
GM_Verdigris |

After working with this madness and much whining and gnashing of teeth on my part, I think Cole and I have come up with a change to make the armies more manageable for me. I'm going to make some changes to the map and we'll keep going.

Serra Iondri Phaer |

Serra's Notes about Mythic:
Starting Mythic Power Points, Per Day: 4.
--used for Surge: +1d6 on d20
--used for Special Path Power (switft action)
Base Mythic Abilities
Every mythic PC gains a number of base abilities common to all mythic characters, in addition to the special abilities granted by each mythic path. These abilities are gained based on the character's mythic tier.
Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. Upon Reaching the 2nd mythic tier, two ability scores of your choice permanently increase by 1. At 4th, 6th, 8th, and 10th tiers, two other ability scores of your choice permanently increases by 1; these can be ability scores you've already increased or a different ability score.
Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (4/day at 1st tier, 5/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier one half your mythic tier, rounded up. In addition, as a free swift action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use two uses of mythic power and resting for 1 hours, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
Force of Will (Ex): At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use two uses of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
Unstoppable (Ex): At 8th tier, you can expend one use of mythic power as a free swift action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
Immortal (Su): At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.
Legendary Hero (Su): At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.

GM_Verdigris |

Thanks for the heads up, Jurin. We will be beginning to move again this evening. Sorry for the delays.

GM_Verdigris |

Sorry All, I know I am slow right now. I wish I could say that it's only temporary, but until I get settled with the new responsibilities at work, I really can't say. I do know I don't wish to skip over the details trying to keep up, so please bear with me.

Serra Iondri Phaer |

Last normal lvl 8/2/14ish.
+1 Mendevian Knight
+7 hp
+moar knightly powers
+7 skillz:
----------
+1 Spellcraft
+1 Perception
+1 Know (Arcana)
+1 Prof (Soldier)
+2 Know (Planes)
+1 Know (Religion)

Elyanias Myoch |

Level 6, Sightless Retribution
+6 HP
+1 BAB
+1 Fort
+1 Will
+1 Ref
Mystery Spell- Magic Vestment
New 0-Level Spell-Purify Food and Drink
New 3-Level Spell-TBA
Skills(7)
+1 Diplomacy
+1 Heal
+2 Knowledge(Planes)
+2 Perception
+1 Sense Motive

Cole Zeff |

+6 HP (+6 class) (total 47)
+1 BAB (extra attack)
+1 All Saves (Fort/Ref/Will)
+8 Skill Points (+6 class, +1 favored class, +1 human) (Disable Device x2, Intimidate, Knowledge Local, Knowledge Planes, Perception, Stealth, Survival)
+1 Ranger Feat (Improved Precise Shot)
Wild Empathy +1 (total +5)
Tracking Bonus +1 (total +3)

GM_Verdigris |

Sorry, All. I have a couple of big things at work that will probably keep me from moving us forward over the next two days. Please feel free to role play, but do not move from current positions. I look to be able to begin the next leg Wednesday morning.

Serra Iondri Phaer |

Last normal lvl 2/9/15ish.
+1 Mendevian Knight
+7 hp
+moar knightly powers
+7 skillz:
----------
+2 Bluff
+1 Spellcraft
+1 Perception
+1 Know (Planes)
+1 Know (Religion)
+1 Fly
+1 Feat: Extend Spell

Beagan Berelcar |

+1 Servant of the Lady I
+5 level +2 Con = +7 hp
Call Lantern Archon & Friends
+ 1 Diplomacy, +1 Ride, +1 Spellcraft, +1 UMD
Feat: Improved Spell Sharing
1 more blessing per day (including Holy Strength)
Holy Mount
HP: +6 level + 2 Con = +8 hp (+4 from Con bump)
+2 Str / +2 Dex
+1 Con
+1 Fort +1 Ref
Arcane Bite & Claws
+2 Natural Armor
+1 Acrobatics, Know (Planes), Perception, Stealth

Cole Zeff |

+5 HP (+5 class) (total 52)
+2 Reflex Save
Sneak Attack +1d6 (total 1d6)
+1 Feat (Skill Focus (Perception))
+9 Skill Points (+8 class, +1 human) (Craft Bows, Disable Device, Knowledge Local, Knowledge Planes, Perception, Profession Soldier, Ride, Stealth, Survival)
Skill Notes (Acrobatics, Disable Device, Knowledge Local, and Linguistics become in class)
Disarm Magical Traps
Disable Device/Locate Trap Bonus +1 (total +1)

Elyanias Myoch |

Level 7, Sightless Retribution
+7 HP
+1 BAB
Revelation- Surprising Charge(2/day)
Feat- Extra Revelation- Battlecry
New 1-Level Spell- Bless
New 2-Level Spell- Lesser Restoration
New 3-Level Spell- Prayer
Skills(6)
+1 Diplomacy
+1 Heal
+1 Knowledge(Planes)
+1 Perception
+1 Sense Motive
+1 Spellcraft

Cole Zeff |

GM_Verdigris notified me today that we're on a bit of a hold while her typing arm heals. I don't know what happened, but I'm guessing it was some demon or other getting out of hand...
Anyway, everyone chill a bit, and we'll be back up and running when healing has occurred.

GM_Verdigris |

It's doing better now, though still having to slow up when it starts to ache. I'll be back posting today, just bear with me if I'm slow.

Cole Zeff |

+4hp
+1 to each of two ability scores (Dexterity, Constitution)
+1 initiative
Mythic Power addition: (swift, extra standard)
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to one half your mythic tier, rounded up. In addition, as a swift action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Mythic Power (Su): (5/day) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus your mythic tier (4/day at 1st tier, 5/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Path Ability
Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
Legendary Bow
Legendary Power (4/4) (immed., legendary surge)
Legendary Surge (d6) (attack and maneuver rolls with the weapon only)
Powerful (+2 Legendary Power per day, total: 4)
Intelligent (Int/Wis/Cha: 10, Speech (common), Senses 30’, Align: NG)

GM_Verdigris |

I'm going to be gone tomorrow, and some of Saturday, but I'll try to get an update up before I leave again on Sunday.

GM_Verdigris |

Happy Holidays everyone! I would warn you that I may be slow, but it might not seem like there's a difference. Enjoy your families, and we'll continue at whatever pace naturally happens.

GM_Verdigris |

Happy uhhh... post valentine's day? I guess I'm late. As a gift to you, please level up.
Btw, Staunton was a mythic trial. You will need to complete another one before you get another tier, but you are half way there. Had you not really really really killed him, he would have popped right back up and come after you later.

Cole Zeff |

+6 HP (+6 class) (total 69)
+1 BAB (CMB/CMD)
+1 Ability Score (Dexterity, goes to 20 with all that entails)
Woodland Stride (Ex): a ranger may move through any sort of nonmagical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
1 Second Level Spell (usually Hunter's Eye)
+8 Skill Points (+6 class, +1 human, +1 favored class) (Disable Device, Knowledge Planes, Linguistics (Sylvan), Perception, Ride, Spellcraft, Stealth, Survival)
GM Verdigris, my initiative bonus goes to +7 please. Thank you.

Serra Iondri Phaer |

Last normal lvl 2/9/15ish.
+1 Mendevian Knight
+1 Intelligence
+9 hp
+moar knightly powers
+15 skillz:
----------
+1 Bluff
+1 Spellcraft
+1 Perception
+2 Know (Arcana)
+2 Know (Planes)
+2 Know (Religion)
+3 Know (Local)
+3 Know (Engineering)
lvl 1, 2, & 3 spell slots still open.

Elyanias Myoch |

+7 HP
+1 BAB
+1 Will
+1 Strength (to accompany Iterative... woot)
Improved Critical- Lucerne Hammer
New 0-Level Spell- Stabilize
New 4-Level Spell- Blessing of Fervor
Skills(6)
+1 Diplomacy
+1 Heal
+1 Knowledge(Planes)
+1 Linguistics
+1 Perception
+1 Sense Motive

Cole Zeff |

I'm close to full power still.
I have all my spells (3/3), a ranger focus (1/2), two bolsterings (2/3), most of my mythic (4/5) and half of my bow's legendary boost (2/4).
- - -
I am growing concerned about my arrow supply, but hopefully I can get some cold iron arrows from the weapons we raided? Is it OK to grab a couple quivers (40) cold iron arrows when we get back to camp?