spell combat, spellstrike
Alchemist (Grenadier) Extracts Prepared (CL 6th; concentration +12)
. . 2nd—cat's grace, cure moderate wounds, cure moderate wounds, cure moderate wounds, lesser restoration
. . 1st—cure light wounds, cure light wounds, cure light wounds, enlarge person (DC 17), shield (2)
Magus (Bladebound, Fiend Flayer, Kensai) Spells Prepared (CL 6th; concentration +12)
. . 2nd—blur, blur, gust of wind (DC 18), shatter (DC 18)
. . 1st—color spray (DC 17), energy missile, energy missile, energy missile, floating disk
. . 0 (at will)—arcane mark, prestidigitation, ray of frost, ray of frost
--------------------
Statistics
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Str 13, Dex 20, Con 12, Int 23, Wis 12, Cha 10
Base Atk +4; CMB +5; CMD 26
Feats Bladebound Defense, Dervish Dance[ISWG], Dual Path[M], Martial Weapon Proficiency (scimitar), Power Attack, Throw Anything, Weapon Finesse, Weapon Focus (scimitar)
Traits chance encounter, faithful artist, magical lineage
Skills Acrobatics +10, Appraise +10, Climb +10, Craft (alchemy) +15 (+21 to create alchemical items), Disable Device +13, Fly +17, Heal +5, Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +13, Knowledge (religion) +8, Perception +12, Perform (dance) +6, Sense Motive +3, Spellcraft +13, Stealth +11, Survival +5, Swim +6, Use Magic Device +9; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal
SQ alchemical weapon, alchemy (alchemy crafting +6), black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, directed blast, discoveries (feral mutagen, infusion, wings), hero points, infernal mortification, mutagen (+4/-2, +2 natural armor, 60 minutes), overprotective, perfect strike, precise bombs, prehensile tail, swift alchemy
Combat Gear cold iron crossbow bolts (50), mutagen (feral); Other Gear +1 leather armor, +1 longsword, cold iron longsword, starknife, bracers of armor +1, cloak of resistance +1, ring of climbing, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, holy text, ink, black, inkpen, iron holy symbol of Desna, mess kit, pot, soap, spell component pouch, torch, trail rations (5), travelling formula book, travelling spellbook, waterproof bag, waterskin, 9 gp, 5 sp, 9 cp
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Special Abilities
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Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Pool +2 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Bladebound Defense While you hold your black blade, you cannot be flanked.
Bomb 3d6+9 (12/day, DC 19) (Su) Thrown Splash Weapon deals 3d6+9 fire damage.
Canny Defense +6 (Ex) +INT bonus to AC (max Kensai level).
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs one foe and rest take splash dam.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Faithful Artist (Perform [dance]) With Desna's blessing, you have pursued an artistic path. You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Infernal Mortification (Su) As a standard action, increase arcane pool by 1 pt per 2 Con dam (only time can heal).
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Mutagen (DC 19) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Wings (6 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min

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*Ominous laughter*

Just gotta wait on Rowan, now, since you two look good. ^^ Though you're free to keep roleplaying and discussing things, of course.


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Just missing my Mythic ability... So hard to choose :(


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

I was originally thinking about grabbing Ever Ready (because of my Attack of Opportunity focus) but then I decided Draw Fire would be better to fit Tarov's style. He's going to be able to pretty much throw himself in front of any attack (melee ones if he's adjacent to you, ranged ones from anywhere) and he's very specifically better at taking hits than you guys. He's also easier to hit by a good amount, though, but that should change eventually. :)


Want some suggestions, or do you think you have it covered? ^^


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

I'll take a suggestion please, I am currently looking at Deadly dodge which isn't bad but its unclear whether I get more than one AoO if they miss more than once per round. With his high AC such a tactic could work for gaining some extra hits and redirecting enemy hits too. But other than that I am looking at maybe doing a class ability for his Lvl 1 Mythic Tier. :/


All right, Trickster, let's see... ah, but you should note both Archmage and Trickster up top, as well as in your special abilities - that's not as clear as it should be. XD

Deadly Dodge is pretty complicated. It relies on provoking the enemy into attacking you (*Glances at Tarov*), and you would need Combat Reflexes or a similar ability to make additional Attacks of Opportunity against them. Defensive Move is probably a better choice overall, letting you run around to flank things Tarov is distracting without provoking attacks from them at all.

Transfer Magic is an amusing way of stealing the useful effects of your enemies, helpful when they've got a lot of enchantments. Legendary Item is always a great choice, too, and it gets better over time - I'm sure Einherjar would appreciate it, though it would probably develop a split personality if you grabbed the 'Intelligent' ability. XD But you could make your blade even better.

Don't take Path Dabbling - you'll probably want to save that for getting the Champion's Fleet Charge, and that's Tier 3+.

As a fallback, Mythic Bomb (Alchemist) or Mythic Spellstrike (Magus) could open up some new possibilities.

Personally, I generally prefer passive bonuses over active powers. Action economy is still a thing, and gestalt characters have enough trouble figuring out what to do.


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Hmm Legendary Item works with Blackblades! o.O; I think I will go that route~ :3


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Rowan:

Ascendent Rowan - Sword of Iomedae
Female peri-blooded aasimar (emberkin) arcanist 4/oracle 4/paladin (hospitaler) 4/gestalt 6/Archmage 1 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Advanced Player's Guide 42, 116, Pathfinder RPG Advanced Race Guide 84)
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +8
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 21 (+7 armor, +1 deflection, +2 Dex, +3 shield)
hp 75 (6d10+15)
Fort +11, Ref +10, Will +11; +2 vs. death
Defensive Abilities hard to kill; Immune disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 evil outsider bane-bane longsword +10/+5 (1d8+4/19-20 plus 2d6 vs. Evil Outsider Bane) or
. . +1 heavy mace +10/+5 (1d8+4) or
. . cold iron longsword +9/+4 (1d8+3/19-20)
Ranged composite longbow +6/+1 (1d8+2/×3)
Special Attacks arcane reservoir (2/7), arcanist exploits (dimensional slide, familiar), channel positive energy 7/day (DC 14, 1d6+1), consume spells, mythic power (5/day, surge +1d6), smite evil 1/day (+4 attack and AC, +4 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +7)
. . At will—detect evil
Oracle Spells Known (CL 4th; concentration +10)
. . 2nd (4/day)—cure moderate wounds, communal protection from evil[UC], tongues
. . 1st (7/day)—bless, cure light wounds, identify, protection from evil, weapons against evil
. . 0 (at will)—animate tools, askew balance (DC 14), discern health, mending, shelve, simple bed
. . Mystery Lore
Arcanist Spells Prepared (CL 4th; concentration +10)
. . 2nd—anti-summoning shield (DC 16)
. . 1st—energy missile, mage armor, shield
. . 0 (at will)—dancing lights, detect magic, open/close (DC 14), prestidigitation, read magic, touch of fatigue (DC 14)
Paladin (Hospitaler) Spells Prepared (CL 1st; concentration +7)
. . 1st—grace[APG]
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 18, Wis 14, Cha 18
Base Atk +6; CMB +9; CMD 20
Feats Dual Path[M], Fey Foundling[ISWG], Hands Of Valor, Improved Familiar
Traits armor expert, blessed touch, riftwarden orphan
Skills Acrobatics -1 (-5 to jump), Appraise +8, Bluff +2, Climb +0, Craft (armor) +13, Diplomacy +13, Disguise +2, Escape Artist -6, Fly -6, Handle Animal +8, Heal +8, Intimidate +2, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +10, Knowledge (religion) +8, Linguistics +8, Perception +8, Ride +0, Sense Motive +10, Spellcraft +10, Stealth -3, Survival +0, Swim +0, Use Magic Device +10; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Varisian
SQ lay on hands 6/day (2d6+1), mercy (fatigued), meticulous, oracle's curse (tongues), revelations (brain drain, sidestep secret)
Combat Gear 5 holy arrows +1 (50), cold iron arrows (50); Other Gear chainmail with emblazoned iomedae symbol on front), +1 blinding heavy steel shield, +1 evil outsider bane-bane longsword, +1 heavy mace, slaying arrow, cold iron longsword, composite longbow (+2 Str), ring of protection +1, artisan's tools, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text, mess kit, pot, silver holy symbol of Iomedae, soap, tattoo holy symbol of Iomedae, trail rations (5), travelling spellbook, waterskin, 7 gp, 1 sp
--------------------
Special Abilities
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Arcane Reservoir +1 DC or CL (7/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Armor Expert -1 Armor check penalty.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Brain Drain (6d4, 4 rounds, 2/day, DC 17) (Su) Target within 100' suffers 6d4 damage, and you have 4 rounds to take a full-round action to make a knowledge skill check using the target's skill bonus. Will negates.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Crafting Mastery (Ex) Can craft any magic item. If you also have the feat, 2x speed & roll all checks twice.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dimensional Slide (40 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Hands of Valor +4 (1/day) Lay on hands grants creature bonus on attacks and saves vs. fear for 1 minute.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6+1 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Make a Melee Weapon Holy (1/day) Grant wielded melee weapon the holy weapon property for 3 rds.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Meticulous -2 on all untrained skill checks
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Paladin Channel Positive Energy 1d6+1 (7/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Recalled Blessing (Su) Use 1 power, cast known/memorized divine spell for free, non-mythic foes must save twice, you roll twice for healing amt.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smite Evil (1/day) (Su) +4 to hit, +4 to damage, +4 deflection bonus to AC when used.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tongues (Celestial, Abyssal) You can only understand and speak two languages in combat.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

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Sorry for wait. Been busy and internet is being a pain.


Looks good, Rowan. ^^

@All: Just remember, you should somehow mark which skill you gave the bonus to (with an asterisk or something) as a way of remembering it... and telling me which one it was. XD


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

I put it in a spoiler on the sheet, and included it in my level up info. :)

Tarov Boulderfist wrote:
Skills: 54 (45+9) - Acrobatics, Craft (armor), Diplomacy, Knowledge (history), Knowledge (nobility), Perception, Perform (oratory), Sense Motive, Survival; Permanent +2 bonus to Perform (oratory)
Character Sheet wrote:
+5 HP, permanent +2 bonus to Perform (Oratory), Vital Strike as a bonus feat.


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

Tarov would definitely want to go out on patrol and generally help the people of Kenabres as much as possible. Doing so with Julian or Rowan (or both!) would definitely be great for bonding.


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

So would Julian, however knowing Rowan she isn't going to leave a place o her goddess befouled for long so its on the menu too. It could be turned into a place of respite for survivors and supplies. :) But both will be great team building! :D


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Getting some rest but I will have her fully updated tomorrow. Did a 1 gig download to update Hero Lab. Surprised they changed the layout lol. Anywho will have it all fixed tomorrow as it is downloading another patch 311 mb to go. At least I finally have internet!

+1 to the opinions above. Also Rowan wants to repair those helms and return to the Garrison, she won't a place of the Inheritor languish in poor conditions and ripe for the enemy to retake what they fought so hard for.

There is plenty of road to patrol and if we spend a good day and sleep the night off there we can be all but done with the Garrison in the first day I think. Spells and such will be eaten up but it'll be worth it RP wise. :)

Please let me know if anyone disagrees, not trying to be pushy. :/


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Trying to think of what I can put an extra feat too lol. Started to think an extra arm would be good xD but still thinking RP flavor yes, strength the character meh not so much. But a winged four armed alchemist would be a bit unnerving...

And If I added a tentacle I could be a cthulu... lol


You've all earned two Soul Points for completing The Worldwound Incursion. ^^


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

:O Whhhhhhhhhhhhhhhhhhhaaaaaaaaaaaaaa?! Yes!


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

Neat. :)


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Character Updated. OMG 118 hp Tarov lmao! XD


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Thanks Rednal, character completed, Julian and I are on out way home for now. Two weeks of work come and gone.


Have a safe trip! ^^


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

I need to remind myself never to have Hot Wings prior to flying home...

Ugh my stomach hates me today. xD


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Lol told you not too! XD

And leave it to you guys to leave me to ask the hard questions. Woo go Tiefling Alch/Magus of questioning the queen of crusaders. XD! J/K btw but I thought it prudent to pick her speech apart a little. I mean we are dealing with demons here and they get loads of cool things! D:<


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

The surviving six books are history texts, tomes on geography, and tactical manuals. Each is worth 50 GP. The seventh tome is a manual of war - not useful to any of you, but quite valuable in its own right.

Sell all six books and the manual of war for 4050 gp.

A single scroll of restoration was tucked in with the documents, and rather more immediately useful. (Rowan)

adamantine morningstar that glows with the light of magic (keep!)

+1 leather armor (julian),
a ring of protection +1 (tarov),

two silver holy symbols of Iomedae, one of Shelyn, one of Desna,

and finally a portable alchemy kit (julian).

Jeslyn's Enchanted Sycthe - Sale/Destroy

Donated to cause

The weapon rack contains three cold iron longswords, two cold iron shortswords, two heavy crossbows, a composite longbow (+2 Str), a masterwork cold iron heavy mace, two cold iron longspears, 50 cold iron crossbow bolts, 100 cold iron arrows, a +1 longsword, 5 +1 holy arrows, and an arrow of evil outsider slaying.

The armor dummies hold two sets of masterwork chainmail. All of the armor fits perfectly the first time it's put on, like it was quite literally made for you.

The one heavy steel shields are both marked with the holy symbol of Iomedae. One is a masterwork shield.

Updating the sheet as I type this.

Will verify what items have already been claimed before proceeding forward with sales.

I think Rowan is holding the Adamantium Mace atm.

Donating all the swords and stuff from the armory that we don't claim.


Incidentally, you could've simply left the items you planned to donate within the armory. It was an armory, after all. XD

Oh, and in case it wasn't sufficiently obvious, you're heading away from supplies once you begin your mission. There will be limited chances to acquire consumables and the like during the course of that, so I suggest stocking up now if there's anything you think you'll want. ^^


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

I wanted to give the ring to Rowan, because I'm not going to be getting much use out of it for now. It'll be level 11 before I get a new stance that I'm going to outright replace Stance of the Silver Crane with, so the Ring won't do much good for the foreseeable future. :)


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

True GM Rednal, but in the mind of these fighters they were assuming that some cultists yet remain in the city. So the possibility of Demon Summoning could yet be possible, hence the importance of the armories weapons in the hands of able bodied defenders. :3

I don't see a problem with whoever gets the ring, with Rowan's shift to arcane casting her heavy armor is about to go to the wayside lol. He's a bit busy with his apartment complex managing but he is looking heavily at enduring armor and I can't disagree with that lol. I'll let him know Tarov.

I will get all the remaining GP amounts and the above calculated tonight, so check the sheet tomorrow if I haven't made an update here. :)


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Julian will use his identify scroll to identify Jeslyn's ugly scythe and see if it is worth selling/trading. :3


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Thank you Tarov, I will update my sheet alongwith the other items that I am leaving/taking. I will gladly take the Adaman. Mace which I believe was +1 or just magical. It'll go well with the +1 Longsword.

Its a shame to give up Irabeth's blade but the life of a Paladin is the righteous path. Just because she sold it doesn't give Rowan the right to keep it. It was sold to nefarious people and Rowan trusts that Irabeth did it for a very personal reason, which she shared with her in convfidence. However its her family blade couldn't claim it. :)

Besides I will hopefully find something better. In the mean time this mace will be just dandy. Willing to sell whatever to get more chances at heavier gear. I have 1-2 lvls to go before I can get fly spell and start hopefully gearing up for celestial gear for all of us. :3

My post in game should help rap up some loose ends and maybe we can luck out and get Anevia, Horgus, Aravashnial and Irabeth to join us on this army venture. It's a long shot but it would be very fitting! :D


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

GM Rednal

Need an Identify on Jeslyn's Scythe.

Adaman mace was +1 Right?

We still have a wand we got from Faxxon that I thought we identified but I can't find it in my notes.

Other than that the sheet is pretty much updated.

I took what we didn't spend last time and pooled it in the GP section.

Do I need to appraise the ruby's out of the unholy symbol of baphomet?

=================================================================

Were sitting just above 5621 GP and some change overall.

That would be 1873 a piece but Tarov deserves a larger share since Rowan and Julian have recieved some gear from the Garrison. Only fair to keep it balanced. ;)

Once I know what else I am selling we will be able to clear house and buy some decent gear before pressing on.


Jeslyn's weapon is a +1 scythe. There was also a +1 adamantine morningstar (not mace), as I recall...

As for Faxon's stuff, do a quick search with the function at the top of the screen - that should help you locate anything pretty quickly.


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Faxon's first wand was never identified other than it healed for an unknown amount. Which is fine, Julian will test it out. :3

So added Jeslyn's scythe for sale and the new total is!!!!!!!

6780 gp in total gear and coinage, adding the remainder of what we didn't spend last time. :D

We still have a decent amount of potion's left as well.


Do me a favor and tally up your character wealth, too (including equipment). Rowan uses Hero Lab, I think, so it should be pretty easy there. XD You may have noticed that this campaign has had minimal opportunity for buying/selling OR getting wealth, and I'd like to see how far off we are from WBL as we move forward.

Also, how do the three of you feel about the Innate Item Bonuses rule from Pathfinder Unchained? (If you don't have the book, it's basically "certain items are more expensive, but offer basic bonuses like ability enhancements or AC". Basically, you can wear items for flavor or style without sacrificing the expected stat growth, in return for an investment of more money. I'm considering adding this as a side-effect of your mythic nature - your new powers enhancing even the things you wear - but I'd like your opinions on it first.)

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