Priest of Pharasma

Elan Crew's page

385 posts. Alias of trawets71.




For out of character discussion.


It is an average night in the Nostromo Wok and Roll. The smell of grease and damp fills the air. It's the best bar on the Narcissus station. It's the only bar on Narcissus station. Smoke fills the air but thankfully the music isn't on. You are at a round table eating appetizers and drinking discussing your new future together.


I have been wanting to play some Traveller but games around here are few and far between so I have decided to run one. I have not GM'd a Traveller game before so all I am promising is to run an adventure/scenario/module whatever you would like to call it and see how it goes from there.

I will be using the 2008 Mongoose Traveller rules, MgT1. If you have them great if not, it's no big deal. I just got a hard copy of it. There is a SRD. It is not as good as the Pathfinder one but gives a description of character creation and skills.

I'll be using the character creation right from the rules.

I'll need at least 2 people to run this, more are certainly welcome.

Please let me know of your interest and any questions. Once we have some people interested I will start character creation.

Thank you.


Trouble seems to find Falcon's Hallow. Usually it is the down and out working for the Lumber Consortium. Can the wizards who have found themselves here change that?


Welcome all! Please complete your character's alias'. Feel free to discuss roles and skills. You can make some changes to your characters to make sure everything is covered. Backing up other roles is fine as long as everyone knows what their main role is.

Please post in Gameplay and then delete your post. This will let the campaign show up in your games.


I have some more time coming up and I have been kicking around the idea of an all wizard (only wizards) party game. The fun of these types of games to me is to find ways of overcoming the deficits of only having one class. I am leaning towards running the Falcon's Hallow series of modules (that will take over a year). Those will get you up to 8th level and I currently plan on continuing after that. I will have to run some things between the first two modules and the last two as there is a level gap.

I am having surgery at the end of the month and want to wrap things up by the time of the surgery. I am tentatively setting a deadline of May 21st. If there is a lot of responses I may end it earlier but will give a 48 hour notice.

I am looking to fill the four traditional roles: fighter, mage, cleric, thief as well as the bard role of encouraging. I will be taking 6 characters. We will be using a 20 pt buy. Races are Core and Featured. Background skills are in use and two traits allowed (no campaign traits). Take max wealth. No evil characters and I prefer characters that are heroic and want to save the world and don't have to be pushed into it. I also prefer more balanced characters; there shouldn't be any stats of 8 unless the racial lowers it to that. There will also need to be some people capable in social situations.

I am going to be more generous than I was with sources in my last recruitment. Allowed books are: Core, Advanced Class Guide, Advanced Players Guide, Advanced Race Guide, Ultimate Combat, Ultimate Equipment and Ultimate magic. Archetypes can come from any source. I may also allow things from other sources that supplement your role. For example, I allowed the paladin filling the cleric roll to take the Healing Hands feat even though it was outside of core (all I allow in that game). Same goes for equipment. I also generally allow things that are race specific. Anything outside of the listed allowed sources will need approval.

If I forgot anything please let me know.


Gameplay thread


Discussion thread


Since there were so many applicants for GM Mioki's WotR recruitment I decided I'd run this for those that didn't make it in. I am throwing in a bit of a twist though. It's an all Paladin party. I am aware that means no 9th level casting. I'm on the fence about allowing one arcane caster with access to the sorcerer/wizard spell list. I'm not as certain about someone with access to the cleric spell list. I'll listen to arguments for both.

20 Point Build. I like balanced stats. Nothing below 10 before racial or higher than 18 after racial. Wrath gets crazy enough with out min maxing stats. This is the perfect AP to try less optimal builds.
Core Only*
2 Background skills
2 Traits, 1 must be campaign
Max HP 1st Level
Max gold
I want to try and get this going quickly so I'm aiming to close recruitment on Wed. April 29 by 11 PM EST

I will be taking six. One for each campaign trait. I am looking for a well rounded party so I'll be looking to fill the typical fighter, thief, mage, cleric roles, plus a bard.

*I am allowing archetypes for the paladin. This should help cover some of the roles, though I don't think there is a archetype to add trapfinding nor do I think there is an arcane one. No occult, no guns, no vigilante, other than that I am only restricting things to Paizo sources for the archetypes and feats from the book the archetype is in that go with it. For example if you have an archetype that gives slayer class abilities you can use feats that augment those abilities; kind like extra performance does in core for the bard. I reserve the right to say no to anything.

*I am also allowing aasimirs and tieflings but only the base original ones.

I'm sure I forgot something so don't be afraid to ask.


Through flashes of lighting and the crashing of thunder you remember seeing a leaning monument to the district’s pain, this four-story courthouse is a crumbling marvel of cracked plaster and chipped marble. Once a testament to justice wrought in shining white stone, the courthouse is now a crushed dream, its wretched exterior corrupted by a bloated evil festering within.

Rainwater from a recent downpour mixed with mulch oozes from ruptures in the rock like pus bubbling from a wound. The structure of the eastern wing of the upper floor buckled long ago, and now the bell tower tilts perilously, appearing as though it might careen to the ground below at any moment. Two massive pillars frame the heavy oak doors of the court. The pillars’ surfaces run with cracks and fissures like so many burst veins. The doors sag in their archway like the drooping eyes of a madman. The surrounding structures long ago fell in upon themselves in supplication to the creaking courthouse.

A salt wind blows up the precipice and rakes across the tangled weeds of Beldrin’s Bluff. The whole building groans as the wind blows, its tortured lamentation fading to a rasping hiss as the wind ebbs. This croaking murmur never completely fades away. The sun sets in the west, the last slivers of twilight painting the courthouse blood red as darkness creeps closer.

Ianfir’s Vision:
The courtroom buzzes with nervous anticipation. Dozens of eyes, from the crowd behind you and the jurors’ box across the aisle, focus on you. The expressions range from contempt to pity, but there is no forgiveness in their faces. The magistrate slams down his gavel
repeatedly and snarls for silence. The murmur of the crowd relents as the stocky magistrate
draws up to his full height, smoothing a silver beard with one hand as he sets down his gavel
and focuses on you with shining green eyes. “Jarbin Mord. For the brutal and savage slaying of your own wife and six-year-old boy, it is the verdict of this jury, with which I concur wholeheartedly, that you shall hang by your neck until dead. May the gods take mercy on your blackened soul.”

Seldion’s Vision:
A clack of wood on wood is followed by a whip crack of rope drawing taut. The crunch of Vertebrae echoes off the walls. A man’s booted feet twitch freakishly as his last breath rasps from his ruined throat in a choking death rattle. You suddenly realize the man is you, and you look down in horror at your own twitching legs. The crowd jeers with delight and laughs as you rasp your last.

Finngarth’s Vision:
A hulking man is hunched over in this dark dreary corridor of cold flagstone, his back to you. His right hand works feverishly, sawing away at something unseen with a blood-slick shortsword as he gibbers: “Show me the way, Sashrala, you can do it. Use your magic to show me out of here. I love you. I love you so much. Just please show me the way!” With a final wet snap of sinew, blood pools at the man’s feet and he hefts the gory head of a beautiful elven woman. “Thank you, Sashrala. I love you.” The man cries and laughs at once as he kisses her still-working lips and then thrusts her head forward like a lantern. The poor woman’s eyes still blink in disbelief; you get the horrid sense she can still see as her mouth trembles out a vain and silent plea for mercy. Her body lies in a pool of blood flowing freely from her hacked neck. Her right arm is outstretched, her finger pointing toward something beyond the darkness.

Nokayoma’s Vision:
A cloaked figure enters a small attic. A voluptuous woman with dark features sits in a rocking chair, swaying as she hums and knits a sweater for a small child. She looks up, alarm on her face, as the figure closes, its back to you as it advances toward her. Slowly the alarm changes to horror as the figure looms over her.

Volta’s Vision:
The plaza buzzes with sounds of excitement as the crowd waits for the wooden platform to be filled. A hooded man leads a halfling half his size up the stairs and places the noose around his neck. You hear cries of ”Serves you right!” and ”Noble killer!” You feel tears stream down your cheek as you realize you will never perform with your father again. You can’t bear to look but hear the thunk and snap of the rope as the crowd cheers.

Groff’s Vision:
The indistinct form of a beautiful human woman is before you. She whispers sweet nothings into your ear and you would do anything for her. She tells you ”That slug Mord was nuthin’ but a filthy child-murderer and wife-killer.” You hear a dwarven voice reply in common ”Hangin’ is too good for ’im, ya ask me. They should let me give ’im a taste o’ dwarven justice, with the same axe he did for his loved ones.” It is then you realize these words come from your mouth.

Slowly, the vision fades away as you return to consciousness, but the sight that greets you is almost as disturbing. The dying gray light of sunset peeks through slits in the boarded windows, barely illuminating a yawning courtroom replete with pews and a towering bench covered in cobwebs. A shadowed mural on the domed ceiling above depicts Iomedae in her shining plate mail of gilded sunlight, locked in mortal combat with Norgorber, Calistria, and Asmodeus, holding the trifecta of evil at bay with her shining sword. You find yourself in a jurors’ box, and you are not alone. In the other chairs, eleven other figures stir in the darkness, each emerging from troubling dreams into a new nightmare.

Please only read your vision. I would like a will save from each of you and please note if there are any situational modifiers, ie +2 vs. spell.


I started my gameplay thread and deleted it and now it shows as active but is not taking any posts. Here is the location: http://paizo.com/campaigns/v5748p75ivjs1/gameplay&page=last

Any help would be appreciated.


Discussion is active.

Please make sure you have your alias updated and a status line that looks like this:

Rogue 6| AC 20 T 16 FF 16 | HP 51/51| F +6 R +11 W +4; +2 v Fear | Init +8 | Perc +11

in the Classes/Levels line.

If you haven't done so already please give me an idea of a few magic items you would like.


I have decided to run a campaign for all of those I have played with before, especially the DM’s. This game is open to any I have been in a game with before. I am going to run a series of adventures which I have DMed in person for my home group. I have no experience in running a PbP game so please be understanding. This was supposed to get started before my surgery last week but due to all the site issues it never got posted.

Now, down to the nitty gritty:

25 point buy (I like my heros, heroic)
Max gold for class
Max hit point first level (will use half die rounded up thereafter)
2 Traits
Background skills will be in use
Sources: Core, APG, Unchained, UM
Looking to take 6 characters
Background: Something, though see below for some specifics I am looking for
Closing Date: 9-12, with the caveat I may go longer due to interest and how I feel

About the Campaign and Me:

I’m a bit old school in my gaming. I’m a believer in the fighter/mage/thief/cleric party. I know more than those classes can fill those roles but those are the first roles I’ll be looking to fill. I’m not a fan of the magic mart but I won’t be using ABP as I DON”T like it. I’d prefer to place treasure that your characters will like rather than run back to town and buy it. With that in mind I’d like a list of the magic items you’d like, including weapons and armor types. I like “heroic” characters. To me that means someone who sees a need and is ready to help, rewards aren’t a consideration, they are nice, but doing good is it’s own reward.

I have a way to bring the party together, however I would like to have each character have a tie to Absalom family wise, as well as someone or group you are willing to take orders from there; church, PFS, guild, mercenary group, etc.

If you have any questions please let me know.


I have decided to run a campaign for all of those I have played with before, especially the DM’s. This game is open to any I have been in a game with before. I am going to run a series of adventures which I have DMed in person for my home group. I have no experience in running a PbP game so please be understanding. This was supposed to get started before my surgery last week but due to all the site issues it never got posted.

Now, down to the nitty gritty:

25 point buy (I like my heros, heroic)
Max gold for class
Max hit point first level (will use half die rounded up thereafter)
2 Traits
Background skills will be in use
Sources: Core, APG, Unchained, UM
Looking to take 6 characters
Background: Something, though see below for some specifics I am looking for
Closing Date: 9-12, with the caveat I may go longer due to interest and how I feel

About the Campaign and Me:

I’m a bit old school in my gaming. I’m a believer in the fighter/mage/thief/cleric party. I know more than those classes can fill those roles but those are the first roles I’ll be looking to fill. I’m not a fan of the magic mart but I won’t be using ABP as I DON”T like it. I’d prefer to place treasure that your characters will like rather than run back to town and buy it. With that in mind I’d like a list of the magic items you’d like, including weapons and armor types. I like “heroic” characters. To me that means someone who sees a need and is ready to help, rewards aren’t a consideration, they are nice, but doing good is it’s own reward.

I have a way to bring the party together, however I would like to have each character have a tie to Absolom family wise, as well as someone or group you are willing to take orders from there; church, PFS, guild, mercenary group, etc.

If you have any questions please let me know.


I've got a player that is going to be playing a Druid and wants to take the Green Faith Acolyte prestige class. Before being able to gain the 9th or 10th level of it she needs to become an Archdruid and then Great Druid. You can get this title by either filling a vacant position or challenging the current position holder.

Is there likely to be a current position holder or are these positions vacant due to the demons taking over?

Does the Green Faith play any role in the AP?

Thanks


My wife is playing a Catfolk rogue in our WotR game and wants to use her claws as her primary weapon. Is there any way for her to reliably overcome DR epic?

My definition of reliable is standing naked in a field with no one other than the target and all daily uses of any power used, she can still bypass the DR.

I don't think there is a way but I thought I'd ask here. We may have to end up going with a +4 Demon Bane Amulet of Mighty Fists.

Thanks for your advice in advance.


Well, my party failed to bring Horgus around with diplomacy and he left shortly after the abandoned temple. I'm trying to decide if I should give them another shot at him even though it will take some really good diplomacy rolls, the question is just how important is Horgus in the future.

I've gotten my Sword of Valor pdf and it looks like he's helpful but you can live without him.

I know the AP assumes he is around to help but do you think future books will be able to be done without him as well?

Thanks for your input.


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

I wasn't able to find any posts dealing with this so I though I would ask the question. If a melee touch attack spell (such as Shocking Grasp) is modified by the meta magic feat Reach, turning it into a ranged touch attack, is the spell wasted if the ranged touch attack misses as a ray spell would be?

Race

HP 260/246 | AC 41 (43 vs. evil outsiders), t. 16, ff. 40 or 42, CMD 45 | Perception +38 (darkvision 60, lowlight, det. evil, see invis) | F +22 R +11 W +26

About Radamare

This elegantly armored sentinel stands alert, her eyes radiating divine light and her noble blade crackling with power, but behind the light of her eyes is a thousand-yard stare.

Radamare Status:

Active Spells

extended freedom of movement (48 hrs) - various benefits.
aid (14 minutes at will) - 14 temporary hit points and +1 morale bonus to attack rolls and fear saves.
extended mass planar adaptation (38 hrs) - acid resistance 20 and immunity to harmful Abyssal environmental effects.
extended mass lesser reversion (48 hrs) - once during the spell duration, when brought below half hit points, you can dismiss the spell as an immediate action to heal 1d8+19 hit points.
extended delay poison (38 hrs) - poison does not affect you until the spell ends
extended greater magic weapon (38 hrs) +1 to hit/damage with greatsword
extended magic vestment (38 hrs) +4 AC
tears to wine (180 minutes, from Britta) +5 to mental skill checks
nondetection (18 hours, from Britta) DC 29 caster level check to detect with divinations

Other long-term effects
impeded magic: Caster level check (DC 20+spell level) to cast any good or lawful spell

Character Quote:
"So it's my fate to dare the Depths Below, that we might keep the Rough Beast sealed? Is this why the Devil God let me be free a while and did not reel in his little runaway - so I could serve this purpose? Is this why the Gray Lady's hunters have not dragged me back to face her judgment?"

"I will go, though I had dearly hoped to heal a little longer. Maybe, with my holy lady's grace, I will return."

Radamare, Ghaele Cleric 1 (Milani) // Hierophant 6:
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger, mythic)
Init +7 (+1 Dex, +3 tier, +2 luck, +1 competence);
Senses darkvision 60 ft., low-light vision, detect evil, see invisibility; Perception +33
Aura holy aura (DC 22)

----------------------------
DEFENSE
----------------------------

AC 37, touch 16, flat-footed 36 (+4 deflection, +1 Dex, +12 natural, +9 armor, +1 insight)
hp 246 (13d10+78+1d8+6+24); maximum hp; dies at -44 hp.
Fort +22, Ref +11, Will +26; mythic saves
DR 10/cold iron and evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 25

----------------------------
OFFENSE
----------------------------

Speed 50 ft., fly 150 ft. (perfect)
Melee Holy greatsword +26/+21/+16 (2d6+18) (imbued +3)
Ranged 2 light rays +15 ranged touch (2d12)
Attack options: Combat Expertise (-4/+4), Deadly Aim (-4/+8), Power Attack (-4/+12)
Special Attacks gaze (Will DC 21)
Spell-Like Abilities (CL 14th; concentration +18, +22 defensive)

Constant—detect evil, holy aura (DC 22), see invisibility
At will—aid, charm monster (DC 18), continual flame, cure light wounds, dancing lights, detect thoughts (DC 16), disguise self, dispel magic, hold monster (DC 19), greater invisibility (self only), major image (DC 17), greater teleport (self plus 50 lbs. of objects only)
3/day—globe of invulnerability
1/day—chain lightning (14d6, DC 20), prismatic spray (DC 21), wall of force

Spells Prepared (CL 15th; +21 vs SR; concentration +24 (+28 defensive), save DC 19+level; can convert a prepared nondomain spell to a cure spell of equal level)

Domain spells (Liberation) are bold.

7th—holy word (DC 26), holy word (DC 26), harm (DC 25), greater dispel magic
6th—heal, heal, heal, heal, greater dispel magic
5th—communal air walk, plane shift, righteous might, righteous might, one open slot, extended freedom of movement
4th—death ward, death ward, divine power, divine power, purify body, one open slot, freedom of movement
3rd—extended communal protection from evil, communal resist energy, deadly juggernaut, invisibility purge, magic vestment, one open slot, remove curse
2nd—ashen path, bull's strength, ironskin, ironskin, lesser restoration, owl's wisdom, remove paralysis
1st—air bubble, divine favor, divine favor, divine favor, divine favor, liberating command, protection from evil, remove fear
0 (at will)—create water, detect magic, guidance, light

----------------------------
STATISTICS
----------------------------

Str 30, Dex 12, Con 22, Int 12, Wis 28, Cha 19
Base Atk +13; CMB +23; CMD 45
Feats Craft Wondrous Item, Extend Spell, Spell Penetration, Combat Casting, Quicken Spell, Divine Interference, Echoing Spell
Mythic Feats: Dual Path (champion; strike is Fleet Charge), Extra Path Ability (Divine Metamastery), Extra Path Ability (Relentless Healing)
Traits: Freed Slave, Fate's Favored
Skills Diplomacy +23, Fly +25*, Knowledge (planes) +20 (+21 demon-related), Knowledge (religion) +20, Perception +33, Sense Motive +28, Spellcraft +20. *ACP -5 may apply - not included.
Background Skills: Artistry +8 (4 ranks), Profession: torturer +25 (10 ranks); Lore (Asmodeus) +14 (10 ranks), Lore (Milani) +8 (4 ranks) Radamare has been gradually retraining both of her higher-ranked background skills as the skills and memories of her mortal life fade, a process that is far from complete

Languages Celestial, Draconic, Infernal; truespeech
SQ light form, a whole bunch of class and mythic stuff detailed below.

----------------------------
SPECIAL ABILITIES
----------------------------

Amazing Initiative (Ex)
Radamare has +3 to initiative checks (1/2 tier). In addition, as a free action when rolling initiative she may expend one use of mythic power to add her surge die to her initiative roll.

Bastion (Ex)
Radamare adds her Constitution bonus to her CMD and to the DC of attempts to use the Intimidate skill against her.

Demonic Knowledge (Ex)
When making Knowledge (planes) checks regarding demons, demonic cults, and their magic, Radamare gains a bonus on the check equal to half her class level (minimum +1).

Force of Will (Ex)
As an immediate action, Radamare can expend one use of mythic power to reroll a d20 roll she just made or force any non-mythic creature to reroll a d20 roll it just made. She 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.

Gaze (Su)
In humanoid form, Radamare's gaze attack slays evil creatures of 5 HD or less (range 60 feet, Will DC 21 negates, shaken for 2d10 rounds on a successful save). Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 21 Will save or be shaken for 2d10 rounds. A creature that saves against Radamare's gaze is immune to her gaze for 24 hours. This is a mind-affecting fear effect. The save DCs are Charisma-based.

Hard to Kill (Ex)
Whenever Radamare is below 0 hit points, she automatically stabilizes without needing to attempt a Constitution check. Bleed damage still causes her to lose hit points when below 0 hit points. In addition, she doesn’t die until her total number of negative hit points is equal to or greater than double her Constitution score.

Hierophant/Champion Strikes and Path Abilities

Inspired Spell (Su) wrote:
Radamare can expend one use of mythic power plus one for every two levels of the spell to cast any one divine spell with a casting time of one standard action or less, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
Fleet Charge (Ex) wrote:
Radamare can expend one use of mythic power as a standard action, two as a move action, or three as a swift action to move up to her speed. At any point during this movement, she can make a single melee or ranged attack at her highest attack bonus, adding her tier (+6) to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses up to 11 points of damage reduction (5+tier).
Faith's Reach (Su) wrote:
Whenever Radamare casts a divine spell with a range of touch, she can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.
Eldritch Breach (Su) wrote:
Radamare is adept at breaching magical defenses and resistance to her magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether or not her magic affects a target (such as with knock or neutralize poison), she rolls twice and takes the higher result.
Enduring Blessing - 3rd Tier (Su) wrote:
Whenever Radamare casts a spell with a duration of 10 minutes per level or longer upon one willing target, she can change that spell’s duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can’t be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends.
Divine Metamastery (Su) x4 wrote:
As a swift action, Radamare can expend one use of mythic power and pick any one metamagic feat she knows that increases the slot level of the spell by 0 to 4 levels. For the next 10 rounds, she can apply this metamagic feat to any divine spell she casts without increasing the spell slot used or casting time. She can also use this ability on a divine spell cast from a scroll, staff, or wand. She can’t have more than one use of this ability active at a time. If she uses this ability again, any previous use immediately ends (though any metamagic effects on spells already cast remain).
Relentless Healing (Su) wrote:

Radamare can restore life to the recently dead. If a creature has died within 1 round, as a free action she can expend one use of mythic power to apply healing magic to that creature. This healing can be from a spell or effect she causes or from a magic item she wields. If this healing brings the creature’s hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total (similar to the way breath of life functions); otherwise, it remains dead.

Alternatively, she can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with a prepared cure light wounds spell) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature’s hit points above its death threshold, it returns to life.

Liberation (Su)

Radamare has the ability to ignore impediments to her mobility. For 1 round per day (=cleric level), she can move normally regardless of magical effects that impede movement, as if she were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Light Form (Su)
Radamare can shift between her solid body and one made of light as a standard action. In solid form, she cannot fly or use light rays. In light form, she can fly and gains the incorporeal quality—she can make light ray attacks or use spell-like abilities in this form, but can’t make physical attacks or cast spells. This ability otherwise functions similarly to a bralani’s wind form ability.

Light Ray (Ex)
Radamare’s light rays have a range of 300 feet. This attack bypasses all damage reduction.

Mythic Power (Su)
Radamare's maximum mythic power is 15. She regains 3 points per day. It is restored to full after completing a mythic trial.

Mythic Saving Throws (Ex)
Whenever Radamare succeeds at a saving throw against a spell or special ability, she suffers 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).

Recuperation (Ex)
Radamare is restored to full hit points after 8 hours of rest so long as she isn't dead. In addition, by expending half of her remaining uses of mythic power and resting for 1 hour, she regains regain a number of hit points equal to half her full hit points (up to a maximum of her full hit points) and regains 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)
Radamare can expend one use of mythic power to increase any d20 roll she just made by rolling 1d8 and adding it to the result. Using this ability is an immediate action taken before the result of the original roll is revealed. This can change the outcome of the roll.

Spells
Radamare casts spells as a 14th level cleric - 13 from her status as a ghaele azata and one actual cleric level. Her domain is Liberation.

Possessions Evil outsider bane holy greatsword, evil outsider defiant full plate, stone of good luck, quick runner's shirt, prayer bead of karma (part of a necklace that possesses a continual flame spell at CL 19), ioun stones (dusty rose prism, cracked dusty rose prism, orange prism), otherworldly kimono (no resistance bonus), gloves of arrow snaring, eyes of the eagle, handy haversack, ring of counterspells (charged with greater dispel magic), boots of striding and springing, 350 gp.

Mundane gear: Four silver holy symbols; falchion; scimitar; lucerne hammer

Alchemical items and components wrote:
myrhh (enough for 20 component uses), magnesium (enough for 10), alchemical grease (10 uses), bladeguard (1 application), deodorizer (2 applications), incense (20 sticks), salix (one use)
Scrolls wrote:

1st: air bubble x2, moment of greatness x2, obscuring mist x2, protection from evil x2, protection from law x2, remove fear x2, remove sickness x2

2nd: ashen path, bull's strength, owl's wisdom x2, eagle's splendor, ironskin, lesser restoration x2, silence x2
3rd: invisibility purge
4th: death ward, purify body
5th: none
6th: heal, heal
7th: none
8th: none
9th: none

Radamare's favored class is cleric, and she has selected skill points as her favored class benefit for her only actual cleric level. She is a Devilbane Priest (which sacrifices a domain, so her only domain is Liberation) and a Foundation of Faith (which sacrifices Channel Energy).

Radamare's Story So Far:
For all her exceptional power among the ghaele azata, Radamare is shockingly new to the order of azata knights - indeed a newborn by the standards of any of the celestial hosts - and quite unique because of it. The mortal soul that formed her did not die long ago, to spend centuries roaming the paradises of Elysium, unlearning mortal weaknesses, forgetting memories, learning to know freedom as only the azata do, and gradually growing into its new status. Rather, she arrived barely a year ago and was raised directly to the rank of an azata knight by the hand of Milani herself.

And she was not the soul of a great mortal champion of liberty, but of a slave-priestess of Hell.

The story of that soul's life was a pitiable one, the life of a bound chattel of the Devil God, nameless, an existence of darkness and pain, of obedience brutally enforced until it seeped into the heart and mind and became second nature.

The story of that soul's death was, perhaps, inspiring, a single spark of hope kept alive deep within, inspired by a whispered dream sent from Milani herself, leaping to sudden flame. A mythic ritual meant to empower nine elder cardinals of the Devil God, exploiting their obedient slave priestess as a conduit for dangerous planar energies, sent awry by her self-sacrifice, disrupting the ritual and letting its unbound energy sear her vile masters to ash even as her own body was likewise consumed.

The story of that soul's afterlife... might be unique.

Milani, goddess of revolution and liberation, had played a critical role in inspiring the heroic death of that soul, but as she wound her way as a petitioner through the River of Souls towards Pharasma's judgment, the celestial hosts who serve the Everbloom were troubled at heart. After all, heroic deaths may be glorious, but evil deeds, even those done under vicious compulsion, scar and darken the mortal soul, and who could say whether the Gray Lady would assign heroic rebellion the same importance as it bore in Milani's sacred halls? What if the death goddess's judgment took a soul that had died striving for freedom and decreed that the balance of her life would condemn her to Hell?

Azata being azata, and not over-fond of putting their faith in the rules and trusting the process, a group of them took matters into their own hands, raided the River of Souls, stole the priestess's soul away, and brought her before Milani that their goddess might lay her claim in a way that even the Lady of Graves would be hard pressed to undo.

And the Everbloom smiled on the boldness of her knights, and decreed that in her court brave deeds would always meet with worthy reward. The soul that they had risked Pharasma's wrath to safeguard would be raised up to be one of them.

Thus it was that a lowly and battered mortal soul, freed from the clutches of the Devil God and then stolen away from the Gray Lady's judgment, was raised up by the hand of a third goddess and formed directly into a mighty knight of the azata.

But troublingly for Radamare, her hasty and unorthodox elevation from petitioner to azata left her no time to let go of the trappings of her mortality and subsume her old personality into the freedom of Elysium. Unusually, perhaps uniquely among azata, she still remembers much of her mortal life.

Though she fervently prays to forget it.

Radamare Today:
Although Radamare's true desire is only to rest and slowly forget the traumas of her mortal life in the bliss of Elysium, where there are no whips, no chains, no lightless prison cells and brooding torture chambers, the very connections to her mortal life that Radamare wishes to be rid of also empower her - especially her connection to the strange mythic ritual that the first and last rebellion of her mortal life so fatefully disrupted. The misfired ritual power still lingers within her, a pulsing wellspring of mortal energy that no other of her order commands, and Radamare has already used it to resolve challenges that had proved beyond older and more established azata knights.

Whether that power can carry her through the terrible depths of the Abyss - that is another question entirely, and a still unanswered one.

Why neither Asmodeus nor Pharasma has yet come for her - that is another still. Perhaps now that Milani has so overtly staked her claim, they are unwilling to rock the boat. Perhaps the lesser goddess's gambit has succeeded.

Or perhaps... the two greater gods were not so easily fooled by Milani and her azata. Perhaps they had their own purposes in allowing the soul that became Radamare to slip their net. Perhaps they foresaw that they would need someone like her.

For a little while.

Math - modifier calculations, wealth tracking, etc.:

Fort +22: 8 (racial HD), 2 (cleric HD), 6 (Con), 4 (resistance - holy aura), 2 (luckstone w/ Fate's Favored)
Ref +11: 4 (racial HD), 1 (Dex), 4 (res - holy aura), 2 (luckstone w/ FF)
Will +26: 8 (racial HD), 2 (cleric HD), 9 (Wis), 4 (res - holy aura), 2 (luckstone w/ FF), 1 (Freed Slave trait)

CMD 45: 10 (base), 13 (BAB), 10 (Str), 1 (Dex), 6 (Con, via Bastion special ability), 4 (deflection - holy aura), 1 (insight - ioun stone)

Attack +26: 13 (base), 10 (str), 3 (ABP weapon enhancement)

Cleric caster level 15: 13 (ghaele), 1 (class), 1 (ioun)
SLA caster level 14: 13 (ghaele), 1 (ioun)

Skills:
Diplomacy +23: 14 ranks, 3 class, 4 Cha, 2 luck
Fly +25: 11 ranks, 3 class, 1 Dex, 8 maneuverability, 2 luck
Knowledge (planes) +21: 14 ranks, 3 class, 1 Int, 2 luck
Knowledge (religion) +21: 14 ranks, 3 class, 1 Int, 2 luck
Perception +33: 14 ranks, 3 class, 9 Wis, 2 luck, 5 competence
Sense Motive +28: 14 ranks, 3 class, 9 Wis, 2 luck
Spellcraft +21 14 ranks, 3 class, 1 Int, 2 luck

Items and cost tracking:

Wondrous item prices reflect the crafting price.

18,315 (holy evil outsider bane greatsword)
2,650 (evil outsider defiant full plate)
10,000 (luckstone, self crafted)
500 (quick runner's shirt, self crafted)
10,000 (prayer bead of karma, self crafted)
2,500 (dusty rose prism ioun stone, self crafted)
250 (cracked dusty rose prism ioun stone, self crafted)
15,000 (orange prism ioun stone, self crafted)
21,000*** (otherwordly kimono, self crafted. Due to ABP, removed the resistance bonus.)
***note - Estimated the base price at 42,000 gp (67,000 gp - [16,000x1.5 for a +4 resistance bonus] - [nominal 1,000 for the ability to go to resistance +6])
1,250 Eyes of the eagle (self crafted)
2,000 Gloves of arrow snaring (self crafted)
4,000 gp ring of counterspells
1,000 gp Handy haversack (self crafted)
2,750 boots of striding and springing (self crafted)
350 (14 first-level scrolls)
1,500 (10 second-level scrolls)
375 (1 third-level scroll)
1,400 (2 fourth-level scrolls)
3,300 (2 sixth-level scrolls)

50 gp (ruby dust for self-cast continual flame - used)
500 gp (eye ointment for True Seeing - two castings)
500 gp (diamond for various spells)

100 gp Holy symbol (silver) x4
100 gp backup weapons - falchion, scimitar, and lucerne hammer

alchemicals:

40 gp myrhh (=20 component uses)
20 gp magnesium (=10 component uses)
50 gp alchemical grease (=10 uses)
40 gp bladeguard (=1 use)
60 gp deodorizing agent (=2 uses)
20 gp incense (=20 sticks)
30 gp salix (=1 use)

______________

99,650 gp spent

350 gp remaining

Spell preparation - noncombat day:

7th—holy word (DC 26), open slot, open slot, greater dispel magic
6th—heal, heal, open slot, open slot, greater dispel magic
5th—communal air walk, plane shift, righteous might, open slot, open slot, extended freedom of movement
4th—death ward, divine power, open slot, open slot, open slot, open slot, freedom of movement
3rd—extended communal protection from evil, communal resist energy, invisibility purge, magic vestment, open slot, open slot, remove curse
2nd—ironskin, lesser restoration, owl's wisdom, open slot, open slot, open slot, remove paralysis
1st—divine favor, liberating command, protection from evil, open slot, open slot, open slot, open slot remove fear
0 (at will)—create water, detect magic, guidance, light