PFS CORE Destiny of the Sands

Game Master @scottg0

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I could bot you if you include some basic Bot instructions on your character sheet. For example you could just have your favorite spell listed like telekinetic fist and then state you always want to stay at range. Or you might say you prefer to get up close and personal (in melee range) and hand deliver a shocking grasp.

If you left it to me I'd run you into the zombie with shocking grasp then you end up diseases for life and angry that your GM did something stupid that you wouldn't do. Hence I'm fine if you delay but I don't really want to run your character unless you have some basic instructions for me to follow.


Day job roles if you have them.

You can start thinking about your purchases and preparations for part 3 while I work on getting the chronicles done. Normal speed in-tier (1-2) gold is 515g and normal speed out-of-tier is 1190g.

Though part 3 is the most fun, if anyone does not want to continue into part 3, please let me know now and I'll open it up for recruitment. Otherwise I hope everyone is looking forward to some mythic shenanigans. And yes it gets harder because everyone else is mythic too. Mythic monsters will hurt (anyone notice a lack of a healer class?). For those not in level 3-7 for part 3 (Anthony, Mechien, Ray, Shukara), please pick a pre-generated character of level 4. Note that you are not limited to using a Core class for pre-gens so you could mix it up a bit. Discuss here with your fellow team mates on class choices.

Start thinking about what mythic features you plan on. If you have the resources: Pathfinder RPG Mythic Adventures and Pathfinder Player Companion: Mythic Origins you can start building now.

From the chronicle wrote:
as long as you have a copy of Pathfinder RPG Mythic Adventures, you may apply 3 mythic tiers to your character when playing that scenario; all character options in Chapters 1, 2, and 3 are legal for play, as are the character options in Pathfinder Player Companion: Mythic Origins.

Also keep in mind that Pathfinder Campaign Setting: Mythic Realms is not allowed.

You are going to want to update your character sheet and tag line with the new mythic abilities, but you also want to keep your non-mythic character sheet linked on your character page (just hide it under a spoiler). If you use Hero Lab, I would suggest just duplicating your current character and then checking the mythic box in the character screen. Then you will probably have to uncheck Core and check only the two extra sources that are allowed.

The Concordance

LN Dwarf Rogue 4 | +1 Star Folio Re-Roll 1/1, Mythic Power 6/9, Mods: Trap Spotter (talent), Step Up (feat) | HP: *49/50 | AC/Tch/FF 17/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | *CMD (bullrush/trip) 17 (21) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: *+7

Details for Part 2 & Dayjob Roll

Player name: Pete H.
Character name: Khargrom Shadowband
PFS #: 123584-8 (Core)
Faction: The Concordance
Slow speed or Normal speed Normal
Current Level: 3 (will be lvl 4 for part 3)
Day job: Profession: Soldier + MW Tool: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13

The Concordance

Male CG Elf Evoker 2 | HP 10/10 | AC 13 T 13 FF 10 | CMB +1, CMD 14 | F-1 R+3 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Bonded Object Cast: 1/1 | Spells: 1st-burning hands (2), color spray, mage armor | Active conditions: None
GM Scott wrote:
Though part 3 is the most fun, if anyone does not want to continue into part 3, please let me know now and I'll open it up for recruitment. Otherwise I hope everyone is looking forward to some mythic shenanigans. And yes it gets harder because everyone else is mythic too. Mythic monsters will hurt (anyone notice a lack of a healer class?). For those not in level 3-7 for part 3 (Anthony, Mechien, Ray, Shukara), please pick a pre-generated character of level 4. Note that you are not limited to using a Core class for pre-gens so you could mix it up a bit. Discuss here with your fellow team mates on class choices.

I plan on continuing. Question about part 3: given that those characters aren't high enough level, does that also mean that the result chronicles cannot be applied to those characters (or else not applied until they reach the requisite level)?

Part 2 info:

Player name PaleDim
Character name Mechien Segla
PFS # 272301-21
Faction The Concordance
Slow speed or Normal speed Normal
Current level 1 (2 after this chronicle)
Day Job N/A


Mechien Segla wrote:
given that those characters aren't high enough level, does that also mean that the result chronicles cannot be applied to those characters (or else not applied until they reach the requisite level)?

It will be a Core chronicle for a level 3 core character. You can apply it to your current character when it hits level 3 or if your current character is still level 1 you could opt to take the chronicle as a level 1 chronicle which reduces the gold down to 500g. You could even go Slow track on part 2 and part 3 and then be able to apply them both still to your level 1 character.

The Concordance

Male CG Elf Evoker 2 | HP 10/10 | AC 13 T 13 FF 10 | CMB +1, CMD 14 | F-1 R+3 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Bonded Object Cast: 1/1 | Spells: 1st-burning hands (2), color spray, mage armor | Active conditions: None

I'll just keep and save it for when he reaches level 3. Thanks!


Plan on starting Part 3 next Monday (24th). I'll try to get the chronicles done later on today then you have a few days to play around and discuss your build ideas. I'd like to see builds as you have them ready so I can go over them and make sure you picked the legal options. This being Core + Mythic and possibly non-core-pregens, it is going to be a bit complex to review.

The Concordance

Male CG Elf Evoker 2 | HP 10/10 | AC 13 T 13 FF 10 | CMB +1, CMD 14 | F-1 R+3 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Bonded Object Cast: 1/1 | Spells: 1st-burning hands (2), color spray, mage armor | Active conditions: None

I'm leaning towards Seltyiel, the iconic Magus to keep the elf-caster theme going.

I've started thinking over mythic paths, abilities, and feats.

Grand Lodge

Male Halfling Sorcerer 3 / Mythic 3 HP 29/29 AC 19 Tch 19, FF 16; F: +1, R: +5, W: +4; Init: +8, Perc +2, SM +0; Mythic 8/9 Active Conditions: Mage Armor, reduce person

Player name: PJP
Character name: Ray Hogan
PFS # 150786-22
Faction: Grand Lodge
Speed: Normal
Current level: 2 (3 after this chronicle)
Day Job: N/A

So, Ray will be level 3 starting this scenario, so he should be good to go (once I level him), right?


Ray Hogan wrote:
So, Ray will be level 3 starting this scenario, so he should be good to go (once I level him), right?

He will indeed be perfect for part 3.

Scarab Sages

* * * * * C O R E * * * * * Female LN Dwarf Monk 2 - Init +2, Senses: Darkvision 60 ft., Perception +8, AC 19/ touch 15/ ff 17; hp 24/24, F+6, R+5, W+6, Speed 20 ft. Skills Acrobatics 7, Appraise 1, Bluff -3, Climb 6, Diplomacy -3, Disguise -3, Escape Artist 6, Fly 2, Heal 3, Intimidate -3, Knowledge (religion) 5, Perception 8, Ride 2, Sense Motive 7, Stealth 6, Survival 3, Swim 6

Player name: PDK
Character name: Shukara Melkamnet
PFS #: 4456-15
Faction: Scarab Sages
Slow speed or Normal speed Normal
current level: 2 (still 2 after this chronicle if 1 XP)
Day job: N/A
Boon: 1d20 ⇒ 11 1d3 ⇒ 1


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 50/50* | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +3* | Perc +4 | Speed 30ft* | Mythic Power 11/11, Channel positive energy 3/5 (DC16), Rebuke death 6/7, CLWW 47/50 | Active Conditions: +1 to all skill/ability checks.

Hi, still Shukara here...

For Part 3 I will bring Kyra as a pregen. However, I'm not clear as to which Mythic abilities we're supposed to add.


Kyra, Level 4 Pregen! wrote:
For Part 3 I will bring Kyra as a pregen. However, I'm not clear as to which Mythic abilities we're supposed to add.

If you have the sources I noted above, then you can apply 3 levels of mythic. And for Kyra, probably the most useful are the Hierphant path and Faith's Reach path ability. Also Mythic Spell Lore and then pick all your healing spells for Mythic versions.

If you don't have the sources, then you'll have to wait for the chronicle sheets (all three pages of them) which detail mythic abilities you can use.


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 50/50* | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +3* | Perc +4 | Speed 30ft* | Mythic Power 11/11, Channel positive energy 3/5 (DC16), Rebuke death 6/7, CLWW 47/50 | Active Conditions: +1 to all skill/ability checks.

I don't own Mythic books. So this is a Core scenario which requires the purchase of non-Core books to enable powered options? or are those options listed in the module and available to all participants via some kind of of Appendix? I'm a bit confused with the Core campaign as things seems to be allowed or disallowed at random (sometimes you can use your chronicle sheets, sometimes you cant; very confusing)


Kyra, Level 4 Pregen! wrote:
I don't own Mythic books. So this is a Core scenario which requires the purchase of non-Core books to enable powered options? or are those options listed in the module and available to all participants via some kind of of Appendix? I'm a bit confused with the Core campaign as things seems to be allowed or disallowed at random (sometimes you can use your chronicle sheets, sometimes you cant; very confusing)

No books needed. If you had them, then you could have a little more flexibility in creating your character. The rules are all included on the chronicle sheets you'll be getting as well as on a player handout for people that drop in on a game (or using a pregen) and haven't actually completed the part 1 and 2. I'll post the player handout below so you can see. All of these abilities can be looked up on the official PRD. Also see Mythic Hero rules

Player Handout wrote:

Sage blessed template

You received a gift of extraordinary power from one of the Jeweled Sages. See Player Handout #3 for more information about these abilities.
Rebuild Rules: Type gain the mythic subtype; Initiative gain the amazing initiative ability; HP increase hit points by 15; Defensive Abilities gain the hard to kill and recuperation abilities; Special Attacks gain the mythic power (11/day), surge, and versatile surge abilities; SQ gain the mythic heroics ability.

Mythic Heroics: Choose two of the following abilities.
Heroic Dodge: You gain a +1 dodge bonus to your AC.
Heroic Resilience: You gain a +1 bonus on saving throws.
Heroic Skills: You gain a +1 bonus on all skill checks and ability checks.
Heroic Speed: Increase your base speed by 10 feet.
Heroic Spellcasting: Increase the saving throw DC of all of your spells by 1.
Heroic Warrior: You gain a +1 bonus on all weapon attack and damage rolls.

Versatile Surge: You can expend one use of mythic power to do any of the following. Except when noted, using this ability is a free action that you can use once per round.
Mystic Might: Increase the caster level of the next spell you cast before the end of your next turn by 2.
Penetrating Strike: Your attacks deal an additional 3 damage and ignore all damage reduction until the end of your next turn.
Savant: When performing a skill check or ability check, you may roll twice and take the higher result.
Unbeatable: As an immediate action, you can reduce the damage you take from one attack, spell, or special ability by 10.

Player Handout #3 wrote:

Mythic Rules Reference

The following are abilities shared by all characters with three mythic tiers or the sage-blessed simple template.
Amazing Initiative (Ex): You gain a +3 bonus on initiative checks. In addition, as a free 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, and you can’t gain an extra action in this way more than once per round.

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): You 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 have 9 uses of mythic power (those with the sage-blessed simple template receive 11 uses). If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Recuperation (Ex): 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 of mythic power and resting for 1 hour, 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.

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.


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 50/50* | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +3* | Perc +4 | Speed 30ft* | Mythic Power 11/11, Channel positive energy 3/5 (DC16), Rebuke death 6/7, CLWW 47/50 | Active Conditions: +1 to all skill/ability checks.

That's great GM Scott! thanks for the info.

Kyra will take:
Heroic Skills: You gain a +1 bonus on all skill checks and ability checks.
Heroic Speed: Increase your base speed by 10 feet.

The Concordance

Male CG Elf Evoker 2 | HP 10/10 | AC 13 T 13 FF 10 | CMB +1, CMD 14 | F-1 R+3 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Bonded Object Cast: 1/1 | Spells: 1st-burning hands (2), color spray, mage armor | Active conditions: None

When you say "three levels of mythic", I presume you mean 3 mythic tiers?


”Seltyiel” | Male LN Half-elf Sage-blessed Magus 4 | HP 47/47 | AC 17, T 13, FF 14 | CMB +6 CMD 18 | F +7 R +5 W +6 (+2 vs. enchantments) | Init +7 | Perc +2 SM +0 | Speed 30ft | arcane pool 5/5 | Mythic Power: 10/11 | 2nd-glitterdust, mirror image; 1st-enlarge person, grease, shocking grasp (2) | Active Conditions: endure elements (wand)

Here is PaleDim's/Mechien's level 4 pregen for part 3. Mythic stuff still needs to be added. The site is currently returning an error when I attempt to select a profile image :/

BTW, important for others who will pick a pregen: many fine folks spent time putting together the PbP profile code for *all* of the pregens here:

Pregens in BB Code Project (google drive) (base folder with PFS/SFS, choose PFS/Level 4).

This should save you the time of formatting your pregen for use here.


”Seltyiel” | Male LN Half-elf Sage-blessed Magus 4 | HP 47/47 | AC 17, T 13, FF 14 | CMB +6 CMD 18 | F +7 R +5 W +6 (+2 vs. enchantments) | Init +7 | Perc +2 SM +0 | Speed 30ft | arcane pool 5/5 | Mythic Power: 10/11 | 2nd-glitterdust, mirror image; 1st-enlarge person, grease, shocking grasp (2) | Active Conditions: endure elements (wand)

Are the mythic heroics in place of the two mythic feats we would normally choose?


Seltyiel - Pregen wrote:
Are the mythic heroics in place of the two mythic feats we would normally choose?

For a pre-gen character, you get the Sage Blessed Template (described above). If you were playing your character (which has the attached chronicle sheets) then you would be free to add the three mythic tiers (assuming you had the books) and get more creative.


”Seltyiel” | Male LN Half-elf Sage-blessed Magus 4 | HP 47/47 | AC 17, T 13, FF 14 | CMB +6 CMD 18 | F +7 R +5 W +6 (+2 vs. enchantments) | Init +7 | Perc +2 SM +0 | Speed 30ft | arcane pool 5/5 | Mythic Power: 10/11 | 2nd-glitterdust, mirror image; 1st-enlarge person, grease, shocking grasp (2) | Active Conditions: endure elements (wand)

Got it. I can have the template added on probably Friday evening.


”Seltyiel” | Male LN Half-elf Sage-blessed Magus 4 | HP 47/47 | AC 17, T 13, FF 14 | CMB +6 CMD 18 | F +7 R +5 W +6 (+2 vs. enchantments) | Init +7 | Perc +2 SM +0 | Speed 30ft | arcane pool 5/5 | Mythic Power: 10/11 | 2nd-glitterdust, mirror image; 1st-enlarge person, grease, shocking grasp (2) | Active Conditions: endure elements (wand)

Okay, got to it a little earlier. The sage blessed template is applied, and chose mythic heroics (heroic dodge, heroic resilience).

Grand Lodge

Male Halfling Sorcerer 3 / Mythic 3 HP 29/29 AC 19 Tch 19, FF 16; F: +1, R: +5, W: +4; Init: +8, Perc +2, SM +0; Mythic 8/9 Active Conditions: Mage Armor, reduce person

Ray is leveled up, but I still need to apply mythic. This doubles his hit points!

I will take Heroic Resilience: You gain a +1 bonus on saving throws.
and then assuming my "ray" attacks are considered weapons, then I will take Heroic Warrior: You gain a +1 bonus on all weapon attack and damage rolls.

if not, then I will replace Warrior with Heroic Speed: Increase your base speed by 10 feet.

Grand Lodge

Wizard 1 | AC 12+4 T 12 FF 10+4 | HP 9/9 | F +2 R +2 W +3 | Init +4 | Perc +1 | Active Buffs: Mage Armor

Non core pregens for part 3? What a delight! As a huge fan of the Kineticist, I may give Yoon a spin. Assuming we're not devoid of some core functionality, of course.

The Concordance

LN Dwarf Rogue 4 | +1 Star Folio Re-Roll 1/1, Mythic Power 6/9, Mods: Trap Spotter (talent), Step Up (feat) | HP: *49/50 | AC/Tch/FF 17/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | *CMD (bullrush/trip) 17 (21) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: *+7

We have a cleric and a rogue, what else could we need? :P

I've got Khargrom up to lvl 4, but have yet to apply the mythic template. I do not have any of the additional resources so just the basic stuff will apply. I'm leaning towards Skill/Ability and Attack/Damage boosts.

Liberty's Edge

M Half Orc Barbarian / 5 HP 50 /50 Temp HP 10 / 0 AC 20 (21 during a surprise round) ( Touch 12 Flat 19) / Fort +8 | Ref +5 | Will +5 / CMB +8 | CMD 20 / Init +5/ Perception +7 | Rage Rounds 24 / 17 mythic power 9 / 8

Bossk will be level 5 by tonight.
I assume we can purchase new gear if need be?


”Seltyiel” | Male LN Half-elf Sage-blessed Magus 4 | HP 47/47 | AC 17, T 13, FF 14 | CMB +6 CMD 18 | F +7 R +5 W +6 (+2 vs. enchantments) | Init +7 | Perc +2 SM +0 | Speed 30ft | arcane pool 5/5 | Mythic Power: 10/11 | 2nd-glitterdust, mirror image; 1st-enlarge person, grease, shocking grasp (2) | Active Conditions: endure elements (wand)
Khargrom Shadowband wrote:

We have a cleric and a rogue, what else could we need? :P

I've got Khargrom up to lvl 4, but have yet to apply the mythic template. I do not have any of the additional resources so just the basic stuff will apply. I'm leaning towards Skill/Ability and Attack/Damage boosts.

And a magus. So.... 3/4 of a fighter and 3/4 of a wizard?


”Seltyiel” | Male LN Half-elf Sage-blessed Magus 4 | HP 47/47 | AC 17, T 13, FF 14 | CMB +6 CMD 18 | F +7 R +5 W +6 (+2 vs. enchantments) | Init +7 | Perc +2 SM +0 | Speed 30ft | arcane pool 5/5 | Mythic Power: 10/11 | 2nd-glitterdust, mirror image; 1st-enlarge person, grease, shocking grasp (2) | Active Conditions: endure elements (wand)

Checks again...

Yup, trying to change avatar image is still resulting in a website error :(

The Concordance

LN Dwarf Rogue 4 | +1 Star Folio Re-Roll 1/1, Mythic Power 6/9, Mods: Trap Spotter (talent), Step Up (feat) | HP: *49/50 | AC/Tch/FF 17/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | *CMD (bullrush/trip) 17 (21) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: *+7

Avatar image system has been down for at least a week, probably more. They are aware of the problem. I’ve been stuck running a Kyra pregen with a Harsk face in another game. :(

Liberty's Edge

M Half Orc Barbarian / 5 HP 50 /50 Temp HP 10 / 0 AC 20 (21 during a surprise round) ( Touch 12 Flat 19) / Fort +8 | Ref +5 | Will +5 / CMB +8 | CMD 20 / Init +5/ Perception +7 | Rage Rounds 24 / 17 mythic power 9 / 8

Bossk stands ready at 5th level


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 50/50* | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +3* | Perc +4 | Speed 30ft* | Mythic Power 11/11, Channel positive energy 3/5 (DC16), Rebuke death 6/7, CLWW 47/50 | Active Conditions: +1 to all skill/ability checks.

Tagline updated. Items with an asterisk* indicate they have been modified by a Mythic ability.


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 50/50* | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +3* | Perc +4 | Speed 30ft* | Mythic Power 11/11, Channel positive energy 3/5 (DC16), Rebuke death 6/7, CLWW 47/50 | Active Conditions: +1 to all skill/ability checks.
Khargrom Shadowband wrote:
Avatar image system has been down for at least a week, probably more.

On February 3rd is when I noticed the problem... it might have happened a week or two before that. Awful, awful stuff... one of my PCs is now permanently 'disguised self'... :P


Chronicles are posted here. Let me know if there is any issue with them. The session has been reported.

I'll start getting stuff setup for part 3, wrap up any last minutes purchases in town. Normal PFS rules apply for between session purchases and stuff.


Player Handout #1 wrote:

Sage blessed template

You received a gift of extraordinary power from one of the Jeweled Sages. See Player Handout #3 for more information about these abilities.
Rebuild Rules: Type gain the mythic subtype; Initiative gain the amazing initiative ability; HP increase hit points by 15; Defensive Abilities gain the hard to kill and recuperation abilities; Special Attacks gain the mythic power (11/day), surge, and versatile surge abilities; SQ gain the mythic heroics ability.

Mythic Heroics: Choose two of the following abilities.
Heroic Dodge: You gain a +1 dodge bonus to your AC.
Heroic Resilience: You gain a +1 bonus on saving throws.
Heroic Skills: You gain a +1 bonus on all skill checks and ability checks.
Heroic Speed: Increase your base speed by 10 feet.
Heroic Spellcasting: Increase the saving throw DC of all of your spells by 1.
Heroic Warrior: You gain a +1 bonus on all weapon attack and damage rolls.

Versatile Surge: You can expend one use of mythic power to do any of the following. Except when noted, using this ability is a free action that you can use once per round.
Mystic Might: Increase the caster level of the next spell you cast before the end of your next turn by 2.
Penetrating Strike: Your attacks deal an additional 3 damage and ignore all damage reduction until the end of your next turn.
Savant: When performing a skill check or ability check, you may roll twice and take the higher result.
Unbeatable: As an immediate action, you can reduce the damage you take from one attack, spell, or special ability by 10.


Player Handout #2 wrote:

The following are abilities shared by all characters with three mythic tiers or the sage-blessed simple template.

Amazing Initiative (Ex): You gain a +3 bonus on initiative checks. In addition, as a free 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, and you can’t gain an extra action in this way more than once per round.

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): You 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 have 9 uses of mythic power (those with the sage-blessed simple template receive 11 uses). If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Recuperation (Ex): 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 of mythic power and resting for 1 hour, 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.

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 Concordance

LN Dwarf Rogue 4 | +1 Star Folio Re-Roll 1/1, Mythic Power 6/9, Mods: Trap Spotter (talent), Step Up (feat) | HP: *49/50 | AC/Tch/FF 17/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | *CMD (bullrush/trip) 17 (21) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: *+7

Am I correct that the chronicles have slightly different things than the sage blessed template and that I should use the chronicle rebuild instead of the sage blessed since I am playing Khargrom (because he has the chronicles)?

The Concordance

Male CG Elf Evoker 2 | HP 10/10 | AC 13 T 13 FF 10 | CMB +1, CMD 14 | F-1 R+3 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Bonded Object Cast: 1/1 | Spells: 1st-burning hands (2), color spray, mage armor | Active conditions: None
GM Scott wrote:

Chronicles are posted here. Let me know if there is any issue with them. The session has been reported.

I'll start getting stuff setup for part 3, wrap up any last minutes purchases in town. Normal PFS rules apply for between session purchases and stuff.

Looks good. Thank you for letting me join this group!


Khargrom Shadowband wrote:
Am I correct that the chronicles have slightly different things than the sage blessed template and that I should use the chronicle rebuild instead of the sage blessed since I am playing Khargrom (because he has the chronicles)?

Since you are playing on a character that has played the previous two, then you can use the chronicle sheet version which is slightly better. Even better is if you had the source books as that really opens up some fun shenanigans. But you really have your pick of either set: the chronicle or the player handout. I totally expect the rogue to take surprise Strike and if I had to guess Fleet Charge.

Just to clarify for everyone else, if you are playing on a pre-gen character, you can only choose the player handout version. If you are playing on the same character that played part 2, then you can use either the chronicle version or the player handout version. Additionally if you are playing on the same character and you have the additional source material for mythic, you can choose to use that instead of the handout or chronicle.

Also if everyone can be sure to add their mythic power points to their status line to help me keep track.


Mechien Segla wrote:
Thank you for letting me join this group!

Glad to have you. This part is going to be a little weird with all of the interrupts and re-rerolling. One of the funny things with mythic that I like is that you can do stuff after you learn the results of the roll, which is just so unusual in normal PFS games. This can get silly with the "nope I don't like that result, I'm re-rolling" or "I want to surge that." We will cover some of those rules in the early part of this one.

Now I want to run a Wrath of the Righteous game which goes to level 20 and Mythic Tier 10. I played it and we were like gods by the end. But at the height of power, the bad guys are gods, and they really hurt. I wonder how many years that would take to play online and if I could find enough people that would want to play it.

The Concordance

Male CG Elf Evoker 2 | HP 10/10 | AC 13 T 13 FF 10 | CMB +1, CMD 14 | F-1 R+3 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Bonded Object Cast: 1/1 | Spells: 1st-burning hands (2), color spray, mage armor | Active conditions: None

I'd be game for it :)

For reference, my adventure path experience on PbP is:

Strange Aeons: started in August, we're a good way through part 3/6.
Dead Suns (Starfinder): Started Jun '18, we're a good way through part 4/6.
Rise of the Runelords: on try 3 after 2 failures, still in book 1 (but finally getting steady)

And, thought not an AP, I'm in a game of Thornkeep, playing all 5 modules (and a random scenario in the middle to get *some* of the party members up to parity). We started Jan 4, '19, and are a good way through the fifth and final module.

So, in summary, times can vary but with the right group an AP doesn't have to take years. That strange aeons game is probably going to come in under a year. Thornkeep, while not an AP is a good long-haul completing at just over a year. Dead Suns is interesting because while we'll probably hit two years, we've run at a pretty consistent pace that everybody was happy with (zero disappearances).

Liberty's Edge

M Half Orc Barbarian / 5 HP 50 /50 Temp HP 10 / 0 AC 20 (21 during a surprise round) ( Touch 12 Flat 19) / Fort +8 | Ref +5 | Will +5 / CMB +8 | CMD 20 / Init +5/ Perception +7 | Rage Rounds 24 / 17 mythic power 9 / 8
GM Scott wrote:


Now I want to run a Wrath of the Righteous game which goes to level 20 and Mythic Tier 10. I played it and we were like gods by the end. But at the height of power, the bad guys are gods, and they really hurt. I wonder how many years that would take to play online and if I could find enough people that would want to play it.

I would be down for that. Always wanted to play that one. I liked the idea of fighting off hordes of demons.

I was on one game that ran for over a year (doing older D&D 3/3.5 adventures with Pathfinder rules, it was my first pbp game.) It was a blast, you really got into character behaviors and banter. That was a great game until the GM had to leave us..very sad day.

The Concordance

LN Dwarf Rogue 4 | +1 Star Folio Re-Roll 1/1, Mythic Power 6/9, Mods: Trap Spotter (talent), Step Up (feat) | HP: *49/50 | AC/Tch/FF 17/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | *CMD (bullrush/trip) 17 (21) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: *+7

Khargrom has been updated. I tagged any mythic changes with a * and have all the Mythic Abilities in spoilers at the top of his profile. For posterities sake, I'm adding +2 Strength (which change his attacks, CMB, CMD, Climb & Swim) and taking Surprise Strike and Absorb Blow as my Exceptional Deeds.


Anthony please check in with whatever pregen you were going to try out (Yoon possibly?). And please be sure to add in the sage blessed template detailed above in Player Handout #1 and #2.


Human Kineticist 4 | AC 18 T 15 FF 15 | HP 57/62 (4 nonlethal) | Burn 1/7 | Mythic Power 11/11 | F +9 R +8 W +3 | Init +6 | Perc +8 | Buffs: elemental overflow +1, searing flesh (1 burn), KO

Reporting in! Going to be playing Yoon because why not. I'll have the profile's stats written up later tonight.

...I wonder why the site won't let me change my profile image.

The Concordance

LN Dwarf Rogue 4 | +1 Star Folio Re-Roll 1/1, Mythic Power 6/9, Mods: Trap Spotter (talent), Step Up (feat) | HP: *49/50 | AC/Tch/FF 17/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | *CMD (bullrush/trip) 17 (21) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: *+7

The profile picture stuff has been broken for a while. We've discussed it here a bit.


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 50/50* | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +3* | Perc +4 | Speed 30ft* | Mythic Power 11/11, Channel positive energy 3/5 (DC16), Rebuke death 6/7, CLWW 47/50 | Active Conditions: +1 to all skill/ability checks.

For more than a month now yes...


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 50/50* | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +3* | Perc +4 | Speed 30ft* | Mythic Power 11/11, Channel positive energy 3/5 (DC16), Rebuke death 6/7, CLWW 47/50 | Active Conditions: +1 to all skill/ability checks.

Thx for the template! this one is nice and sharp!

The Concordance

Male CG Elf Evoker 2 | HP 10/10 | AC 13 T 13 FF 10 | CMB +1, CMD 14 | F-1 R+3 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Bonded Object Cast: 1/1 | Spells: 1st-burning hands (2), color spray, mage armor | Active conditions: None

Clarification: while I'm playing the pregen, I'm able to run Mechien in a different game, yes?


Mechien Segla wrote:
Clarification: while I'm playing the pregen, I'm able to run Mechien in a different game, yes?

As far as I know, yes. While you technically have to identify the character you are going to apply the chronicle to at the start of this game, that character is not technically playing in this game.

Grand Lodge

Male Halfling Sorcerer 3 / Mythic 3 HP 29/29 AC 19 Tch 19, FF 16; F: +1, R: +5, W: +4; Init: +8, Perc +2, SM +0; Mythic 8/9 Active Conditions: Mage Armor, reduce person

This was my understanding as well.

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