we could let you use the wish to make the weapon disappear and become what is summoned by the ancestral weapon, it will take the form of the ghosts weapons but have the enhancment.
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18
That's probably a good way to do it mechanically. I'd been thinking of some sort of transformation or having a ghostly weapon appear over the rapier, but hadn't worked out how that would work with some of the smaller options.
Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]
Woah, lots of posts. Glad to see much activity. :D Still way interested in continuing and you all have been great.
1. Healing? Uhh, magic, I suppose. Or potions. He's thought to heal when he's in a rage but after-battle is good enough since he dislikes being disabled more than being healed by magic.
2. I'll leave it up to the others to decide. The best Mizaru can come up with is A LOT OF CARRYING.
Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2
3. Everyone roll me a d100 and tell me if you are looking at armor, or shield or bracers of armor. Hmmmm. Would rather save my bracers slot so a better kilt. 1d100 ⇒ 82
4. Everyone roll me a d100 and tell me what kind of weapon you are looking at hmmm lets upgrade my crossbow I try to stay the heck out of melee lol. 1d100 ⇒ 26
5. Everyone roll me a d10 1d10 ⇒ 2
6. Everyone roll me a d50 and multiply it by 100 (that is how much the gems you personally gather are worth 1d50 ⇒ 24×100=2400gp in gems.
Finally everyone make me a perception check. 1d20 + 3 ⇒ (15) + 3 = 18
Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2
I need a list of who is still hurt and how much so I can vet you guys patched up. Also anyone mind if I harvest the dragon for alchemy stuff all that potent blood just sitting there not to mention the scales and bones are worth a ton to armor and weapon smiths
Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2
Gunser is at 17 HP. He has been as low as -30, you've seen, and kept on fighting. He's got 40 HP left to be healed. He could do that in one round if he hurries, two maybe, but he just hasn't done it yet.
Here's one of those, this is legitimate roll, intended to burn a charge and work in game:
4d6+8: 4d6 + 8 ⇒ (6, 1, 1, 2) + 8 = 18
Now he's at 36 HP. All the dragon-claw slashes and bite wounds are at least scabbed over. :)
Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]
Mizaru needs some healing, Varin! He's at 6/71 (well, 16/81) at the moment, if I recall right, and he can't use wands for the life of him. He's looking pretty bad.
Also, level 7 ding! (And is it 6 or 7 for half of 1d12? I've been using 6.)
Mizaru level 7:
HP: 10 = 6 + 3 + 1
Favored Class Bonus: HP
BAB +1
Keen Senses - low-light vision (stacks with current, tripling normal range vision in dim light)
the rolls are new this level Gunser. Call it a reward for amusing me! And everyone likes to roll dice!
also eeryone can reroll their Survival with the fake bombs. Those not trained can assist with their observations.
beat a 10 for a +2 to the highest roller and the actual roller can add 3 to their rolls (dont forget +2 for inspire competance and you might want to use a mythic point
Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2
Well honestly if he's a better shot than varin I could give you the plus one thundering. Just help me get a new magic one when we get back to town lol.
Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2
Gunser is all about melee. Everything is about getting to the enemy and doing it quickly. He's a poor choice for a ranged weapon. So better you keep the best of them; you're more likely to use it.
M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1
You know the more I think about it the more I realize varin is the weirdest character I have ever made or played. Lol. Hes fun though. So whis uo for drsgon soup??
A lot of things are possible from the corpse of the dragon. Sadly Varin's butchery is not what it could be. However he is able to harvest several pieces that should be worth money to the right buyer.
1d10 ⇒ 6 x100=600 gp. Though you will actually have to find a buyer when you leave.
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18
Boneyard will of course provide that Inspire Competence. Finding a buyer sounds like fun, especially with an orc and goblin in tow. You know I only have one hat of disguise
Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2
As long as varin got the heart for himself I'm good lol. And I got to run that heal check up somemore lol. Need more points in int lol. Or if I can find one one of those feats that gives out extra skill points lol.
I expect a picture of a monkey in a dragon costume btw.
I suspect you will have to get someone in sbsalom to make it for you
But you have a nice neat skinned dragon. There were some mistakes , but considering the size of it and the size of you with some work a costume CAN be made