Ehren Ferron |
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There's plenty of avatars of that rat bastard Karzoug, though. :P
Edit: Xander, check off MALE and HUMAN, then look on page 2. Bottom row, third from the left. :P
Valaria Alazario |
Oh, I completely forgot to mention it to you guys and now I feel dumb. I know Xan has already taken a look, so maybe it's old news, but I'm running a recruitment right now if anyone is interested. It's basically Darklands pirates, so if you like Skulls and Shackles style stuff, maybe you'd be interested.
Xanderghul |
Oh s~&*! That's you! I feel dumb.
Aaaand speaking of, I have one too ;)
Ary Bishop |
Alrighty, Ary will delay sleep to spend time with Irabeth. That lets the fatigue mercy fix Irabeth's situation, and the lesser restoration(s) Ary asked for will fix her fatigue. That means Ary still has her unused Endure Elements and if needed, can borrow a pearl for Keep Watch, right?
Ary Bishop |
I'm at work so, if Ary can hear the call for help, she will go, but I won't be off for a bit, and my break is pretty much over.
Isilme |
Pfft! Isilme isn't staying up for Ledsa or Kule. She's saying good night. Y'all were talking about staying up all night commiserating :P
Edit: And checking on their safety, which dun dun dun, apparently was important :P
Edit Edit: Pretty sure this is Kiora trying to kill off Isilme. Where Mangvhune failed, the League of Extraordinarily Evil Demons will succeed!
Ehren Ferron |
Are there any more druid spells that we think we’ll need for encounter with the Beast, or the rest of the day in general? So far I only have communal resist cold to soften the blow of its breath attack.
Isilme |
Remember that the breath is half piercing. We *really* don't want to get hit, as we won't be able to reduce much of the damage even with it. The Shantak skeleton might be a good choice to soak the first hit, or an illusion, or Hinagiku, as she could evasion the damage completely with some help.
Hinagiku |
If Hinagiku, than heroism of something of the sort would be helpful (probably a mythic surge too).
@kiora: Hinagiku will keep her spells as usual
Hinagiku |
I am not sure about infiltrating the keep anymore... we don't know where the Sword is. If we need to search for it, we are probably dead. Plus, we will need to search for the way to the secret basement... one more problem. Not only that, unless we take care of the brimoraks and balista's our troops will suffer massive damage. Even if we do, they will probably take lots of damage from enemy archers (even with windwall). Finally, there are a lot of troops in there they do not need to commit them all to the fight to keep the keep... unless we mount a full scale invasion.. but then we won't be present to help our troops.
Xanderghul |
There really aren't a lot of troops in there, actually. Only a couple of troops and a couple handfuls of demons and minotaurs, plus Vhane.
However, yes, I am worried about the Sword of Valor. It wasn't anywhere that I thought to look, and I don't know where the secret passageway is.
Hinagiku |
The bond between a mythic creature and a legendary item can be broken in the following ways. If the bonded creature dies, the bond is broken. If that creature comes back to life, the bond is typically not reinstated unless the item has the eternal bond ability. The bonded creature can also relinquish the bond. Doing so requires a special ritual that takes 24 hours to perform, though the GM might add other requirements. If the bonded creature becomes non-mythic, the bond is broken. Lastly, the bond is broken if a legendary item gains the broken condition.An intelligent legendary item gains a +4 bonus to its Ego when interacting with non-mythic wielders.
If we want someone to make full use of Fiendsplitter, which I am guessing is not only intelligent but also legendary, we would need someone to carry it into battle against Soltengrobbe would probably allow that person to bond with it.
Ehren Ferron |
I don't think that Fiendsplitter is in and of itself a legendary weapon. At least, there is no reason for us to suspect it to be. Its unique personality aside, its behavior has been rather typical of intelligent magic items thus far. It has a special purpose, and needs a wielder that will use it for that purpose, lest it attempt to overwhelm them with its ego. Preferably one that worships Torag, since the closer the personality of the weapon is to the wielder, the less conflict there will be.
That said, I do not believe we currently have any ideal candidates to carry the weapon into battle.
Isilme |
It's an artifact, probably not legendary yeah. Also Soltengrobbe isn't a demon, so Fiendsplitter is unlikely to care one way or another about defeating it.
I'm still generally of the opinion that Jorsal might be able to wield it into battle effectively, but that'd be a personal choice on his part. Alternatively we can hang on to it and offer it to Nerosyan in exchange for something after we've taken Drezen.
Ary Bishop |
Intelligent is actually a 1/100 shot when you roll for random loot, which suggests that 1% of all items contain a spark of sentience. Which means pretty good odds a party encounters a couple nonartifacts in their lifetime.
Isilme |
Re: Planning
The crossing straight from our tower to the broken tower (not the broken bridge) shouldn't have any brimoraks per the insects. Our group should be able to sneak across there and then head towards the towers near the bridge. When Ehren collapses the bridge we engage the Brimoraks at those two towers, double back, and then take the third tower (one near collapsed bridge from our section of the city), then signal the troops to cross to the broken tower.
I still need to set up some rings signifying where the brimoraks inside the citadel can hit, but once those are there we should have a pretty good idea of what areas are safe-ish.
If we use communal resist energy (fire), we will be able to pretty much ignore the brimorak's fireballs. Three copies between Sosiel and Ehren would allow us to prepare for fighting the Vrocks too, but having it for the brimoraks is most important. With it they're less of a threat than Isilme is to the group (1d6+3 damage, two attacks per round). We should easily be able to wipe out 2-3 groups of them during the chaos.
Ary Bishop |
Kiora corrected me that the Brims are in the northeast, not the southeast. :)
Ary Bishop |
10 posts and it's still not my turn yet. Salty OP. Assuming no one is dying on the floor, and I'm not in its mouf, here's my turn. :) If I'm in the mouf, I'll delay until Ehren's turn. If something wonky is up, I'll do my best to post at lunch so you guys don't lose progress on my part.
"I'll give you some more space to maneuver in a moment, Val. קעצל, קעצל! Keep up the pressure on the goat head. קעצל! Hurry, we don't know how long until it breathes again." she says, as she brings Radiance around in a deadly arc that leaves the Beast vulnerable to her friends' follow-up. Insert Golden Motes flying to someone if they get healed, here.
Radiance KILL THE WOUNDED (Inspired, Caped Crusader, DEMON, Flank): 1d20 + 14 + 3 + 4 + 4 + 2 ⇒ (14) + 14 + 3 + 4 + 4 + 2 = 41
Radiance Damage (Inspired, Caped Crusader, Demon): 1d8 + 6 + 3 + 4 + 4 ⇒ (7) + 6 + 3 + 4 + 4 = 24
Healing: 2d6 + 2 ⇒ (6, 2) + 2 = 10
Ary Bishop |
Is there a thing we can roll to figure out what it just did?
Ary Bishop |
The turning black 'now it heals more' thing.
Ary Bishop |
Oh. Then 1d6 ⇒ 3 from a legendary surge if kill the wounded would miss. Healing Xander is still priority over rally if he's in range and she doesn't need the surge. I can't see the map ATM. :)
Ary Bishop |
Alrighty, I'm good with rally over healing, since Xander would prefer I rally. If it's not too late. :)
Ary Bishop |
I moved Ary 5 feet to help keep the MONSTER boxed in. :)
Xanderghul |
Since you'll probably move forward while I am asleep tonight...
So, he pulls on one of his tried-and-true tricks. Despite its low power, his binding shadows slowed a creature considerably. He hurls a ball of shadow at Soltengrebbe, hoping to entangle it.
Binding Darkness (Grazed, FE, Inspired, Into Melee): 1d20 + 6 - 1 + 2 + 3 - 4 ⇒ (9) + 6 - 1 + 2 + 3 - 4 = 15
Isilme |
Hinagiku: You've got smite up right? You might get bonus damage from that, given the way it's written.
If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses.
Ehren Ferron |
Didn’t notice the rally, but I think I’ll leave my action as is. This thing is getting wrecked.
Ehren Ferron |
On second thought, if Rally was up, then that second Caster Level check would have been my reroll. Otherwise, I only really took one turn's worth of actions. If (and only if) that is the case, then if allowed I will do the following for my other turn:
Whether his attempt to ground the Beast failed or not, Ehren saw little reason to let up. If it managed to escape now, then it would just hide for another thousand years before a newer hero inevitably killed it. Slaying Soltengrebbe now would spare it from being humiliated a third time.
Once again Ehren draws on the power of the ley, but this time he also draws on his own mythic power. The archdruid recreates the very same spell he opened the battle with, only this time, it burns much hotter.
Ehren uses place magic and expends 3 MP on inspired spell, casting flame strike (CL 11th, Reflex DC 20). He should be able to center it so that Ary's face doesn't burn off.
Caster Level vs. Spell Resistance (Inspired Spell, Place Magic): 1d20 + 8 + 2 + 1 ⇒ (19) + 8 + 2 + 1 = 30
Fire/Holy Damage (Inspired Spell, Place Magic): 11d6 ⇒ (5, 6, 5, 6, 2, 2, 1, 6, 5, 3, 3) = 44
GM Kiora |
Mythic Nerf Changes
- The Dual path mythic ability may be taken at any tier, not just tier 1.
- The Marshal ability "Rally" may be used as an immediate action.
- The tier 3 ability "divine source" has been modified to read "Select two domains upon taking this ability. At least one of these domains must be an alignment domain matching your alignment if possible, unless your alignment is true neutral."
- The archmage ability "Mythic Spellpower" does not allow you to cast free augmented mythic spells. However you may use mythic power to augment spells cast from this ability as normal.
- The Legendary Item abilities under "Intelligent" may be chosen even if the item is not Intelligent. However they must be activated by the wielder at the cost of one standard action.
- The legendary item ability "undetectable" only functions as written against non-mythic creatures. It additionally requires one use of legendary power to activate, used as a free action when utilizing an invisibility effect.
- Some tweaks have been made to mythic enemies that I will not detail here. They were already in effect during the Soltengrebbe fight, so you should not expect any dramatic changes. Let me know if you're really interested.
Mythic Power Regeneration
Mythic heroes regain mythic power at a rate of 1 per day. The only exception is upon gaining a new Tier. When a hero gains a new mythic tier, they automatically regain all mythic power.
Additionally, at tiers 2, 4, 6 and 8, mythic heroes choose one of the following abilities:
- Increased Mythic Power Regeneration: The mythic hero regains 1 additional point of Mythic Power per day. This ability may be selected multiple times.
- Bonus Feat: The mythic hero gains a bonus feat for which they qualify. The feat may not be mythic. This ability may be selected up to 3 times.
- Mythic Spellpower: The mythic hero gains the Archmage path ability of the same name. This ability may be selected multiple times. This ability may be selected at Tier 4 or higher.
- Confidence: The mythic hero gains the Marshal path ability of the same name. This ability may be selected multiple times. This ability may be selected at Tier 4 or higher.
Valaria Alazario |
I think this tier is fairly easy.
+1 Con
+13 HP (+5 path, +8 retroactive from Con increase)
+Amazing Initiative (+1 Init)
+Path Ability (Limitless Range)
+Bonus Feat (Leadership)
Xanderghul |
Xanderghul, Mythic Tier 2
+ Mythic Path Ability: Extra Mythic Feat (Sacred Geometry) (Reach Spell, Persistent Spell)
+ Amazing Initiative (+1 initiative)
+ Ability Score Bonus: +1 Constitution (total 18, +1 Fort save, +11 hp)
+ Mythic Spell Choice: (haste)
+ Bonus Feat (Endurance)