
Harakani |

Hey all,
I'm interested in running Carrion Crown #5 'Ashes at Dawn' using the mythic rules.
Looking for 4 characters that are level 11 with mythic tier 5, and different mythic paths.
I'll up the CR of encounters appropriately, but otherwise try to run as per book.
Game to last about a month, so I'd like people who can post at least once per day.
Previous knowledge of the book NOT a problem. Knowledge of previous books of Carrion Crown a plus.
Looking for characters, not just stats - don't just want to do combat.
Don't need to post from an Alias, but please link to one.
15 point buy
Core rulebook + APG only.
No Traits.
82K equipment, no more than half in any one item.

Shalm |

I have all of the Carrion Crown books, so I can read through the first four to get a good idea of what's going on.
I'm thinking Halfling Summoner / Hierophant, though I haven't really decided what the eidolon will do. I know Hierophant seems like a strange choice (since summoners cast Arcane spells), but it has good buffing for summoned creatures and eidolons.

DM Mathpro |
excellent! I have the non-mythic part built and I will post it below. The only error is his hitpoints because I haven't added in his bonus hp for 5 tiers of mythic.
As for mythic...thats going to take some time and unfortunately I have to be heading home soon before my fiancee kills me for being gone for almost 4 hours...
Unnamed Hero
Human Monk (Monk of the Sacred Mountain) 11
LN Medium Humanoid (human)
Init +1; Senses Perception +20
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Defense
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AC 26, touch 23, flat-footed 25 (+2 armor, +1 Dex, +1 natural, +2 deflection)
hp 91 (11d8+22)
Fort +8, Ref +8, Will +13; +2 vs. enchantment
Defensive Abilities iron limb defense; DR adamantine monk (dr 1/–), 1/—; Immune diamond body, disease, poison
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Offense
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Speed 60 ft.
Melee +1 Ki focus Brass knuckles +8/+3 (1d3+4/x2) and
. . Unarmed strike FoB +12/+12/+7/+7/+2 +3 (2d8+3/x2)
Ranged +1 Returning Shuriken +10/+5 (1d2+4/x2)
Special Attacks flurry of blows +9/+9/+4/+4/-1, ki strike, lawful, ki strike, magic
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Statistics
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Str 16, Dex 13, Con 13, Int 11, Wis 23, Cha 10
Base Atk +8; CMB +14; CMD 34
Feats Bodyguard, Combat Reflexes (2 AoO/round), Deflect Arrows, Elemental Fist (1d6) (11/day), Extra Ki, Gorgon's Fist (DC 21), Improved Unarmed Strike, In Harm's Way, Medusa's Wrath, Power Attack -3/+6, Scorpion Style (DC 21), Snatch Arrows, Stunning Fist (12/day) (DC 21), Toughness +11
Skills Acrobatics +15 (+27 jump, +26 to jump), Escape Artist +15, Knowledge (history) +8, Knowledge (religion) +10, Perception +20, Sense Motive +13, Stealth +10
Languages Common
SQ ac bonus +10, bastion stance (except mind-affecting or teleporta, fast movement (+30'), ki defense, ki focus, ki pool, purity of body, stunning fist (stun, fatigue, sicken), unarmed strike (2d8), wholeness of body
Other Gear +1 Ki focus Brass knuckles, +1 Returning Shuriken (50), Bracers of armor +2, Cloak of displacement, minor, Headband of inspired wisdom +4, Monk's robe, Ring of protection +2, Backpack, masterwork (empty), Bedroll, Everburning torch, Flint and steel, Trail rations (10), Waterskin, 221 GP, 1 SP
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Special Abilities
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AC Bonus +10 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Adamantine Monk (DR 1/–) (Ex) Gain Dr/-, 1 Ki: Double DR until next turn.
Bastion Stance (except mind-affecting or teleportation) (Ex) Cannot be moved if you start and end the round in the same space.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Deflect Arrows Deflect an incoming arrow once per round.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Elemental Fist (1d6) (11/day) You can add 1d6 energy damage to an attack.
Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +9/+9/+4/+4/-1 (Ex) Make Flurry of Blows attack as a full action.
Gorgon's Fist (DC 21) Standard action: stagger a target whose speed is reduced.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Iron Limb Defense (Ex) +2 Shield AC if you start and end your turn in the same space.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki focus Channel ki attacks through weapon.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Lawful (Su) If you have ki remaining, unarmed strikes count as lawful to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Scorpion Style (DC 21) Standard action: Unarmed strike also reduces target's land speed to 5'
Stunning Fist (12/day) (DC 21) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (2d8) The Monk does lethal damage with his unarmed strikes.
Wholeness of Body (11 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.

Harakani |

@Seamus/Shalm: Looks interesting - All you really need to know is
The Whispering Way killed a good friend of yours (Professor Lorrimor). You tracked the killers and realised they've been trying to get ingredients to somehow raised an ancient Lich-king known as the Whispering Tyrant.
If that happens Ustalav will fall under his shadow, and the living will envy the dead.
In terms of Ascension and Mythic Weakness; do you have a preference?

Harakani |

ALL
Okay, so two things I should have mentioned.
Party cohesion: you were all brought together as friends of friends. Since then you have repeatedly saved not only each other's lives, but each other's souls. Two of your initial companions haven't made it - and it is going to probably take a Miracle to bring them back.
While you can bicker among yourselves, and argue about what to do, you need to have a genuine cameraderie. No PvP (unless it is in the last few days of the playtest).
Closing
I'm going to need to close the game down about dec 19th/20th, possibly till dec 26th.

![]() |

Sounds good to me. Still fleshing out my Inquisitor/Champion, but the bones are there.
Quiet, intense, but with a heart of gold, Morrack has taken on the mannerisms of a man hunted. Watching the doors, keeping his back to the wall, and other tactics some call paranoid have become second nature to the dwarf.

Shalm |

@Harakani
As for Ascension, the artifact one seems the most likely, since he's a con artist that deals with fake magic items. Does that sound good?

Harakani |

Hmmm - actually, maybe we want to wait to see if people want a party ascension.
But yeah - sounds good.
The adventure is way beyond normal con artist stuff though - it's a challenge of about CR 16-19. Happy to have been a con artist in background, and even using it now, but you're starting to approach the "construct my own demiplane" level.

Morrack, Inquisitor of Abadar |

"The only good necromancer is a dead necromancer. Especially the kind that don't die on their own. I hate them, hate them so much!" Morrack raises his bushy eyebrows over the rim of his tankard and glances around the room again.
Sitting with his back to the wall and his axe near to hand, the grey-clad dwarf's gaze never stops roaming, always checking escape vectors, watching the hands of strangers, and looking for other threats.
Morrack started his adventuring career with a lot of illusions and mistaken ideas. With the loss of friends, ruination of lives, and sheer terrible experiences, he has gradually become more and more jaded. Now, he trusts very slowly, and is quick to put threats down with maximum force. He is still Lawful Good, though, and truly believes that the church of Abadar (as well as the Golden-Fisted One himself) are the best route for eventual stability and safety.
A native of Ustalav, he shares a lot of the preconceptions and prejudices, not fully trusting half-orcs without a LOT of reason, and a general mistrust of strangers. He speaks with a fairly thick Ustalavic accent, lapsing into Dwarven to swear and when under a lot of stress.

Reknarok |

Hello all, crunch is not 100% complete [Mythic details to be added - most likely Champion or Guardian], and also the background section is turning to be larger than expected, so it is still ongoing :D
In any case I would like to apply with my frontline Barbarian - Reknarok (a.k.a. Reknar). Let me know your input on him - all details so far are in the alias.

DM Mathpro |
@DM Mathpro: You still interested? The basic monk looks interesting, and I'd like to see what the Mythic rules do to a monk. Still needs some background/personality and the mythic adds
I have all the choices made in regards to mythic so I'll try and get a sheet up sometime tonight. Unfortunately where I usually go to use wireless is closing in an 45 minutes so I will have to go snake some wireless elsewhere but I will do my best to get everything done and up in time.
Below are the mythic things I've added.
Mythic Flaw-School Aversion(Necromancy)
Mythic Power-Wisdom
Mythic Feat-Combat Reflexes
Mythic Feat-Dual Path(Champion)
Mythic Feat-Power Attack
Mythic Ability Scores(+2 str, +2 wis)
Bonus HP(25 hp)
Guardians call-Absorb blow, Sudden Block
Champion's Strike-Sudden Attack
Path Ability-Alley Defense
Path Ability- Cage Enemy
Path Ability-Quick Recovery
Path Ability-Precision(Champion Path Ability)
Path Ability-Additional Call
Hard To Kill
Amazing Init
Recuperation
Mythic Saves

Harakani |

Seamus:
You're in! Might need to keep some of the CN tendencies a bit under control when the others are looking... but if you do succeed, you'll be able to sell fake relics for the rest of your life!
Jennix:
You're in! Get me the stats when you can please. I'm interested to see the interaction between loremaster and mythic.
Morrack:
You're in! Can you put your background into your profile please.
Veimos:
I need to see a background, even a short one. I'm curious to see what a monk can do with mythic given the normal short shrift they are given. Assuming you are still LN?
Is Dual Path necessary for the build to work?
Reknarok:
Nice background! Are you okay if Lorrimer rescues you at the end, and you have a debt of honour to him - a debt you intend to repay by killing his killers?
Reknarok doesn't seem to have any mythic tiers. Can I ask that you not take Archmage, Champion or Heirophant please? Any chance you'd be interested in Marshall or Trickster?

Reknarok |

No issues in being saved by Lorrimer - bring it.
This guy is clearly a Champion, however there is of course space for adaptation - so in this case, and since the concept is one of a Barbarian "tank", would it be acceptable if I took the Guardian path?
I think it would fit nicely into his background (not finished on paper, only in my head for the time being :D)
Let me know.

Morrack, Inquisitor of Abadar |

"So much for the vaunted secrecy of the blasted Whispering Way, eh? Those silly dwergkid wouldn't know how to keep a secret if their mouths were all bricked up and mortared! Ha!"
Background updated into profile. I think the Champion Path is going to be quite fun to play...Mythic Toughness + Bonus HP and Morrack is sitting at 114 HP. Not bad for a D8 class with only a 14 Con.

Reknarok |

Ok, Mythic Guardian Advancement done - spolier below and in the alias:
Mythic Powers:
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You must choose one ability score as the one most associated with your mythic potential. Once made, this choice can’t be changed. You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.
Ability Score chosen: Strength - 7 daily uses
Ability Score: You gain a permanent +2 bonus to an ability score of your choice upon reaching the 2nd mythic tier. At 4th, 6th, 8th, and 10th mythic tiers you gain a permanent +2 bonus to another ability score or increase one of your existing bonuses by 2.
Strength +4
Mythic Feats:
Combat Expertise (Mythic)
You can dart out of the way of attacks with an expert defensive stance.
Prerequisite: Combat Expertise, 1st mythic tier.
Benefit: Whenever you use Combat Expertise, you gain an additional +2 dodge bonus to your Armor Class. You can expend one use of mythic power to negate the attack penalty caused by using Combat Expertise for 1 minute.
Dual Path (Mythic)
You excel in many areas, allowing you to select path abilities from two mythic paths.
Prerequisite: 1st mythic tier.
Benefit: Select a mythic path, other than the path you selected at your moment of ascension (see page 3). You gain the 1st level ability of that path (archmage arcana, champion strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Whenever you gain a path ability, you can select from list of abilities presented for both paths, as well as from the list of universal path abilities.
Fleet Charge (Ex):
You can expend one use of mythic power to move up to your speed as a swift action. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus (in addition to any other attacks you might make this round), adding your champion tier as an insight bonus on the attack roll.
Damage from this attack bypasses damage reduction.
Power Attack (Mythic)
Your attacks are truly devastating.
Prerequisite: Power Attack, 1st mythic tier. Benefit: When you use Power Attack, you gain a +3 bonus on melee damage rolls (instead of +2). When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 (instead of +2). In addition, the bonus damage from this feat is doubled on a critical hit.
Guardian Features - As they increase in tier, guardians gain the following abilities:
Bonus Hit Points: Whenever you gain a guardian tier, you gain 5 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics. (+25 HP)
Guardian’s Call: Select one of the following abilities at 1st tier. Once chosen, it can’t be changed.
Absorb Blow (Su): You can expend one use of mythic power as an immediate action whenever you take damage
from a single source, such as a dragon’s breath, a spell, or a weapon. You take 10 fewer points of damage from
this source per guardian tier you possess. In addition, for every 10 points of damage prevented by this ability, you gain DR 1/epic and 5 points of energy resistance against all energy types (acid, cold, electricity, fire, and sonic) for 1 minute. This DR and resistances stack with DR or resistances you possess from sources other than this
ability.
Level 1 Mythic Guardian:
Call Arrows (Su): As an immediate action you can cause all ranged attacks targeted at allies within 30 feet to
redirect to you (even if you’re out of the attack’s range). This causes the attack rolls to be made against your
Armor Class. This effect persists until the end of your next turn, automatically retargeting any ranged attacks
away from allies and onto you.
Level 2 Mythic Guardian:
Ally Defense (Su): You can expend one use of mythic power as an immediate action whenever a melee attack is declared against an adjacent ally. The attacking creature must roll twice on its attack roll and take the worse result. In addition, the target of the attack gains an insight bonus to its AC equal to your tier until the start of its next turn.
Level 3 Mythic guardian:
Cage Enemy (Ex): You can prevent an enemy from escaping your reach. Any creature attempting to move out of you melee reach provokes attacks of opportunity, even when making a 5-foot step. If the attack of opportunity hits and deals damage, the creature does not move out of your reach and its action is wasted. Creatures taking the full withdraw action do not provoke an attack of opportunity from you due to this ability (although they still might for other reasons, depending on their movement). In addition, if you charge a creature and hit with the charge attack, that creature cannot move from its space until the beginning of your next turn, although spells that move the creature still function. You must be at least 3rd tier before selecting this ability.
Level 4 Mythic guardian:
Epic DR (Su): You gain DR 5/epic. You must be 3rd tier before selecting this ability. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it is taken, the DR is increases by 5, to a maximum of DR 15/epic.
Level 5 Mythic guardian:
Drive Back (Ex): You can use the force of your sweeping blow to drive creatures away from yourself and your allies. As a standard action, you can make a single combat maneuver check and apply the results against the CMD of all creatures within your reach. Any creature struck by this attack is also subject to a bull rush combat maneuver,
using the results of the attack roll as the combat maneuver check. You must be at least 3rd tier to select this ability.
Just wanted to add that, if the group and/or the DM feels we are missing a rogue/ninja/Mythic Trickster character type, I can conjure one up in short order - crunch probably within the day today - but it will take me some additional time to build up a decent background - tomorrow maybe.
Let me know :D

Viemos Kendahan |

Veimos:
I need to see a background, even a short one. I'm curious to see what a monk can do with mythic given the normal short shrift they are given. Assuming you are still LN?
Is Dual Path necessary for the build to work?
Background is up. Its really short and I might add to it later today but we'll see.
I am still Lawful Neutral and no Dual Path isn't relly necessary for the build to work but wasn't really sure what other feats to take for the build and was originally trying to decide between champion and guardian.