GM Kiora's Wrath of the Righteous

Game Master Kiora Atua

Chosen heroes have arrived in Kenabres at the dawn of the Fifth Crusade. Will they be the ones to end a century long war?

Battlemap


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WRONG ALIAS

Now you have to stay as a shadow forever. Best Part: Xanderghul can't talk anymore! Time to take a 1 level dip in Oracle(Shadow) with mute as your curse :p


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Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 85/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 0/11 | LP 2/2 | PM 6/11 | SP 5/10

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


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Ahh, it feels good to be home. Thanks, Ehren!


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

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.

Link


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Oh s~&*! That's you! I feel dumb.

Aaaand speaking of, I have one too ;)


;)

What would the effect of the fatigue mercy be on staying up an hour with Irabeth?


WotR Global Buffs/Debuffs: ----

Fatigue mercy would prevent you from feeling fatigued the next day. You still need a full 8 hours of rest to recover spells. You would recover all of your other abilities as normal.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

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?


WotR Global Buffs/Debuffs: ----

Correct! :) awesome


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Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Just in case you forgot than Xanderghul is kind of awful and doesn't have any empathy ;)


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

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.


WotR Global Buffs/Debuffs: ----

Okay :o


WRONG ALIAS

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!


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Well, she needs to free up the Trickster role so that I can have it ;)


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WRONG ALIAS

Haha, so what you're saying is that Xanderghul, hearing Isilme's call, runs in just in time to be crit through the heart by the shadow demon with her rapier, killing him. The demon then teleports, leaving Isilme gone and Xanderghul dead on the floor.


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Right on the money! Good guess.


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 85/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 0/11 | LP 2/2 | PM 6/11 | SP 5/10

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.


WRONG ALIAS

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.


Buffs | Char. Sheet |

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


Buffs | Char. Sheet |

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.


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

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.


Buffs | Char. Sheet |
PRD wrote:


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.


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 85/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 0/11 | LP 2/2 | PM 6/11 | SP 5/10

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.


WRONG ALIAS

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.


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Somehow, I also doubt that it's an artifact.


WRONG ALIAS

I don't think there are intelligent non-artifacts, with the exclusion of class features. It's probably a minor artifact, but I can't imagine it's just a normal magic weapon.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

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.


WRONG ALIAS

Go figure :o

I always assumed intelligence in a weapon implied a soul or outsider was bound to it, which was not simply the result of crafting a magic weapon.


WRONG ALIAS

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.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Kiora corrected me that the Brims are in the northeast, not the southeast. :)


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

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.

Action:
Ary will move 5 feet down and left as a free action, and refresh favored enemy for two rounds. She will use Kill the Wounded as a standard action to grant +2d6 damage against Solten (Goat?) for one round if successful. In order of preference: If Xander is within 30 feet, she will use SCB to heal him. If anyone else is wounded, she will use SCB to heal them. Otherwise, she will Rally!.

"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


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Is there a thing we can roll to figure out what it just did?


WotR Global Buffs/Debuffs: ----

Hmmm?


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

The turning black 'now it heals more' thing.


WotR Global Buffs/Debuffs: ----

It's illustrated in the post so there is nothing to reveal in a knowledge check. 1 MP -> + AC/DR/ER.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

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. :)


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Omg, I'm not wounded, its fine. RALLY. We want to kill this guy.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Alrighty, I'm good with rally over healing, since Xander would prefer I rally. If it's not too late. :)


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

I moved Ary 5 feet to help keep the MONSTER boxed in. :)


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Since you'll probably move forward while I am asleep tonight...

Pre-Roll:
Xanderghul reviews his options. Though he was disappointed that his spell had failed to connect and somewhat elated that they were doing so well against the creature so quickly, he knew that the battle was only one-third over. Xanderghul also knew that he had few tools for truly affecting this battle in a major way until it was either crippled with dread (and also literally crippled) or unless he and his "friends" had to make a quick getaway.

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


WotR Global Buffs/Debuffs: ----

Ehren I accidentally skipped your turn, so please post both rounds of actions if possible thanks :)


WRONG ALIAS

Hinagiku: You've got smite up right? You might get bonus damage from that, given the way it's written.

Smite Evil wrote:
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.


Buffs | Char. Sheet |

This is really weird, would it apply to the splash damage too?


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 85/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 0/11 | LP 2/2 | PM 6/11 | SP 5/10

Didn’t notice the rally, but I think I’ll leave my action as is. This thing is getting wrecked.


WRONG ALIAS

I believe so. The posts I've seen seem to conclude that as long as the initial attack had a roll, the damage gets a boost.


Buffs | Char. Sheet |

Paladin with splash weapons, crazy splash damage!


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 85/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 0/11 | LP 2/2 | PM 6/11 | SP 5/10

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:

Round 4 Action:

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


WotR Global Buffs/Debuffs: ----

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.


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

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)


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

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)

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