Between Liliya and Britta's combined thinking power, they're able to figure out a relatively safe route. One that circumvents the rust monster hive, and keeps the party from becoming too noticeable by flying over the ridgelines. There are spots where the ridgelines dip, usually due to particular pieces of debris. These form natural passes which the two navigators figure they can use to get to the center while avoiding detection.
With that settled, the party set themselves up as best they can. Either riding upon the massive back of Rahlmaat, or flying under their own power. Taking into the air, they begin working their way through the mountainous piles of garbage and rust. Occasionally something would shift in the piles below them, but it was hard to tell if it was because of a creature or the constant erosion. What was less difficult to identify was the occasional breaching of something in the acid rivers. Things lived in there, something with scales that vanished just as quickly as they disappeared.
As they got closer to the center, the spires become more obvious. They do resemble fingers as if some great hand was raising from the ground to shovel more into its greedy maw. However, that's not the most interesting thing that gets spotted. It takes a while to notice it through the acid rain, but eventually, Radamare would notice it. Hovering in the air about ninety feet from the party is a strange little device.
With a set of rusted metal propellers on the top, it doesn't look like it really should be able to resist the rain. On the bottom of it is a simple small cylinder of metal, equally as rusted. Painted onto the cylinder is a worn image, a crudely drawn image of a demonic face with its tongue sticking out. As Radamare squints into the rain, she's able to notice more in the distance. A field of these tiny flying creations.
Qualshikim stared down at Liliya as she made that offer, his lip slowly curling upwards at the thought. He was about to respond verbally when his head whips to stare over at Britta, an incredulous expression coming over his features. Several more moments pass before he sighs and rubs his forehead. Glaring back down to Liliya, he gives a simple response. ”No, I don’t think the order has time to waste in such an endeavor. If you all are done, I’d rather get back to my work. Done? Good. I wish Lady Shamira and Lord Korada pleasant travels.”
With that minimum of courtesy, he very obviously casts Dimension Door, exiting out of the building and leaving you all alone. Lord Korada sighs, even as Shamira lets out a laugh. He looks at the party and shrugs. ”Qualshikim isn’t exactly the most… personable individual out there. Add in the stress this has been causing him as one of the few people capable of sealing Planar Rifts, and it’s expected for him to be rather busy. Well, it doesn't matter. My estate’s easy to find, simply go to the forest and look for the lotus flowers.”
”I can’t exactly leave the Midnight Isles alone for too long, and Lord Korada has a lot of work as Nirvana’s Emissary. You’ll be on your own from now on, but you know where to find us. Ciao~” With a dainty little wave of the hand from Shamira and a more solid wave from Korada, they vanish with castings of Plane Shift. Now alone, the party is free to climb into the carriage Britta summoned and go search the city along the way to Xinalata.
Ears of the City:
Liliya is momentarily overwhelmed by the stream of consciousness flowing into her head. It is a Metropolis after all, home to over ten thousand individuals. Focusing her attention on the primary topic of interest, she easily begins to get a solid idea of the situation. Even in the Astral Plane, the Quipploth menace has been felt. It’s usually relatively rare for a Planar Rift to the Abyss to open up in the Astral Plane. Recently, it seems every time one is closed, another one opens up to spill Quipploth into the plane. Some target the River of Souls, others seem to target nascent demi-planes. A few just seem to be trying to consume as much of the silvery matter of the plane as possible.
On the way through the city to the library, Britta does in fact spot a magic shop. Multiple in fact. It seems Yulgamot’s status as a neutral city in the grand planar scheme attracted a certain type of outsider. Mercanes, having set shops they return to in the city when not traveling in search of deals. The first one she finds with the large blue outsider actually there and not traveling is stocked to the brim with various magical wares. The jolly giant either has got it, or knows someone in the city who’s got it. He also knows about the spells Britta asks about, but is more than happy to lend her a quicken spell rod to cast it. Saves him from hiring a wizard in the city.
The great library of Xinalata isn’t as massive as some of the libraries of the Outer Sphere. It is, however, home to knowledge that can’t be found anywhere else. Records of Planar Rifts, meticulously kept by the Silver Order. Stray thoughts fished from the eddies and written down by bored Shulsaga’s. The various demiplanes that form and whose existence is closely guarded. In terms of information on the Astral Plane itself, the only place that would have more knowledge is the Akashic Record itself.
Commune with Texts:
With the casting of the spell, Britta finds herself going down a deep rabbit hole of information. There aren’t that many books in the library that can speak specifically about Quipploth, but each is interesting in of itself. Written primarily by members of the Order, you’ve got various accounts. One of a Demiplane that was seemingly created from the thoughts of a Quipploth Cult that is essentially just a giant stomach of bile and acid. One of a time when it was believed that Isph-Aun-Vuln was in the city, causing a terror spree before being cast out. Finally, arguably the most interesting, a tale of when a great beast seemingly bored through the planes itself and into the Astral Plane. An eighty foot worm with a maw of countless teeth, four razor sharp scythe limbs, and a stinger tail. It would move with surprising agility, burrowing portals into existence to strike before vanishing again. It was eventually caught with a paralysis spell and slain. The hunter theorized that it was a quipploth, but wasn’t sure.
Just a +3 to rolls on Quipploths.
These planes checks are for Britta’s Communion with Texts.
Knowledge Planes DC 30:
The description of the beast is something Britta recognizes. A Wrackworm, an incredibly rare and incredibly dangerous type of outsider. These giant worms burrow through reality itself, and their coming to a world can be considered apocalyptic.
Knowledge Planes DC 40:
It is confirmed through various means that these beings actually come from one of the hardest places to reach in all of the planes. The Dead Vault, where Rovagug resides. It is believed that the shaking of the God of Destruction sends the beasts flying into the outer shell of the plane, where they chew their way free.
Knowledge Planes DC 50:
Some planar scholars believe they aren’t actually chewing in random patterns. They believe their destruction is in a deliberate pattern, intent on bringing about the destruction of reality that Rovagug can’t from his prison.
Akashic Communion:
Britta casts the spell, sitting in her room as she concentrates. The spell finishes, and… for several moments she gets nothing. There’s the connection to the Record, but it shows her nothing. No experiences, no nothing. Never before has she experienced the record itself lag. Then it suddenly begins, but all you get are horrific visions of the most disgusting depths of the Abyss. Glistening red flesh halls, lakes of thick acidic bile, a realm most like the Quipploth’s who are in untold numbers. All climbing higher and higher.
"Well, now that's out of the way." Shamira started, looking at everyone present. "We'll get started on the proper mission details. The first of which, is where you all will begin your journey. Which sadly will not be the Midnight Isles. Several possibilities have been considered as to a starting location. Ahvoth-Kor, Ishiar, the Undersump, and the Spiral Path all contain paths down far enough... but they're all under assault. The Rasping Rifts, once Deskari's domain, has simply already fallen. The same goes for Rankarrus, and many other realms that lacked a Demon Lord's presence..."
She gives a moment of dramatic pause, before continuing. Pulling a Plane Shift tuning rod and placing it down onto the table. "However, there is one realm that hasn't been taken over. One that frankly, just hasn't been really touched at all. Vlorus. Once the realm of the late Demon Lord Xar-Azmal, the "Lord of Rust, Sin, and Steel"." She flexes her fingers to show her irreverence for the dead deity. "The entire realm is one massive scrap heap. It's also relatively low in terms of the various Abyssal Realms, and no one has even attempted to claim it. With luck, it's got its own rift or a rift close to it that has not been discovered."
With that finished, she looked over at Rahlmuut and frowned. "Divination has been... odd. It's not consistent. Some spells work at some points then fail. It's seemingly random. If I had to hazard a guess, there are not any specific spells being used. Rather, the Abyss itself is... buckling under the sheer weight. This brings up the topic of the Abyss favoring the Qlippoth... We don't know. No Qlippoth's have spawned in the upper reaches, but we haven't gotten a good look at Yad Iagnoth or the deeper realms to confirm or deny if they're now producing Qlippoth."
At his mention, Lord Korada just gives Gathroc a smile and a wave. As if stating yes, he existed, and yes, he'd enforce the oath. Though considering his peaceful ways, his method of enforcing said oath would likely be extremely odd. Probably involve a lot of nagging, perhaps some pranks, who knows exactly what the Lord of the Open Hand would do if you disappointed him.
Shamira gives Rahlmaat a slightly mischievous smile, recognizing what she wanted. But not giving it yet, as Korada needed to step forward and begin his explanation of what a Blood Oath is. Clasping his hands behind his back, he put a slightly humorous scholarly tone to his voice before speaking. "But of course dear. A blood oath is what it sounds like at first glance. An agreement made in the name of an entity more powerful than oneself. The entity in question has to care about the said oath, as it serves as the adjudicator for it."
"Infernal contracts are an example of a Blood Oath being misused. Usually putting it in the name of multiple entities is done to prevent any dishonest behavior, but devils don't do that. The action of taking a blood oath in of itself does not taint someone's soul, though it's a slightly lawful action due to its very nature. However, due to the fact that multiple chaotic entities are taking part, everything would balance out."
His eyes turned to Britta, and he spoke again. "Furthermore, if it'll make you feel more comfortable, I can get you records of several different people who went through similar circumstances. In the history of the planes, there have been instances where good and evil have had to align for some greater goal. The Boneyard understands extreme circumstances, and as long as you aren't performing evil actions, your soul will be fine. You shine far too bright for the passive corruption of the Abyss to touch either way."
Shamira decided to chime in as Korada stopped speaking. "Also, just a reminder of the actual stakes. If this doesn't stop, these qlippoth may overwhelm the entirety of the Abyss. And start spilling out into the rest of the planes. While this actually isn't as big of an issue as you might think, as they don't have any proper deities of their own to bolster their numbers... They may make it to the Material Plane, and Golarion. Where they DO have a diety trapped within the world. And I don't think any of us want the apocalypse coming around."
"As for details on the plan to get you down there, those will wait till after everyone's in agreement. I rather not share this with anyone who's not going to be going down there."
I can tell you've already seemingly begun. Keep at it, I rather not have things go sour because the goodie goodie two shoes get unnerved by your presence. Though it seems like the Sphinx is already growing frustrated with them.
"Well, lots of lovely talk and discussion." Korada chimes in with a smile, looking between Rahlmaat and Radamare for a few moments before speaking again. "Considering well, I'm not privy to the entire extent of the damage the Quipploth have managed... I'll leave the discussion of the threat to Shamira. I can attest that her words are true, however, due to the fact that I have been to the Abyss and seen how genuinely concerned many of the most powerful demons seem to be."
Gesturing to Shamira, she gave a nod and let out a small sigh. Her tail came from where it had been under her dress, carrying with it a scroll. Accepting it, it's hard to tell what exactly it's made from besides that it's some kind of leather. With transmutation and divination magic coming off of it. Placing it down, she rolled it out, stretching past what it should. It seems like a map, a map of the Abyss itself, a twisting labyrinth of caves and rifts marking the shell of the plane themselves. With trailing off tunnels leading further out.
"I'll start off with the simplest bit of information... We have no clue how this is happening!" She started off with a cheery tone, despite the fact that the subject was not a good one. "As far as anyone is concerned, this should be impossible. The Abyss hasn't produced new Qlippoths since the first Demon was produced. The only way they get made is when someone directly makes them, and there's no way anyone, even say Yamasoth, could directly make this any. Yamasoth's been a menace this entire time, but he's not responsible."
One finger jabbed down, at the tunnels trailing off into nothingness. "They're coming from below. Most quipploth hide in the absolute depths of the Abyss, but we always assumed there was only a finite supply left. That cannot be the case, considering if there were this many during the first war, they'd have beaten us. Something has to have changed, deep in the depths of the Abyss itself. There are some running theories as to what, ranging from something creating a stable path to the theorized outer shell of the Outer Planes, to some long-forgotten god waking up."
Bringing her finger up, she pointed it to everyone in the group. "This is where you all come in. To put it bluntly, you're strong, but not too strong. Sure each one of you is notable, but in terms of true planar power, you're not at the point where people can just... sense you over great distances. That's the reason why you're being sent. Anyone too powerful would attack Qipploth in droves, and not be able to get deep enough to figure out the source. If it's possible to close the source, then great. If not, well, a plane shift should be able to get you back with the information so we can get a new plan going."
Straightening up and flicking a bit of hair over her shoulder, she looked at everyone in turn before speaking.
Silvery eddies swirl about the vast empty space of the Astral Plane. The call of massive Astral Leviathans echo out as they approach and leave the city of Yulgamot, the Calendar Stone. One of the few safe harbors in the endless expanse of timeless nothingness, its neutrality and location serve an important purpose now. It serves as the perfect location for a gathering of various outsiders. And so in one of the city’s great halls of blue stone, the meeting shall take place. A conflux of many different people, in the face of a great threat.
In this great hall, at a table of stone seemingly grown from the floor, heroes and villains were brought together. Six in number, they came either by their own accord or requests of others. Some to aid the greater good, some because they were asked to, some simply because they thought it’d be fun. All the same, the group of unlikely allies were brought together, and watched over by the watchful eyes of one of the city’s greatest wizards, the Shulsaga Qualshikim. He was by far, not the most powerful being in the room however.
For representing the two sides with the most important stake in this endeavour were two demi-gods. Or at least, one demi-god and one almost demi-god. Standing side by side at the head of the table were an odd pairing. One a fiery figure, burning wings closed on her back with crimson hair framing an unearthly beautiful face of dusky red skin. An aura of pure sensual energy seems to surround her. She is Shamira, ruler of the Midnight Isles.
Beside her is a figure that seems to glow equally as bright, without any fire at all on him. Golden hair frames his own head, coming down in stiff sideburns and beard, giving his features a simian appearance. A simple monk’s robe adorns him, with a staff at his side, a trio of monkey’s tails curling around it. A calming aura seems to radiate from him, and it’s easy to understand why for those who recognize him. For he is Korada, Empyreal Lord of Peace and Forgiveness.
Looking around at the gathered group, Shamira gives her advisor a wink before Korada claps his hand and grins. ”It seems like everyone has arrived and settled in! Welcome, welcome, I’m glad to see you all actually made it here. It’d have been awkward if Kroina’s divinations came out wrong and I had to go hunt you all down. I don’t believe I need to explain why we’re all here, the threat the Quipploths face to the entirety of reality. I might be against violence, but even I can admit that the flood needs halting.”
He paused for a moment, his eyes passing over everyone in the group before he spoke again. ”Is there anything anyone wishes to announce before we discuss details? Any issues that they feel the need to bring up with the group of people here? Questions to cover before the lovely lady Shamira here gets into the details on the invasion?”
I'm letting you all figure out how you got there, and how you knew to go there. Some are already covered, others might need to ask me a few things.
Okay. I'm finally ready to announce the people I will be selected for this adventure. Sorry for the long wait everyone, stuff was hectic IRL with the Holloween season, college, and there was a lot to go over. There was a ton of good characters, but I'll list what tipped the scales for each as I go through them.
Liliyashanina (Really only stealthy character, provides the party an in with Abyssal factions, and put in a lot of RP effort during the recruitment)
Rahlmaat (Unique build, not too busted but good. Also it's a SPHINX! That's just cool.)
Britta (Another unique build, not too busted but good overall. Good backstory as well, included all the separate mythic trials. Player was the one who directed me towards the original thread in the first place.)
Radamare (Like the backstory, and they're the only full divine caster in the group. Gonna need one to keep people alive. Not too broken either.)
Sabrina (Not too broken a build, first real solid front line presence. Plus, to be entirely honest, I'm just a sucker for the character art. I'm a bit of a weeb, sue me.)
Garthok (Defensive tank, but not too busted offensively. Takes up the role of a second front-liner. The player made the original thread. I waited TOO LONG on this character to not have them involved, it's sunk cost fallacy at this point.)
This seems like a fairly balanced group in terms of power level, and in terms of RP. Don't see any major issues arising between them all. After all, who cares what happens to Qipploth? To everyone who wasn't selected, you all made good characters. Literally, any of them could have made the cut. I took into account builds relative to each other in terms of strength, backstory and character development, involvement in the thread, and even what I could tell of player history in previous campaigns.
Under your Mythic Nerfs, Guardian's Call is listed as one of the abilities that can no longer be used as a swift action.
However, two of the abilities(Absorb Blow & Sudden Block) are immediate actions as they are defensive in nature. Are there action types changed as well?
Are we allowed to buy magic items that boost AC/saves, provided the bonus types are not the same as we get from ABP, or are those items fully banned? Ie, a profane bonus to AC or a luck bonus to saves?
Okay, so... I went through the thread searching for as many completed characters as I could. I get the distinct feeling I've missed several though, cause this thread's got a lot of stuff in it. Does anyone not see their character on this list?
As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you’re a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result.”
Can I use this for psychic spells gained via templates?
This would lean more into psychic flavor. Looking over this character when he was a PC, and it would be nice to use mythic as a way of recreating his old psychic spells.
If you feel like using Mythic Power on it, then sure, I'll allow it.
Will we be expected to keep track of nonmagical ammunition not made of special materials?
I'm a little confused on how enhancement bonuses to armor and weapons are going to work. For example, if I wanted to buy, let's say, a vorpal longsword, do I buy it for 50,000 gp? Or will I be buying it for 72,000 gp as a +1 vorpal longsword, to which I then add my attunement bonus for a total of +4? Could I even get a plain +2 longsword and using attunement boost it up to +5?
I don't want to keep track of regular ammo as a player, you won't be made to do what I wouldn't want to as a player.
And how does that work with natural attacks? Because it might mean scrapping my build…right now I have claw/claw/flurry/bite/gore/slam. Ie: a natural attack build
A natural attack build is fine, since each of those counts as separate attacks.
I'll probably close the recruitment next Saturday, maybe earlier if everyone I know is working on a sheet is done. Also, enough backstory to explain why your character is the way they are (mythic and all), as well as why they're getting involved.
I think I'll go with this. Monstrous Characters count their class level for ABP in everything except Weapon Attunement, where they are counted as Level 14. Helps even stats out while preventing the DR issue.
You do not get the weapons and armor of a stat block for free unless it's something related to their abilities. Like a Legion Archon's Flames of Faith.
Eldritch Heritage doesn't give the Arcana. But Mythic does.
... Now I want to see soviet sniper lady, that just sounds like silly fun.
Plus I'm like 90% certain with the rules as listed, you could take just an average human and make them way more powerful than any of these mishmashes of templates and monsters. xD
I went to bed and came back to a lot of attention… Oh boy, okay, from the top!
- Oh, I’ll be using the whole “Noticula, Redeemer Queen” bit for her. This would still result in a friendly ally in the Abyss with Shamira, but yeah.
- Yes you can play something huge-sized, though I recommend having a way to shrink down. Sometimes you gotta squeeze through something, you know? But yes, playing a dragon’s totally reasonable for this.
- I’ll consider third-party content on a base-by-base basis, but honestly, I’d rather not have it. Approving characters is gonna be difficult enough as is without adding third-party content on top of it.
- Nabasu would be off the table, basically anything with its own separate ability to scale through an ability.
- The PCs can be from any walk of life. Servants of Demon Lords, holy paladins, neutral mercenaries, just a literally aeon. I’ll pick a party that can work together.
- Sure, I’ll include the adjustments.
- I recommend looking at Grandfather Somnus as a good example.
- Trumpet Archon is totally reasonable.
- As is a Daughter of Urgathoa.
- I’ll consider the Legendary Games Mythic Options on a case by case basis.
- Vampire Assassin, another thing that works.
- I’m gonna say no to the Class Templates, simply for the fact it makes an absolute mess. I’ll let you swap out the Gynosphinxs natural SLA’s in exchange for 8th level Wizard Spells. Also, let’s not get into the absolute mess that is the Mythic Templates.
- If you make a monstrous character, you use the rules listed for Monstrous Characters, You don’t get normal ability point buy, you get the listed bonuses and deficit.
- Busted punchy boi, sounds fun.
- Awakened Animals get a CR increase of +1, so effectively a 1 level change.
- Yes you could take Leadership, but be warned, I wouldn’t recommend taking any followers into the Abyss. I’ll also allow the treating of the great claw attacks as scythe attacks for the Daughter of Urgathoa, considering it’s basically a giant scythe in every other regard.
The Outer Planes tremble. Literally. Random earthquakes that should be impossible have happened in multiple planes. The reason for this is as horrifying as one might imagine. The Abyss is in chaos, hordes of quipploth rising up from the deepest depths. A repeat war of when the Demons first appeared, except this time no one is sure the Demons will win. The tide’s seemingly never-ending, and the quipploth have even been appearing on Golarion in increasing numbers around the Pit of Gorumz. Something must be done, lest the Quipploth potentially win and spill out across the Outer Planes. Or worse, spill onto Golarion en-mass and free the one who must remain bound.
No regular mortal would have even a hope of succeeding. What is needed, are heroes of myth.
=========================================================================== ====
As exactly stated, I want high-powered PCs. Minor demigods, saints, divine scions, heroes of myth, monsters known across a continent. The kind of characters that can they can really trust to be able to handle most of the threats that inhabit the depths of the Abyss.
Your characters start at effective character level 14. You can replace character levels for CR of a monster on a 1-for-1 basis (for example, you could play a CR 5 troll with 9 class levels on top). In the context of the world, this means that your characters are legendary and famous, with great achievements already behind them. In terms of scale, they are likely the best on a continent at their chosen specialty and are famous or infamous in a number of communities. However, many people still surpass them (especially in planar communities) and their fame is hardly universal yet. In planar communities, at CR 17, they are above most rabble - they near the power of an empyrean or a balor.
25 point buy.
2 Traits.
Maximum Hit Points.
Start off with 100,000 Gold Pieces to spend.
Mythic:
Your characters start with six tiers of any path of your choice. As per mythic nerfs below, you will only get three +1s to ability scores from tiers, not three +2s.
Mythic Nerfs:
Rule 0: The GM reserves the right to add to these nerfs as necessary if a mythic ability grows out of hand.
You only get +1 to stat bonuses as part of advancing in mythic tiers, not +2.
You cannot get permanent bonuses to your stats through wishes in this campaign.
The amazing initiative basic mythic ability is replaced with a bonus to initiative checks equal to one-half of your mythic tier. In addition, as a free action when rolling initiative you may expend one use of mythic power to add your surge die to your initiative roll.
The agile monster template, when applied to PC companions and summons, no longer gives the dual initiative ability. Instead, it gives haste.
The following abilities: champion’s strike, guardian’s call, marshal’s order, and trickster attack abilities are no longer usable as swift actions. Instead, they are standard actions when sued at the cost of 1 mythic power, move actions at the cost of 2 mythic power, and swift actions at the cost of 3 mythic power.
You cannot, for any reason, gain additional attacks at their highest attack bonus from more than one source, no matter how many such abilities are in effect. (Example: haste, champion’s strike abilities, etc.)
If you enter the space of a mythic creature with the Titan’s Bane ability, it is considered flat-footed only against the first attack you make against it.
Player characters (and their allies) can use only one ability that requires the expenditure of mythic power per round. This may be a mythic feat, mythic spell, mythic path ability, a power used by a legendary item, or anything else; if it involves expending mythic power, a character can use only one per round.
Characters can use abilities that require spending more than one use of mythic power. Legendary power is considered separate from mythic power.
You are likewise limited to the use of only one ability that requires the expenditure of legendary power per round.
Mythic surges may be spent after a d20 has been rolled, but not after the result of the roll has been revealed.
Mythic power is regained at a rate of 1 use per day. It is refilled to full after completing a mythic trial. This rate of mythic power regeneration cannot be changed in any way through abilities or spells. The GM may allow the heroes to regenerate additional uses of mythic power as a reward for epic feats or good roleplay. At 2nd tier, 6th tier, and 10th tier, the regeneration of mythic power increases by 1.
The foe-biting legendary item ability has been banned. It is replaced with the ability to expend one use of the item’s legendary power after striking an opponent with the weapon to add the bane property against that specific creature (regardless of its type and subtype) for 1 minute. If the item is already a bane weapon against that creature’s type (and subtype, if applicable), using the foe-biting property increases the effect of bane to a +3 enhancement bonus and +3d6 damage, or to +4 and +4d6 if the wielder is a mythic character and expends one use of mythic power as a swift action when expending the item’s legendary power to increase its bane effect.
The Mythic Power Attack feat is now identical to the Mythic Deadly Aim feat, except it applies to melee damage rolls, not ranged.
Mythic Vital Strike is banned.
Instead of granting a flat +20 bonus on the relevant ability check or related skill check, the universal path abilities Display of
Strength/Dexterity/Constitution/Intelligence/Wisdom/Charisma grant a bonus equal to three times your mythic tier.
Using the Recuperation mythic ability costs one-half of each character’s remaining daily uses of mythic power (minimum 2).
You need to spend 2 uses of mythic power to use the unstoppable mythic ability to remove a debuff caused by a mythic effect, not 1.
Any ability that allows you to ignore immunity or resistance allows you to ignore up to 5 points of resistance or immunity, plus 5 points per 2 mythic ranks or tiers you possess.
Any ability that allows you to ignore or bypass damage reduction instead allows you to ignore 5 points of damage reduction, plus 1 point of damage reduction per mythic rank or tier you possess. This applies to mythic abilities like the fleet charge champion path feature as well as non-mythic effects like a paladin’s smite evil.
When a critical hit is confirmed against a mythic creature with damage reduction and the attack does not ignore damage reduction, the creature has a percentage chance equal to twice its damage reduction to negate the critical hit and treat the hit as a normal hit. If the creature also has the fortification universal monster ability or a similar ability to negate critical hits, add these two percentage chances together and make a single roll.
An effect that allows you to ignore spell resistance (when it would normally apply) allows you add your mythic tier on caster level checks to ignore spell resistance. You apply an additional +2 circumstance bonus if the target is a non-mythic creature or if you are casting a mythic spell; these circumstance bonuses stack.
Harmful conditions that occur even on a successful save are halved in duration (minimum 0 rounds) if the mythic rank or tier of an affected creature equals or exceeds that of the creature that created the effect. They are also halved (minimum 0 rounds) for a non-mythic creature whose CR equals or exceeds the caster level (or Hit Dice, for supernatural effects) of the creature that created the effect. This does not apply to effects with an instantaneous or permanent duration.
Wild Arcana, Inspired Spell, Arcane Surge, and Recalled Blessing can only be used on spells with a casting time of 1 standard action or less. Using these abilities requires expending one use of mythic power, plus one additional use for every 2 levels of the spell.
For Arcane Surge and Recalled Blessing, you may expend an additional 2 uses of mythic power to cast a spell as a swift action.
Mythic enemies may expend mythic surges as a swift action to add a bonus to its AC equal to the result of its surge die. If the enemy has DR or hardness, the surge die is also added to DR or hardness. If the enemy has energy resistance, it adds twice the result of its surge die to each type of energy resistance it possesses. This bonus lasts until the beginning of the enemy’s next turn; if it expends two uses of mythic power, it lasts for a number of rounds equal to one- half its mythic rank or tier (minimum 1 round).
When the actions taken by an enemy during its turn would reduce a mythic opponent below 0 hit points, it can expend one or more uses of mythic power to survive with 10% of its current hit points (before that enemy began its turn) for each use of mythic power spent. All damage dealt as part of a full attack action is considered a single effect for this purpose.
Monstrous Characters:
In order to play a “monster” PC, you must give up some of your class levels - you give up a number of class levels equal to the CR of the monster you are, and you gain a number of racial hit dice equal to that same number of levels (even if the monster you are a PC of possesses fewer or more HD than the number of levels you gain, you always have the same number of HD as a character of your level would). You also gain all of the abilities given by that monster type, but you do not have to choose all of the same feats and skill ranks as the “standard” member of that race. Instead, you gain the same number of feat slots as a normal character of your level, and skill ranks/class skills according to the type of creature you are playing for every racial hit dice you possess. Treat it very similarly to multiclassing, except in order to play one of these creatures you must possess a certain minimum number of levels.
When you are a monster, you do not have standard ability score generation. Instead, you take the ability scores of the monster you wish to be. Choose two scores - those scores gain a +4 bonus. Choose two more scores - those gain a +2 bonus. Choose a fifth score - that score takes a -4 penalty. These are your base scores at level 1, and will further be modified by level, tier, and ABP.
Alternate Rules:
From Unchained, we will be using Deadly Poisons and Diseases, Background Skills, and Automatic Bonus Progression. Automatic Bonus Progression has two adjustments. The first is that the enhancement bonus you gain to ability scores can stack with enhancement bonuses to ability scores granted by class features and spells up to a maximum of +8 total. The second is that you do not have to pay twice for special abilities on purchased weapons. Your attunement enhancement bonus automatically stacks with the qualities that you purchase for your weapon. Fighters get Combat Stamina as a bonus feat.
We use some feat tax elimination. Power Attack, Deadly Aim, and Combat Expertise are free options for everybody. The improved maneuver feats have been consolidated into a single feat, Skillful Maneuvers. When you take Skillful Maneuvers, you can choose three combat maneuvers, and you gain the benefits of the Improved maneuver feat for all three. However, the Greater maneuver feats are still separate. Point-Blank Shot is no longer a prerequisite for Precise Shot. Deflect Arrows can be taken by a character who has Shield Focus.
Welp, guess I'm writing up a recruitment post. I'll tell folks whenever its done. I know the exact campaign to steal the character-building details from as well. xD
I didn't think you were a bad GM at all. I think people's lives just gets busy. With so many students and parents on here, it's pretty common to have people phase-out.
I can see things I did wrong. You never got into any combat, things were slow, I should have provided better descriptions to help keep things moving, and I should have poked people more often. I'm glad you didn't think I was a bad one at least.
F Tiefling Guide Ranger 1 l HP 11/12 l AC 17, T 12, FF 15 l F +4, R +4, W +2 l Fire 5 l Perc +5, Init +2
She nods at Silvash, a frown forming on her face. She'd gotten hurt, but her getting hurt kept the others from getting hurt. So, as the door is opened by Silvash, she proceeds to march through. "They die like anything else."
Halfling Oracle l HP 16/16 l AC 20, T 15, FF 16 l F +2, R +4, W +4; +2 vs Fear l Init: +4 l Hero Points 2
With the healing and arguing over with, Missy just walked over to beside Joska and waited for the all-clear to begin moving. Glancing up at the other woman, she nodded back to the elf and noble. Maybe a little bit of humor will lighten the mood? "M-Men, am I right?"
Ok! The Imp here is completely done - fluff to crunch.
Background isn't my best writing - lost a bunch of it due to a miss-click (I know better, should have typed it in docs first and then pasted, but alas) so had to put it back together while frustrated and sleepy.
I've gone over the sheet a few times, but I may have (probably) missed something, so please hit me with any feedback you think is important.
Oh, also, I had a hard time actually spending all of my gold lol. Once I had a couple essentials I just couldn't think of anything else it made sense for her to have and it also seemed absurd for her to be carrying around a pile of gold. So I literally just had her give away 100gp in her background haha.
Thank you for taking the time to consider The Imp, Brolof!
I didn't see anything wrong with the backstory or character sheet, but them again I'm on mobile. I'm still pretty sure I'm imagining something cuter than what The Imp actually is in my head, but eh. That's life.
Anyway, to everyone, I'm going to be away from my computer for about three days because of some sudden business. Life eh? I've got my phone, so I can answer questions. So... Yeah. Apologies on the delay.
I wanted to round out The Imp's characterization a little better, so I'm dropping K. History (Lore: Irori should be enough to cover her education from her mentor, I think) and replace it with Profession: Cook. I like the idea of her Handy Haversack crammed full with an entire cook's kit and a slew of ingredients.
I wanted to ask permission for a handwave, though, as a mercy: I'm scrolling through the rather extensive list of itemized foodstuffs for Pathfinder and after two days of staring at my store's order forms on top of that I feel like my eyeballs are about to melt. Would you be okay with me just doing 10gp for 10lbs of various foodstuffs for the equivalent of a few better-than-average meals for the party while camping?
That's perfectly fine dude, no need to go into mega detail over something as basic as cooking supplies.
Horrifyingly monstrous on the outside, precious cinnamon roll too good for this world on the inside.
I still have a few things to pen in: gear, class abilities list, and background, but the general gist is:
Had it the worst of the worst in the slave caste in Cheliax, as both a Halfling and a Tiefling. Add to that her specific manifestations of her Infernal heritage giving her a striking resemblance to the lowest of low Devils and she was doomed to one of the most wretched existences in the Infernal empire - an achievement of a kind.
A paladin of Irori, reluctantly visiting on business, sensed her inexplicably pure heart and a preternatural talent for channeling ki and liberated her by purchasing her contract and then releasing her from it.
Studying under her liberator and mentor for several years, she honed her natural inclination for channeling ki into a unique fighting style: emitting powerful blasts of force with her bare-handed strikes, allowing her to scatter the ranks of her often much larger opponents.
Once her mentor deemed her training complete, he bid her to walk Golarion, testing herself, her convictions, and her dedication to perfection of the self.
If you're wondering how excited I am at the prospect of knocking jerks around like so many bowling pins with this bizarre little gremlin, the answer is: Extremely.
They sound horrifically adorably, as well as being a creative build. I'm a fan! Also, as the one who knows what shall come down the line with this adventure, I am internally cackling like a mad man. Things will get very interesting very quickly.
We're also very frontliner-heavy, with what appears to be only one character pursuing a focus on ranged combat.
It was mentioned before, but I think it's safe to say the class demographics of the applications are a little surprising! Hardly any full casters, not a single Rogue-ish class of any kind, and no clerics! I thought for certain that with the low point buy I'd see an Ecclesitheurge.
None of these are even remotely complaints! I feel like I'm seeing a lot of creative builds and compelling characterizations.
The recruitment is still open for almost two weeks, mostly because my schedule isn't conducive to launching things earlier, so I hope to see more submissions - even if it means choosing between all these great characters gets even harder!
I'd personally put Eltand into the "rogue" category as well. He's halfway in both, since his builds got the rogue skills covered while also being a summoner.
Life in the Ironbound Archipelago is a hard one. The soil is stony and poor, the seas are rough, and danger lurks around every corner. One must do what one can to survive. The inhabitants of Chaldoth’s Tooth and Svinheim know this well. The small village of around one hundred makes do, fishing and raising swine. Yet with a mysterious string of disappearances and winter closing in, the small village stands on the precipice of disaster. So the word is sent by windrider, to Kalsgard, Bildt, Halgrim, Jol, and Trollheim. A magical reward, for whoever can solve these disappearances.
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Do you ever get the itch? It’s been a while since you did something, and you wanna do it? Yeah, that’s me. It’s been a while since I ran an adventure in Pathfinder, so… Gonna be trying to fix that! Brolof, GM of several years who hasn’t gotten the chance to run anything in a bit. Decided to go to the one place I know for a fact that I can get players and not have to worry about scheduling!
Homebrew adventure set in Golarion because everyone knows Golarion. I’ve got an idea for how to potentially continue it to high levels, but just so I don’t overwhelm myself, this adventure should start at around level 3 and end at around level 6. Three levels of adventure seem reasonable.
I'll leave applications open for about a week. See what we get!
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Character Creation
25 Point Buy with no higher than 18 or lower than 8 after racial bonuses.
Races: All Paizo races below 20 RP, within reason.
Classes: All classes allowed.
Two Traits of your choice, with the option of taking the drawback for a third.
Background skills will be a thing.
Flat starting gold of 3000.
Basically, I allow all Paizo content and a large degree of freedom. As long as you’re using the freedom to build something interesting, and not something is broken, you’re good in my book.
In the same vein, my only real requirement for alignment is that it A) makes sense, and B) doesn’t harm the group overall/hurt anyone else’s enjoyment. Don’t derail things.
Background
I want something. Doesn’t have to be a lot, just something. The only things present are that they’ve gotta come to Chaldoth’s Tooth for either the Grand Hunt or to investigate the strange disappearances. Kinda need a reason for the party to be working together you know?
Homebrew Feat Tax Doc a friend of mine made ages ago. Helps martials and half-casters not have to jump through as many hoops for interesting builds.
To be blunt, I could kind of see it. People are used to higher point buys over all, and 15 was honestly kind of intimidating for me when I saw it.
That's fair. My experiences may be anomalous, but I've played many, many games with 15 point buy or standard array and it's never diluted the fun for me.
It's just a habit thing. People are used to what they're used to, and they're used to having an 18 in a stat at the start of a game.
Vivianne probably spent the day alongside Poshment, trying to heal up whatever injured the Redtooth clan has... alongside helping haul heavy materials. Being big amongst small people was nice.
She put her a hand on her back and stretched, a couple popping sounds being heard. "Note to self, crouching while carrying things with low ceiling tunnels is hell on the back."
Ulliaza turns to Rirsa, looks her up and down before getting a large grin. She pumps a fist and takes a few steps forward to grab a hold of a hand and shake it. "I'm personally glad to have anyone we can get on board, that's capable of handling themselves that is! Welcome to our little hunting party!"
Glancing over at Calxakti, she quirks an eyebrow and shakes her head. "The damage was done by a massive scaly beast, locally known as a DRAGON! Were you sleeping under a rock during the attack? Also, there's undead? When in the Nine Hells did the undead get involved?"
A quick glance over at Adol and a huge grin came over her face again. She rushed over and grabbed his hand, giving it a vigorous shake. "A pleasure to meet you pally-boy! I mean, you look like a paladin. Got the whole shiny aesthetic going on. Name's Uliaza, not anything else. Noble house I came from belongs in the depths of the Abyss. You care to help us out on a dragon hunt?"
Uliaza sighs and takes a sip of her tankard, ignoring the occasional look she's getting. She got the pitcher for the contact and the wait, she wasn't an alcoholic. Even if Gurny argued that she was, considering how many times she had gotten completely wasted on celestial wine...
The sudden shaking and noise snaps her out of the internal argument, the pitcher spilling onto its side. She flings the tankard away and leaps up. Underneath all the makeup, a pallor comes over her face as she realizes the only thing that could make such a noise. Rushing towards the door to get outside, one thought crosses her mind. This day probably can't get any worse.
A small yawn escaped from Ulliaza's lips as she slipped the broach into her cloak, fastening it tight. Shifting over to the nearby mirror, she looked herself over before quickly setting to work with some makeup. After a few minutes of powder and a couple of false contacts, she grinned at the unknown elf that stared back at her. Flipping her hood up and doing one last check to make sure she has everything, she slipped on out of the inn room.
Quickly making her way down to the busy inn room, she stoped by the bar. Pulling a couple silvers from her belt, she slid them over to him. "Send a pitcher of wine over to my table." Not waiting for an answer, the saint in disguise made her way over a table off in the corner. A meal might have been in order, but it was impossible to tell when this particular contact would show. A bowl of stew would just get in the way if he did come in at the wrong moment. Hopefully he had found out if the rumors of House Rasivrein making deals with the local nobles was true, Dalaston was a long way from home...
I've played a Kineticist and it was dope, tanky hybrid. I've also had encounters destroyed by an Aether Kineticist who used her abilities with intelligence. Kineticist can be pretty good at times.
There's a simple reason to go human according to the fluff. Shoanti, the tribal people the Thunder and Fang feats are attributed to in Golarion, have a massive grudge against orcs. So a half orc learning the style would be much rarer. That's just a fluff reason though, and a story can be made to explain a half orc learning the style. Or the in setting heritage of the feat can be ignored.