
![]() |

Purchases: (3,220 gp total)
Enchant MW Musket to +1 (2,000 gp)
Enchant darkleaf studded leather to +1 (1,000 gp)
10 flare cartridges (50 gp)
20 paper cartridges (120 gp)
MW Backpack (50 gp)
Level 3rd level Musket Master:
+7 HP
Feats: weapon finesse
Deeds: Fast Musket (Ex), Gunslinger Initiative (Ex), Pistol-Whip (Ex)
Tier 3 Mythic Champion class:
+15 HP
+2 DEX
Mythic Feats: weapon finesse, deadly aim
Champion Power: Distant Barrage (Ex)
Champion Path Abilities: 3rd-Unstoppable Shot (Ex), 1st-Climbing Master (Ex), 1st-Limitless Range (Ex)
I feel twinked out!

![]() |

I meant for the three mythic tiers or what have you.
-Posted with Wayfinder

![]() |

I think I'm going with this:
Tier 3 Mythic Trickster class:
+12 HP
+2 INT
Mythic Feats: Throw Anything, Dual Path (Guardian)
Trickster Power: Deadly Throw (Ex)
Guardian Power: Absorb Blow
Trickster Path Abilities: 1st-Assured Drinker (Ex), 1st-Control the Mindless (Su), 3rd-Path Dabbling (Su) - Flash of Omniscience (Ex)
Throw Anything (Mythic)
You're so skilled at throwing weapons that it hardly matters what you throw.
Prerequisite: Throw Anything .
Benefit: You gain a +2 bonus on attack rolls and damage rolls made using an improvised thrown weapon or splash weapon. This bonus stacks with the bonus from the non-mythic Throw Anything feat. If you miss with a thrown splash weapon, it always lands adjacent to its target regardless of how many range increments it was thrown.
Absorb Blow (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy ), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Trickster Attack
Deadly Throw (Ex): As a swift action, you can expend one use of mythic power to draw a thrown weapon or alchemical item and make a ranged attack with it. This attack doesn't provoke attacks of opportunity. When making a deadly throw, roll twice for the attack, take the higher result, and add your tier to the roll. If the attack misses, the weapon or alchemical item lands adjacent to the target, regardless of the range.
Path Abilities
Tier 1
Assured Drinker (Ex): No one can stop you from imbibing, even in combat. You don't provoke attacks of opportunity when drinking an elixir, extract, or potion. As a swift action, you can expend one use of mythic power to retrieve and drink an elixir, extract, or potion.
Tier 1
Control the Mindless (Su): You can gain control over mindless constructs and undead. Using this ability is a standard action, and requires you to make a Knowledge check against the target's CMD. Use a Knowledge (arcana) check against a mindless construct, or a Knowledge (religion) check against a mindless undead. If your check equals or exceeds the creature's CMD, you can give the creature an order that lasts up to 1 round. For every 5 by which you beat the DC, your control lasts 1 additional round. The creature's creator or controller can't regain control during this time unless it also uses this ability. If you expend one use of mythic power when attempting to use this ability, the duration of your control increases from rounds to an equal number of minutes.
Tier 3
Path Dabbling (Su): Select one path ability from another mythic path. You must meet any other requirements that path ability has, including a minimum tier restriction. (Flash of Omniscience selected from Archmage)
Flash of Omniscience (Ex): Your ability to recall information is astounding. When you take 10 on any Intelligence-based skill check, add your tier to the result. As a free action, you can expend one use of mythic power to ask one question as if using divination . The base chance for a correct answer is 70% + your highest arcane caster level + your tier (maximum 100%). The answer doesn't come from a divine agent, but from your own native understanding; therefore, the answer is never cryptic. If you don't get a correct answer, it's like failing a Knowledge check, and you can't use this ability on this question again.

![]() |

Tektite, looks like Part III of this series is Tier 3-7. Is everyone 3rd level? Doesn't look like Fastenhyme is.
Should we play through something else first and come back to this?

GM Tektite |

Good catch Arovandeon, I didn't even think about it.
Well, we still need to find a sixth. Are there any of the newer 1-5 scenarios that no one has played? I have or am playing all of them as well as running them at GenCon, so I have no preference. Horn of Aroden, Merchants Wake, Scars of the Third Crusade.

![]() |

Scars sounds good. I dont think I've played Merchant's Wake (have run it though). Played Horn already. Would not mind levelling Loenor with one more scenario before part 3!
-Posted with Wayfinder

![]() |

Just double checked. Able to play Scars of the Third Crusade or Merchant's Wake. Well, guess I could use my last GM star replay for Horn of Aroden if need be. (Will be getting another one here in a few months, probably even a refresh boon. Who knows?)

![]() |

I think my preference would be Merchant's Wake. I was planning on running it soon, but haven't looked through it yet, and would like to play through before running.

![]() |

Purchases: (3,220 gp total)
Enchant MW Musket to +1 (2,000 gp)
Enchant darkleaf studded leather to +1 (1,000 gp)
10 flare cartridges (50 gp)
20 paper cartridges (120 gp)
MW Backpack (50 gp)Level 3rd level Musket Master:
+7 HP
Feats: point blank shot
Deeds: Fast Musket (Ex), Gunslinger Initiative (Ex), Pistol-Whip (Ex)Tier 3 Mythic Champion class:
+15 HP
+2 DEX
Mythic Feats: rapid shot or point blank shot, deadly aim
Champion Power: Distant Barrage (Ex)
Champion Path Abilities: 3rd-Unstoppable Shot (Ex), 1st-Climbing Master (Ex), 1st-Limitless Range (Ex)
I swapped out weapon finesse for point blank shot. There is a good chance my GM credit from a completed sanctioned module will apply to Izoki before Destiny part 3, which would level him to 4th level once we begin. If that happens, then the mythic feat would change to rapid shot, since it would be a bonus feat at 4th level.

![]() |

Ditto. I find myself running a game for the gameday when the GM mysteriously vanished a few days in. Plus I REALLY need to focus on schoolwork, so can't afford the distraction (hence the odd posting frequency, for which I apologize).
Thanks for the chance to play this trilogy in its entirety! I will be sure to post if my availability opens up once again.
-Sior

GM Tektite |

Chronicles have been sent!
Thanks everyone for playing, it has been a fun run.
I too, have much on my plate at the moment and need to pare back how much I am running. That being said, the new year (and the end of the PbP Gameday) aren't that far away. If I start something up, I'll let you guys know.
Thanks again!
* I'll shut this thread down tommorrow.

![]() |

Thanks GM Tekite! The holidays have me struggling to keep up as well so for now Rapunzel will return to her tower...:)