Danse Macabre

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915 posts. Alias of Veniir.


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Juriya's bomb and Arrian's attack hit the ghoul at the same time, removing any chance it has to continue biting.

The woman is regains her reason once she sees Ethan. She is still very shaken however.

Ethan:

The woman doesn't show any signs of ghoul fever. She's not even (physically) hurt in any way.


@Doni: Yes, you can exclude yourself.

@Juri: Haste at least gives you bonus to hit.

The three ghouls charge the group. Two of them get their heads bashed in by Alicia's hammer. The third one, however, gets close. Ano tries attacking it, but the thought of fey distracts her and her thrust is wild. The ghoul tries biting Arrian.

GM only:

Bite: 1d20 + 3 ⇒ (2) + 3 = 51d6 + 1 ⇒ (4) + 1 = 5

Seeing its fellow ghouls be cut down distracts the last one, and it nearly faceplants.

Party's up. Wrap it up!


In Brazil there's a saying "Bad luck in a game, good luck in love". The game refers to gambling, but still....


@Juri: What's the range increment on that?


Arrian:

You know that fey are typically chaotic and like to play pranks. How harmful the pranks are depend on where they are on the good/evil axis. They often have spell-like abilities and typically of the illusion and enchantment schools. They are weak to cold iron weapons.

I'll reward your nat20 on religion with full information. These are ghouls. Like any undead, they can see in the dark, are immune to:
death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.

Ghouls in particular have channel resistance (bonus on saves vs channel energy) and 3 attacks. All attacks have a save vs paralysis (elves are immune), and the bite has a save vs disease. The disease is what you saw from Grayst. Strongest save is will. They are pretty easy to hit and don't have many HPs. They can jump, climb, hide and swim.

Funny, you all noticed Cherry only now...

Ethan:

I didn't write down, unfortunately. Did your patients have names?

Ethan shoots an arrow that flies wide. Donimah casts a spell that makes the groups fast.

@Doni: The spell is 1 target/level, so that's 5 targets. You only have to pick one player to exclude.

Init:

Alicia initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Ano initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Arrian initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Donimah initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Ethan initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Juriya initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Ghouls initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Mother initiative: 1d20 ⇒ 16

The woman continues running towards the group. She is in complete panic and cannot muster a word, let alone a sentence. The creatures are taken by surprise at the group's appearance.

You all win initiative. Some of you went before the pregnant woman, but I just moved her anyway because this is what she would do regardless.


The way is peaceful in the dead of night. The group meets nobody on the road and they're already very tired as they hustle out of the Lost Coast road.

Everyone take 7 non-lethal damage

The road that goes next to the Foxglove river is also well maintained and the group makes good time. Nearby there's a piece of woodland known as Whisperwood.

Knowledge local or geography DC 15:

This forest is known for being home to capricious gnomes, pixies and other fey.

About half an hour before you reach the manor, you walk towards a crossroad with a tree. I'm assuming you're carrying some sort of light for the non-night seeing PCs. A woman shrieks and runs towards the group. She seems to be pregnant. Behind her are 3 creatures, two of which are feasting on a body near the tree. The third seems to get up from feasting in order to follow her as she runs toward the light source. She is clearly panicking.


Still in my boss's workshop.

@Juriya: FYI you guys still aren't level 6 because you haven't rested yet (if Thassilonian comes at lvl 6)


@Alicia: I'm ok with the Leadership feat. In fact, I soft prepared Orik and Gogmurt to sort of be cohorts if you wanted them.

@Everyone: I may not be able to update the hike until probably Wednesday morning.


Arrian:

Cheers


The tiefling nods at Alicia, although he looks at the weapon inquisitively. He takes it and the tip immediately drops to the ground. He obviously underestimated its weight, showing this is the first time he held such a weapon.

Dude is a level 1 rogue, give him a break!


Ok, here is where we stand.

Overland movement is what we want to do. There are only 2 options: walk and hustle. The game forbids attempts to run (I think Aragorn, Legolas and Gimli aren't part of Pathfinder).

If you walk there, you'll have no problem. If you hustle, you're fine for 1 hour. After that, you take 1 nonlethal damage for one hour of hustling. After that, you take double the nonlethal damage from the last hour.

If you hustle, you'll take 4 hours to get there. That is an accumulated 7 nonlethal damage.

I don't believe any of you took the horses you were gifted in the previous book, so you can't try to mount there.


@Ano: I'm an idiot, the moth landed on the SW window and that's the direction, yes.


If someone spends a hero point:

If you don't leave now, one of the pregnant women that Ethan is looking after will be eaten by ghouls.


OMG, you guys!!! Is there a Captain Planet equivalent of Golarion deities?

For a moment, the group sits in silence. The guard that came with Redmane stops his scribbling for whatever reason, and even the winds seems to stop its howling. A lunar moth lands on a window to the southeast of the building. Just as quickly it flies away to the southeast.

The stink from the wizard's spell can still be felt. Although it produces no disabling effect, it is still unpleasant. The dark of the night seems to enter the building.

The silence and the mood are broken by an egg that falls and breaks from the kitchen part of the room.

There's divination magic to ask specific questions. This is the best I could do. Interpret it as you like.


Alicia is killing me!


So, all I need now is the decision of whether you're resting or going off to the Misgivings straight up.


Lol Alicia


Guys, let me help you make the decision about the path to take.

Next time you rest, you're up to level 6.


OMG you guys are awesome! I was planning to ask who was here, but seems you guys are on top of things.


Alicia:

I'll allow it, but let's be careful about this. Let it not be a way to give your character free information, or serve as a plot device, like in Harry Potter/Voldemort. It should only be a character development device.


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The room falls silent as Alicia sings. Even the wind outside seems to tone down is howling to hear her sing.

Alicia:

For a brief moment, you feel you connect with Grayst's soul. You feel his madness. It is mostly born of the terror's he's lived, witnessing live men's chests being carved by an undead. You feel jealousy towards Arrian, although you don't understand it.

As your song touches his spirit, he understands what is about to happen. How, not only he is about to die, but after death he will be judged for his life of being a lawless brute, his soul probably sent to be a meaningless blob in the abyss, to live an eternity of scrounging for scraps, fighting for crumbs and being stomped on. This saddens him.

This only lasts for a spark of a moment, but it is enough for you to know that, in his madness, he can never be redeemed, and this is the destiny of some people. You feel a sense of powerlessness, that even in your best efforts, you cannot redeem every single soul.

As Grayst dies, he doesn't struggle, but his face looks relaxed, accepting.

Sense Motive DC 12:

Corporal Redmane is relieved he doesn't have to do this deed.

@Arrian: You have the necromancer's map. You can check the map yourself, it's linked in the campaign's header. There are a few ways you can take. You can try to cross Cougar's Creek that runs next to the sanatorium, then try to reach the Lost Coast road by walking by the Ahsen Rise. You're gonna have to swim for that. You can also try to try to walk upriver and then around its source. You're gonna have to do some climbing for that. Or you can go back to the Lost Coast road from this side of the river, then walk the road until you reach the Foxglove River, which you have to walk downstream to reach the manor. The latter would take two hours to reach the road, then 2 additional hours of walking the road, then you don't know because you're not sure of the status of the off-road path that leads to the manor, but it would take at least 2 to 3 hours.


Redmane lets Ethan do it.

So, what else we doing tonight?


Redmane nods at Ethan and asks him what the most respectful way to do it would be. He figured a quiet room would be better than a bunch of people singing and doing other things like it was nothing. Ethan senses that the corporal is only trying to do it in a non offensive manner, and doesn't relish in the task one bit.


While he doesn't know, Father Zantus is very grateful that the heroes allowed him to sleep.

Alicia:

Corporal Redmane is well respected among the guards. He is a kind soul, but very big and strong, although his brain is not as big and strong, so to speak. During your time training the guards in the winter, you noticed Redmane grew a little distant. It is easy to guess that he became jealous of the attention and respect that the tiefling paladin received in so little time.

You recognize the guard who came with Redmane. Everyone calls him Jumb and he is known for not being particularly strong or agile, but he is very methodical and likes to keep things organized. He is one of the few who is sort of indifferent to Alicia.

Corporal Redmane assesses the situation and asks Ethan to bring Grayst to a peaceful room, if there is any. Since he's spent a few hours in the sanatorium, he chooses Habe's bedroom, just north of the main reception. Redmane asks for respectful peace and quiet, and to be left alone with Grayst. He closes the door, and it is clear what he wants to do.

Meanwhile, the other guard starts writing down a bunch of stuff. Anyone who peeks into his worksheet sees he's cataloguing everything, from objects, their positions, state of the building, and even some technical details about the type of white paint on the walls and quality of cloth he finds, on clothes and sheets and curtains. He even estimates the thread count on it.


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.Arrian wrote:
We sacrificed Donimah to increase our powers; I hope that's okay? ;)

In my RL tables back in Brazil we used to call the PCs of the players who were absent "brave PC", since they were always the characters to open doors and step on sus hallways.


Ano:

This guard who everyone calls Jumb is known for not being particularly strong or agile, but he is very methodical and likes to keep things organized. Surely the sheriff told Redmane to take Jumb with him to log everything.

Around midnight, Ano and Arrian and two guards arrive at the main entrance. Inside, it seems there's a singing party going on.


Sanatorium:

There are two obvious entry points to the building, the main entrance through which you came, and a side service entrance. The part above the main entrance has no construction, the second and third floor are above the kitchen. So which do you leave open.

Sandpoint:

Corporal Redmane appears looking a bit annoyed, but loyally stands at the ready. The sheriff talks to him privately for a few moments. Afterwards, Redmane goes into the dormitories and comes back with a hastily readied guard. He tells the heroes "Please, lead the way."

You may roll Knowledge local for this particular guard.


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Sandpoint:

That's the guy that the other guards respect, but he isn't very much on the bright side. He is polite enough, though.

Sanatorium:

The tiefling can surprisingly sing, and tries joining Alicia once he learns, first the melody, then the words.


Sanatorium:

According to that chart you showed me, it doesn't show any auras because he isn't a cleric nor is he high HD.

Pidget hears Alicia and replies "I'm a raaaaaaat. I don't talk"


Sanatorium:

The tielfing says "Yes ma'am, I'll do my best to please the lords."

Answering Ethan, he says "There's Grayst's cell. It's right next to Pidget's. It has thick iron bars, it's really safe!"

He also accompanies Alicia, and whoever else wants to come, to the third floor to inspect the cell, and to see Pidget. On the second floor, there are two old patients who scream and shriek as they see people they don't know.

On the third floor, there are three cells, all of which have very sturdy iron bars. Pidget is in one of them. He is a rat lycanthrope in hybrid form, and tries to stay in shadows, unless someone brings into view a slashing weapon. Grayst's cell is one of them. Alicia verifies that it would a very long time for her to bite through the bars.

There is also a work room on the third floor.

In Sandpoint:

The sheriff sighs heavily, seeing they won't go away easily. He says "I understand. I'll send Corporal Redmane." He gets up and goes talk to the guard outside, supposedly to tell him to go to Redmane's bunk.

Corporal Redmane was the one left in charge when the sheriff went to Magnimar to get more troops to defend the town against goblins.


Sanatorium:

Adding a little something to the discussion, which is more my own view than study of Golarion: The study of magic is more concerned with shaping the arcane energies that are flowing in the world, like the aether that was believed to exist in our own earth a few centuries ago. Magic is just a result of this manipulation. Alchemy is closer to science, in the sense of applying the scientific method, i.e., questioning -> experiment design -> data collection -> analysis -> conclusion -> further questioning -? ... They differ mainly because magic is born first of theorizing the nature of the arcane then testing these theories, whilst alchemical theory comes from empirical observations.

The tiefling has a hard time following what Alicia tells him, but it is visible he makes the best effort he can. He is much happier when she gives him direct, actionable instructions, and goes on to follow them to the letter. He does ask her "Should I let Pidget out ma'am?"

Feel free to add stuff to the map in terms of furniture rearrangement. There is no access to the basement except through the way you came.

@Doni: I forgot to tell you, you manage to identify one of the other wands: It's false life with 29 charges.

In Sandpoint:

The sheriff seems to be listening to Ano and Arrian, but he does so thoroughly enjoying his coffee, with his eyes closed and tasting every single drop. When they're done speaking, he opens his eyes and says something, but his voice is rasp. After clearing his throat, he tries again "I believe you. What sort of evidence is there for me to see in the Sanatorium? The murderer has already attacked in Sandpoint once. You're proposing I leave Sandpoint while undead are about to look at a dead wizard and a building with crazy people in them? If the doctor has surrendered, why haven't you brought him here? His admission should be proof enough, no?"

Apart from his reasonable logic that he doesn't want to leave Sandpoint while it could be in danger of undead coming in, the sheriff doesn't seem to want to touch the Grayst subject.


So far the forums are the same for me.


Guys, let's keep the separate scenes spoilered.

Arrian and Ano:

The sheriff's eyes suddenly widen. He hushes the two into the garrison while looking around, then into his office. On the way in, he barks at one of the guards that is bored out of his mind "Jake, coffee, now."


@Juri: Lol

Ano and Arrian:

The sheriff looks at the two heroes a bit annoyed and says "Explain yourselves."

Rest of you:

Aside from discussing the theoretical aspects of necromancy and transmutation, what are y'all doing?


Oh man. Hope nothing bad happens to the games.

If we do get something revamped, I hope they fix the PMs. They also bug out for me.


The sheriff is getting back into the garrison when Arrian and Ano catch up to him, huffing from the way back.

Ano:

Your nose tells you he's been drinking wine.


After conferring with someone more knowledgeable than me, this is what happens:

All souls go to the Boneyard when they die, waiting to be judged by Pharasma. After being judged they go to the appropriate plane of their judgement.

Making an undead involves fracturing a tiny part of the soul to keep it in the undead body. Once this body expires, the soul is made whole again, and the soul is judged normally. This is why one of Pharasma's edicts is to kill undead, so they may be judged by her.

This answer your question?


Gurnak cries when is embraced by Alicia. He doesn't register as evil. He teaches her a hand signal they know together. About finding Gortus, he says "We did talk about hiding in Magnimar if things went south, but my brother's smart. He'd imagine I was captured and would release this information under torture, so he could try to be somewhere I wouldn't predict. He could be anywhere by now, really."


@Juri: Are you cdg'ing him despite Ethan's attempts? Just want to be clear.

Donimah:

It's a wand of gentle repose with 17 charges left.

@Donimah: There are 2 other wands that were on the necromancer that you can also roll for.

The tiefling is completely engulfed in Alicia's gentleness. He opens up. He is called Gurnak while his twin brother is called Gortus. They escaped slavery in Cheliax. They stowed away on a ship bound for Magnimar, which is a story he tells with many colorful details, of how awful it was, riddled with rats who served both as companions and food.

In Magnimar, they responded to an advertisement for work up along the Lost Coast. He explains that the promise of pay, free room and board was good enough, but adding that it was a place to hide out for a few years, this job fit perfectly. All they had to do is care for Habe's safety from the more violent patients. He explains that there are a few more patients upstairs. Blind Sedge, an old farmer who has no family and lost his sight in a goblin attack. There's also Wald, a really really old man who refuses to die but, by Gurnak's description, is completely senile. They don't take well to people they don't know and may shriek if the group comes upstairs, but they like to stay in their own cells and are harmless.

Then there's Pidget Tergelson, on the top floor. He is in a stronger cell because that is needed. He is part rat, part man, and after some questioning, it becomes clear that he is actually a wererat. He's been here since before the twins arrived. It seems like the doctor has been trying to theorize a connection between his lycanthropy and his mental disorder. However, whenever a little project comes up, the doctor ignores Pidget again to focus on whatever else. Gurnak recommends not to let Pidget see a slashing weapon, because he gets crazed when he does, and becomes very aggressive. Other than that, he prefers to be silent and creepy.

He goes on to tell Alicia that he never had too much contact with the wizard downstairs. He only knows that he has some sort of arrangement with Doctor Habe. Every once in a while, when a patient dies, the doctor has the twins carry the body downstairs, which is the only time they go there. They don't like it there, they're scared of the wizard. He has no idea about any ghoul business, except that the word comes up occasionally when the doctor and the wizard are discussing things. He doesn't know what a ghoul is.

Finally, after spilling his guts, the tiefling drops to his knees and begs Alicia for forgiveness, as if he were kneeling before Iomedae herself. He says that he'll do anything to make things right, even hunt down his brother and kill him.

@Arrian and @Ano: You two can make it to Sandpoint before one NPC goes to bed. Who is is? You may start the conversation


Ano Clovermark wrote:
How far again is it from the Sanetorium to Sandpoint?

4 hours on a normal pace

@Alicia: This would be diplomacy.

@Juri: Look at Arrian's post. This is what I meant in the spoiler...


Juriya:

Potions: Cure Moderate wounds and Gaseous form. I'm sure there's a fart joke relating to the last fight somewhere, but I can't find it.


Maybe buy an invis ring?

Also, if you want to play catch up with Spellcraft, all you need is a reliable way to Detect Magic (such as an item or a permanency spell), and you're good to go to id magic items as well. Investigators get free inspiration with Spellcraft iirc.


You have one of the tieflings. The doctor is now bound and very unhappy. Grayst is not yet undead (he has 2 or 3 days depending on stat damage rolls). You can choose to have the image of Juriya "CDG him a few dozen times", or Ethan calling the light of heaven on his face.

There was another 2d4 of acid damage that Arrian was supposed to take from the wizard's missile, that I thought when I wrote the post "I'm going to forget about this". Then I forgot about it next round. So...

2d4 ⇒ (1, 2) = 3

The group takes a quick check of the wizard's pockets. They find:

Two potions, two wands, a well made dagger and a key ring. Additionally, 11pp, 4gp and 14sp. Do appropriate checks to identify these items, please.

Other than that, it is hard to decide what this room is, a wizard's lab or a catacomb. There are several tables bearing bodies covered by drapes, while tools ranging from shovels to dissection implements sit on shelves against the wall.

Knowledge arcana DC 15:

Yeah, this is a necromancer's lab.

Perception DC 20:

In a slot in a table leg, you find a magical wand.
Needs appropriate identify roll.

There is also a map of the Sandpoint hinterlands here. There are many circle and line drawings on the map, particularly around the southern farmlands and along the Foxglove River.

The other notable item to be found in the lab is a spellbook.

Spellbook:

Spells in the spellbook: Chill touch, Mage armor, Magic Missile, Obscuring mist, Ray of enfeeblement, Acid arrow, Blindness/deafness, Command undead, Mirror image, Displacement, Stinking cloud, Vampiric touch, Fear, False life, Gentle repose, Ghoul touch, Halt undead, Identify.

Also in the spellbook are a lot of notes. Most concern ancient Thassilonian traditions of magic, including a few drawings of the Sihedron rune. He distinctively writes about how the presence of the rune means that the magic in question deals with people's souls.

Also in the notes can be found some details on the aforementioned map drawings. They are what he called "ghoul activity". He seems to want to trace back "generations" of ghoul attacks to find the source. He hoped that Grayst will succumb soon so he may dissect the body before it rises as a ghoul. He is certain a "ghoulish source" has arisen in the region.

Finally, he is satisfied with his relationship with Habe, who only wants to sit in front of Grayst as he dies and watch as he becomes a ghoul.


Ethan fails to stop the progress of the disease.

Who does the dirty deed?


Yes... Arrian's latest knowledge confirms it.


@Ethan: I'll need a caster level check for delay disease.

Arrian:

You know that ghoul fever attacks both dexterity and constitution. You also know that Lesser Restoration won't help against the disease. Also, Restoration could help him physically, but nothing short of Heal or Greater Restoration will help restore his maddened mind.


@Alicia: He has a huge amount of ability damage. He'll turn into a ghoul once it zeroes out.


Ano recovers. Eventually so does Donimah.

Alicia finds Grayst on the floor how she left him.


Juriya:

Habe is truthfully fearful for his life. However, he is not as innocent as he is making it out to be. As if his relationship with Caizarlu wasn't as strained as he's claiming.


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@Alicia: In that case, his spell did not crit. You only take 5 damage.

Arrian miss chance (miss if <=50) 1: 1d100 ⇒ 86
Arrian miss chance (miss if <=50) 2: 1d100 ⇒ 61

Mirror image (true is 1): 1d2 ⇒ 1
Mirror image (true is 1): 1d2 ⇒ 1

Arrian does a swing so clean with his big sword that it immediately slices the wizard's head off. The stinky cloud dissipates immediately as does his protective magic. There is a brief silence as the severed head spins around the air and falls on the ground with a wet thud.

Remind me never to cross Arrian irl

Doctor Habe, seeing this scene, drops immediately to his knees and starts blabbering "Please please spare me, Caizarlu forced me to participate in his experiments, I had nothing to do with this, please please!"

Full Name

The Blur

Race

Wildrunner

Classes/Levels

Monk (Martial Artist) 7 | Alchemically Quickened Aegis (Aberrant) 6 | Trickster 3

Gender

Male

Size

Medium

Age

22

Alignment

Neutral Good

Languages

Common, Elven, Draconic

Occupation

Adventurer

Strength 12
Dexterity 26
Constitution 14
Intelligence 14
Wisdom 22
Charisma 10

About The Blur

The Blur: Wildrunner monk 7 | Alchemically Quickened Aegis 6

Race (Wildrunner):

Type: Humanoid (human) 0rp
Size: Medium 0rp
Speed: Normal 0rp
Ability Score Modifier: Flexible (+2 Dex/+2 Con) -2rp
Language: Standard 0rp

Ability Score: None 0rp
Defense: Fast Healing 1 -6rp
Feat and Skill: None 0rp
Magical: None 0rp
Movement: Fast x4, Fleet-Footed -13rp
Senses: Darkvision 60' -2 rp

Alchemically Quickened Template:

Quick/Rebuild Rules: The creature's base speed increases by 10 feet, and each round in which it moves more than 10 feet, it also gains the effect of a blur spell until the start of its next turn.

Combat Info:

HP
AC 29 (10 base, 1 armor, 8 dex, 7 wisdom, 2 natural, 1 dodge), T 26,
FF 20
BAB 6
Init +14
Fort +9
Ref +15
Will +13

Speed 170' (+30' for 1 hour w/a mythic point)

Unarmed Strike +13/8 to hit; 1d8+7 damage; x2 crit.
Flurry +12/12/7 to hit

Skills:

Acrobatics r7 +18/+81 jump
Autohypnosis r7 +16
Heal r7 +16
Escape Artist r7 +18
Perception r7 +16
Sense Motive r7 +16

Traits:

Reactionary, Devoted Healer

Feats | Mythic Feats:

Dodge, Fleet, Mobility, Speed of Thought, Spring Attack, Stunning Fist, Up The Walls, Weapon Finesse | Dual Path (Champion), Mythic Spring Attack, Mythic Weapon Finesse

Class Features:

Monk:
Archetype: Martial Artist
Flurry of Blows
Unarmed Strike 1d8
Evasion
Fast Movement +20'
Maneuver Training
Pain Points
Exploit Weakness
Martial Arts Master
High Jump
Extreme Endurance
Physical Resistance

Aegis
PP: 15
Archetype: Aberrant
Vim (at will)
Transformed Body (Brawn, Hardened Strikes, Darkvision)
Customization Points 9 (Speed x5, Nimble x2)
Intimidate +2
Damage Reduction 3/-
Reconfigure
Psionic Form

Gear:

+2 cloak of resistance
Necklace of Adaptation
+1 Bracers of Armor

Mythic Features:

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 28.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend 9 mythic power. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. 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. You can't gain an extra action in this way more than once per round.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use 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.

Trickster Attack: Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Champion's Strike[:/b] Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

[b]Path Abilities:
Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Master Dilettante (Ex): You gain a +3 competence bonus on all untrained skill checks. You can attempt all skill checks untrained, even if the skill normally cannot be used untrained.

Enhanced Ability (Ex): You gain a +2 bonus to Dexterity.