Othlo

Luc Dantes aka Javell's page

27 posts. Alias of Javell DeLeon.


Full Name

Luc Dantes

Race

Half-Elf

Classes/Levels

Rogue 2

Gender

M

Size

Med

Age

19

Alignment

Chaotic Good

Deity

Desna

Location

Sandpoint

Languages

Common, Elven

Occupation

Adventurer

Strength 14
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 13
Charisma 12

About Luc Dantes aka Javell

Breach backstory:
As the dust settled from the great crash of stone and steel, it became evident the deadfall had done its grisly deed. All that remained of the orc platoon assaulting the western corridor was a pulping mess oozing from behind the 3 ton stone that had previously occupied the upper end of the sloped passageway's T-section. Steadily advancing up the tunnel under the cover of a pair of tower shields, the orc invaders thought they were making ground on their bearded enemies. Little did they know that a cruel fate awaited them two-thirds up their advance. Then as suddenly as the bang which loosed the giant maul, the stone was upon them filling the entirety of corridor leaving no room for escape. Rollers located to each side of the device allowed to glide down the smooth stone face of hall crushing all 20 of the warriors under its weight and spikes hidden behind a mica panel at the end of its travel path.

As the other warriors began to work the winch, which would return the trap to its place, Dorian Doorbreak heaped congratulations on his newest trapsmith's handy work. "Aye, excellent work, my boy. I remember my first stronghold defensive measure," the older dwarf says, savoring the memory of the skewered drow and the spider mounts. Having been a front line brawler for so many years cutting his teeth in viscious tunnel warfare, Breach had only recently answered the calling for skilled trapspringers. Being a bit of an opportunist, Breach thought learning more about the deadly devices so often set by many of his kin's enemies, might serve him and his fighting brethren well.

Stepping up next to his mentor to observe the work Breach was responsible for were his other teachers in the ways of stealth and subterfuge; Ian Bellsmith and Bixin Belaclock. Ian is a halfling and Bixin a gnome both being longtime friends of Dorian's. From Ian he learned stealth and precision were as deadly as any axe, and from Bixin he was taught the ways of mechanical trapping. "Looks as though our lessons have been well learned, huh Dorian," said the halfing. As the group watched the final group of intruders be swept from the hall by the dwarven war ragers, Dorian turned to Breach and said, "Tis time you returned to your duties outside the mighty walls of our keep, Breach. I have a cousin who could use your skills over in Sandpoint."

Breach shakes his head, "Let's not get too carried away, now. I did have a bit o' help. Plus, takin' on somethin' like this a bit late in me life I think I'd call it luck," he winks. "But hey, who am I to argue," he says with a wry grin, shrugging.

"Sandpoint huh? Been a while since I've been down that way." Maybe I'll have better luck this time. "What the heck! Sounds good ta me. I've got nothin' better ta do at the moment anyhow," he says with a wink and a pop on the shoulder. "Let's get this cleaned up and you can tell me all about it."

As they move to examine the carnage, Breach notices the over-sized shield and how it seems to still be intact. Raising an eyebrow in admiration, "Hm." Retrieving the shield, he dusts it off. Just a few scratches, nothin' major. Nothin' a good sandin' won't fix up. Impressive. Looks a bit nicer than me own too. Hm. Thinking he found himself a diamond in the rough, Breach decides to keep it, reminding himself to give it a good cleaning up before he heads out.

Three days later, Breach sets out toward Sandpoint - with his recently acquired shield - and was encouraged by the fact he had also received word that a friend he had made - during one of the many battles they had in an effort to keep the creatures of the underdark at bay - would also be joining in on this quest. Though the young Halstadt Morgrym was only half as old as Breach, the dwarf had earned his respect in one particular pitched battle against a deep fiend. Their small patrol had been ambushed by the darklings and had it not been for the sudden divine intervention by Halstadt, Breach is unsure if they would have held the day. "What grand times," Breach says to himself, giving a light chuckle at the heart racing moment of it all as he heads out toward his destination. And maybe this time I'll be able ta track down that blasted 'Devil' creature or whatever it is, he thinks to himself, a confident smile forming.

Unfortunately for Breach he never did meet up with his friend, but he did find a lot more than he bargained for.

Ok so I have some additional info for you to use in game as you see fit that will tie you in.

- The name of either the cult or your family name is Shenxua. You can pick.

- You have a brand of the symbol of that cult upon your body somewhere. Again you can choose where. This would have been part of your upbringing and getting pulled into one of the rites.

There may be more things I give you that will crop up but these are a good start.

Rajah has a brand upon his back representing the Shenxua cult. To offset it, he has a brand of the Dawnflower upon his chest. He also possess a multitude of scars across his back, chest, arms, and legs where he's been tortured over the years. Most of the scars look as if he's been whipped many times in his life.

Original Breach for reference:

Breach Shattershield
Male Dwarf Fighter 6/ Rogue (Trapsmith) 2
NG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +12
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DEFENSE
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AC 23, touch 12, flat-footed 18. . (+7 armor, +2 Dex,+3 shield, +1 natural)
hp 45 (5d10+2d8+14)
Fort +9, Ref +8, Will +7
Defensive Abilities Bravery +1, Defensive Training, Evasion
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OFFENSE
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Spd 20 ft.
Melee +1 Cold Iron Waraxe, Dwarven +11/+6 (1d10+7/20/x3) and
. . Masterwork Gauntlet, Spiked +13/+8 (1d4+5/20/x2) and
. . Shield, Light Wooden +11 (1d8+4/20/x2) and
. . Shortsword +11/+6(1d6+4/19-20/x2) and
. . Unarmed Strike +12/+7 (1d3+5/20/x2)
Ranged Crossbow, Light +7/+2 (1d8/19-20/x2)
Special Attacks Sneak Attack +1d6, Weapon Training: Close
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STATISTICS
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Str 16/18, Dex 15 (+1@4th), Con 16(+1@8th), Int 10, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 22
Feats Improved Shield Bash, Iron Will, Ironhide, Power Attack -2/+4, Rogue Weapon Proficiencies, Shield Focus, Two-weapon Fighting, Weapon Focus: Waraxe, Dwarven, Weapon Specialization: Waraxe, Dwarven
Traits: Indomitable Faith, Tunnel Fighter
Skills Acrobatics +6, Appraise +4, Craft: Traps +8, Disable Device +15, Knowledge: Dungeoneering +5, Linguistics +4, Perception +10, Sense Motive +7, Stealth +6, Survival +5
Languages Common, Dwarven, Undercommon
SQ Armor Training 1 (Ex), Greed, Hardy, Hatred, Slow and Steady, Stability, Stonecunning +2, Trapfinding +1
Combat Gear: +1 Mithral Breastplate, (+1 Cold Iron Waraxe, Dwarven), Shortsword, (Masterwork Gauntlet, Spiked), (+1 Bashing, Shield Spikes Darkwood Quickdraw Shield, Light Wooden)
Other Gear: Backpack, Masterwork (12 @ 23.5 lbs); Bell (3); Belt of Giant Strength, +2; Block and tackle; Caver's Hammock; Chalk, 1 piece; Cloak of Resistance, +1; Goggles of Minute Seeing; Iron Spike; Mirror, small steel; Periscope; Potion of Cure Light Wounds (x3); Pouch, belt (8 @ 3.5 lbs), Powder, Rations, trail (per day) (x5), Rope, silk (50 ft.), String (50'), Thieves' tools, masterwork, Thunderstone (x2), Tool, masterwork: Craft: Traps, Waterskin (x2), Whetstone
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SPECIAL ABILITIES
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Trapfinding +1 +1 to find or disable traps.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
Weapon Training: Close +1 (Ex) +1 Attack, Damage, CMB, CMD with Close-in weapons

Backstory:
Théoden was a mere toddler when he arrived in Nerosyan, the capital of Mendev. Even though he was born in Cheliax his parents decided they did not want to raise young Théoden amongst an empire that has swayed towards diabolism and the worship of Asmodeus. With generations of Orrick's being steadfast followers of Aroden and then Iomedae - which leads to an obvious dislike for anything demonic - they decided they would return to Mendev.

So Théoden grew up learning the ways of his father's upbringing that was passed down to him by his father, which was passed down to him by his father, and so forth. The true glory of being a proper knight; one who fought and acted with honor above all else. Théoden was an only child, and having been that, he was, well, spoiled. Not that discipline was non-existent within his home, he was just never in want and there wasn't much that didn't come easy to him.

He was trained as any true knight would be trained. And he seemed to excel at practically everything. And if he tended to have issues with any part of his training, then it was nothing more than "a bad day at the office" as far as he was concerned. Nothing he couldn't master with a better tomorrow.

So Esmund got him a position within the local watch in hopes to teach him a bit of humility. And as much as Théoden felt he was destined for greater things than 'guard duty', he still did it with great pride, simply looking upon it as "part of the process". He was periodically inquiring to his father about when his training was to finally end, so he could explore a different avenue of life he so desperately wanted to try.

"Father, in case you've forgotten, I do believe the theater is still calling my name. I believe I am quite the talent you know." He looks at him with a beaming, confident smile. "Just picture it, Father," he looks up, places a hand upon his father's shoulder while extending his other hand up and away, 'Tonight, and for this one night only ladies and gentlemen, we present to you Mendev's own: Théoden Orrick!'" he mimics the crowd cheering before turning to his father with a proud grin, nodding at how awesome that would be. "What do you think?" he asks with enthusiasm.

Esmund could only sigh while shaking his head as he disguises his irritation as best he can by rubbing his eyes, something he found himself doing more often than desired here of late. Keeping the tone of his voice at a respectable level as always though, "Yes, son, I am well aware of your confidence in such an endeavor and one you feel you must explore, BUT, as I've said, when your training is complete, then we shall speak of it. Until then, please, Théoden, no more talk of such."

Esmund knew he couldn't keep the reins on him forever. He worried his son's mighty confidence in himself would be more equivalent to foolishness than bravery. And he knew his over-protectiveness of his only child is more of a hindrance to him than a help and he would have to let him go eventually. He was progressing so well in his training, Esmund knew there was little else he could teach.

Well it was not too long after that, an opportunity came about that Esmund knew his son's desire to become an actor would most definitely be put on hold. The Worldwound. Something had gone terribly wrong and a call to arms was raised for all those available. And Théoden was more than eager to volunteer his services and fight for the only land he's ever known. Especially when it comes to the idea of ridding the world of the horrible demons that threatened to destroy the land. As far as Théoden was concerned, it was an honor and a privilege. But he also found it as the possibility of a new beginning and of fantastic ones yet to come.

For Esmund, though, while on one hand he is relieved that all this talk of 'acting' is now far behind his son, he finds himself deeply concerned for his son's well-being as any parent would; especially considering the task at hand would be formidable. Truly formidable. Knowing Théoden though, Esmund can only manage a slight grin at his strong-willed son. Fool boy, he thinks to himself, yet, in a proud way. Ah well. If you dare traverse into the Worldwound, I'd rather he be a reckless fool. Once you begin to think of what it is you truly face within such a horrible place, that is when your journey ends.

Théoden is 20 years of age, 6'4" and about 220 lbs. He possesses wavy brown hair that falls just beyond his shoulders and a bit of facial hair as well. He's a friendly, carefree sort of fellow but some may find him a bit much due to his high level of confidence. But even with that, he is known as being steadfastly loyal. His Avatar pic is pretty spot on.

Theoden:

Theoden Orrick
Male human paladin (Oath against fiends, Tempered champion) 12/Champion/Guardian 5 (Pathfinder RPG UM 60, Weapon Master's Handbook 7)
LG Medium humanoid (human)
Init +9; Senses Perception +19
Aura courage (10 ft.), justice (10 ft.)
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Defense
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AC 32, touch 22, flat-footed 29 (+8 armor, +2 deflection, +3 Dex, +2 natural, +7 shield)
hp 205 (12d10+36con+25mythic+12feat+12fc)
Fort +18 (+8base/+3con/+6cha/+3cloak)
Ref +14 (+4base/+3ref/+6cha/+3cloak)
Will +18 (+8base/+2will/+6cha/+3cloak/+1trait) (+1 trait bonus vs. evil outsider's spells and effects)
Defensive Abilities hard to kill, mythic saving throws; DR 5/epic; Immune disease, fear
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Offense
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Speed 60 ft.
Melee +1 longsword +19/+14/+9 (1d10+8/17-20)
Special Attacks Channel positive energy 9/day (DC 22, 6d6), mythic power (13/day, surge +1d8), smite evil 4/day (+6 attack and AC, +12 damage)
Paladin Spell-Like Abilities (CL 12th; concentration +18)
. . At will—detect evil
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Statistics
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Str 20, Dex 16, Con 16, Int 12, Wis 14, Cha 22
Base Atk +12; CMB +17; CMD 32
Level Feats: (1st): Weapon Focus (longsword), (1st(human)): Shield Focus, (3rd): Extra Lay on Hands, (5th): Power Attack, (7th): Extra Channel Energy (9th): Improved Critical (longsword), (11th): Toughness
Mythic Feats: (1st): Dual Path(Guardian), (3rd): Extra Path Ability, (Path Bonus): Power Attack, (5th): Shield Focus
Tempered Champion Feats: (4th): Weapon Specialization (longsword), (8th): Greater Weapon Focus (longsword), (12th): Greater Weapon Specialization (longsword)
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Traits
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Purity of faith: You gain a +1 trait bonus on Will saving throws and a +1 trait bonus on saving throws against spells and effects originating from an outsider with the evil subtype.
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
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Skills
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Acrobatics +2 (+14 to jump):
Bluff +5: (+5chr)
Diplomacy +21: (+12rnk/+6chr/+3cs)
Handle Animal +10: (+1rnk/+6chr/+3cs)
Heal +10: (+3rnk/+2wis/+3cs/+2kit)
Intimidate +6: (+6chr)
Knowledge (nobility) +5: (+1rnk/+1int/+3cs)
Knowledge (religion) +9: (+5rnks/+1int/+3cs)
Perception +19: (+12rnk/+2wis/+3cs/+1trait)
Profession(Soldier) +6: (+1rnk/+2wis/+3cs)
Ride +7: (+2rnk/+3dex/+3cs/-1acp)
Sense Motive +16: (+10rnks/+3wis/+3cs)
Spellcraft +5: (+1rnk/+1int/+3cs)
Survival +2:
Swim +4: (+5str/-1acp)
Languages Celestial, Common
SQ Absorb blow[MA], amazing initiative, anchoring aura, divine bond, divine bond (weapon +3, 2/day), divine weapon specialization, extra mythic feat[MA], fleet charge[MA], holy vessel, impervious body[MA], impossible speed[MA], lay on hands 14/day (6d6), mercies (diseased, sickened, nauseated), mythic smite[MA], precision[MA], recuperation,
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Gear
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Inheritor's gauntlet
+2 crusading, resonating mithral agile breastplate[APG]
+4 mithral heavy steel shield
+1 longsword
amulet of natural armor +2
belt of physical perfection +2
cloak of resistance +3
cracked dark blue rhomboid ioun stone
cracked dusty rose prism ioun stone
handy haversack
headband of mental superiority +2
ring of feather falling
ring of protection +2, 3,465 gp
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Paladin Abilities
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Aura of Courage +4 (10 ft.) (Su) At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Justice (10 ft.) (Su) At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (6d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Nauseated) (Su) The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Mercy (Sickened) (Su) The target is no longer sickened.
Paladin Channel Positive Energy 6d6 (9/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (4/day) (Su) +6 to hit, +12 to damage, +6 deflection bonus to AC when used.
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Oath against Fiends Abilities
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Anchoring Aura (DC 22) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or enter the aura must succeed at a Will save (DC 10 + 1/2 the paladin's level + the paladin's Charisma modifier); failure means the ability does not function, as if the outsider were affected by dimensional anchor. The aura functions only while the paladin is conscious, not if she is unconscious or dead.
Alternatively, as an immediate action, the paladin can expend one use of her smite evil ability to target an evil outsider within 30 feet with dimensional anchor. A targeted dimensional anchor persists even if the paladin is unconscious or dead.
Holy Vessel (Su) At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spell resistance. Adding these properties consumes an amount of bonus equal to the property's cost (see the armor special abilities and shield special abilities tables). She can divide her bonuses from the divine bond ability among her weapon, armor, and shield as she sees fit. This ability has no effect for a paladin whose divine bond is with a mount. This ability replaces the mercy gained at 9th level.
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Tempered Champion Abilities
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Divine Weapon Specialization (Ex) At 4th level and every 4 levels thereafter, a tempered champion gains a bonus feat from the following list:
Disruptive, Divine Fighting Technique, Greater Penetrating Strike, Greater Weapon Focus, Greater Weapon Specialization, Penetrating Strike, Weapon Focus, Weapon Specialization, and Weapon Trick.
If a feat requires choosing a weapon or weapon group, the tempered champion must choose her deity’s favored weapon, or its group. The tempered champion must meet the feat’s prerequisites, but treats her tempered champion levels as fighter levels for this purpose.
In addition, the 4th-level tempered champion gains the increased base weapon damage of the warpriest’s sacred weapon ability at her tempered champion level.
This ability replaces spellcasting.
Divine Bond (Su) At 5th level, a tempered champion must select a weapon for her divine bond. If she is out of daily uses, she can expend a use of lay on hands to activate this ability.
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Mythic Abilities
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(Guardian's Call)Absorb Blow (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Amazing Initiative (Ex): 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.
(Champion's Strike)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.
Impervious Body (5/epic) You gain DR 5/epic. You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus). This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it's taken, the DR increases by 5.
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Impossible Speed (+30') (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.
Mythic Power (13/day, Surge +1d8): Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer 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). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
Mythic Smite (Su) As a free action, you can expend one use of mythic power to regain one use of your smite evil ability. For the rest of your turn, your successful attacks against evil creatures bypass all damage reduction. You must have the smite evil class feature to select this ability.
Power Attack [Mythic]: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.
You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.

Precision (Ex): Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can't give any of these attacks a higher attack bonus than your base attack bonus.
Recuperation (Ex): You are restored to full hit points after 8 hours of rest. 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.
Shield Focus [Mythic] Add your shield bonus and your shield's enhancement bonus to your touch AC. As an immediate action, you can expend one use of mythic power to add your shield bonus and your shield's enhancement bonus on a Fortitude or Reflex save just before you roll it.
Surge (+1d8) (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.