OK, this round you have control of the Abyss. These are the potential effects you can achieve. Valrar, let me know what you want to do, feel free to be creative.
Quake: Each creature standing in a 20-foot radius must attempt a DC 20 Reflex save or fall prone. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 avoids). The fissures are 40 feet deep. At the end of the round, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (Pathfinder RPG Core Rulebook 429). In Subtier 14–15, increase the DC of the Reflex save by 2.
Meteor Strike: Two meteors strike the battlefield, as per the
spell meteor swarm.
Acid Bubble: An Abyssal bubble bursts, spraying acid on all
creatures within a 20-foot radius. This deals 10d6 points of acid damage (Reflex DC 21 half ). In Subtier 14–15, the damage increases to 13d6, and the saving throw DC increases to 23.
Abyssal Minions: The dirt of the Abyss squirms with life, as
a 20-foot-radius spread of grasping claws springs from the ground. This functions like a black tentacles spell (CL 15th, or CL 17th in Subtier 14–15).
Other: The PCs could potentially create other effects, such as altering terrain features or even creating crude structures from thin air. Allow them some leeway in how they decide to shape the Abyss, especially if it creates fun or cinematic effects.
So you drank the blood of a Demon Lord:
Abyssal Attunement: You no longer take penalties on Intelligence, Wisdom, and Charisma based skill checks based on the difference between the Abyss’s alignment and your own. Additionally, you are particularly adept at manipulating the raw substance of the Abyss, an ability that will have mechanical benefits in your encounter with Koth’Vaul.
Initiative: You gain a +2 bonus on initiative checks.
Epic Strikes: Your attacks with natural and manufactured weapons bypass DR/epic.
Mythic Power: You gain two uses of mythic power per day. You can use this power in the following ways.
• Surge: After you fail any check that uses a d20 roll, as an immediate action you can expend one use of mythic power to roll 1d6 and retroactively add the result to the check.
• Extra Action: Up to once per round as a free action on your turn, you can expend one use of mythic power to take an additional standard action. This action cannot be used to cast a spell.
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +24|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly 15/15 AoP 1/1 Lv 1/1 Spx 1/1 SoR 3/3 Bt 1/1 Wg
Valrar Altimari II
Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste