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Mythic Ardisen Greymore's page
63 posts. Alias of Stemboy.
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Assuming that someone heals Ardisen enough for him to follow into the room.
Ardisen staggers into the room, bowing to the Diamond Sage but allowing the conversation between the two sages to play out as the young wizard still grips his tender wounds.
When the moment for his vote finally comes, the enchanter seems to ponder the decision heavily. Finally, with some reservation, he speaks his part.
"Honored Amenopheus, I hold nothing but respect for you and what you have accomplished for your country, the Pathfinders and the Sages, however, had the old ways of your order been successful, we would not be here now. I feel Tahonikepsu's interest in innovation and progression offers you and your order the best chance in the future. Ultimately, the decision rests in your hands, but you have requested my decision and I offer it."
Given his measured tone and seasoned smile, it's hard to perceive the Chelaxians reason for voting as he has. Whatever the outcome, the youth seems relatively happy with himself as he recovers from his wounds in the days that follow. As the strength of the Ruby Sage gradually leave the Pathfinders, so do Ardisens nightmares return. Despite the exhaustion that comes with nocturnal terrors, the prodigy still remains somewhat upbeat, electing to stay in Osirion alittle longer before returning to Absalom. If pressed about what has prompted his good mood of late, the enchanter will eventually admit that following his success here and his newfound membership in the Sovereign Court, Lady Gloriana Morilla has agreed to see that his noble heritage is formally recognized. Despite his fatigue, Lord Ardisen Greymore disappears into the crowds of Sothis with his trademark smile on his face.
Just wanted to squeeze some character development stuff in there at the end. Another great game Lithrac, I really enjoyed the whole thing. Hope you have a great vacation. I've signed up to one of your games starting early January with Lord Greymore, beforehand he's going to be playing through Risen from the Sands (hence leaving him in Osirion) in a local tabletop session, raising him to Lvl 5. To the rest of you, thanks for a series of great games. Don't be strangers.
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Haha, I know right. If it wasn't for Hard to Kill and the Mythic Hit Point boost I would have been a squishy mess, going full defensive helped too.
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Can we GM PC him? If only so I don't die :p
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
That's me taken 40 damage now, putting me on -5 and on the ground unconscious.
Ardisen attempts to defend himself against the statue whilst his fellow Pathfinders relocate the remaining lights are only moderately successful. As Ammenekht looks on the enchanter collapses, heavily wounded from the superior combat prowess of his attacker, mercifully kept alive by the Ruby Sage's power.
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
My AC is 15. I used Mage Armour before the fight with the duo, so 17 damage I think.
Ardisen howls in pain, recoiling from the statue.
"Quickly, put those lanterns in the places I told you."
The enchanter steps away from his attacker, focusing on defending himself.
5 foot step out of the threatened area and go full defensive.
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Ardisen moves towards the second statue from the left, placing the lamp in it's hands.
"Ignatius, put the blue lamp in the hands of the Amenopheus statue. Quarr, the green lamp goes there."
The enchanter quickly indicates to his allies, showing them where to place their lamps.
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Sounds fair. No point lagging so close to the end :)
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Ardisen dashes across to the yellow lantern, grabbing it as he reaches it.
"Quarr, put the red lantern here."
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Quarr, I don't have time to say the spoiler this turn. I'm gonna do so next turn. Also, stop reading my spoilers ;)
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Haha, that's awesome
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
No problem. No action for me this turn cause of all my talking :)
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
I'm happy for that to be my action this turn.

Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Knowledge (religion): 1d20 + 10 ⇒ (12) + 10 = 22
Perception: 1d20 + 2 ⇒ (12) + 2 = 14
Knowledge (history): 1d20 + 10 ⇒ (19) + 10 = 29
Knowledge (arcana): 1d20 + 12 ⇒ (6) + 12 = 18
Knowledge (engineering): 1d20 + 10 ⇒ (11) + 10 = 21
Knowledge (arcana): 1d20 + 12 ⇒ (4) + 12 = 16 (To identify the guardians.)
As Ardisen quickly takes in the events unfolding, he quickly informs his allies of what he knows.
"The statues represent Nethys, Ptah and Thoth. Gods of magic, invention and wisdom, respectively."
As the voice speaks, the imbued archmage quickly translates.
"As the light aligns, so too do the sages stand"
The enchanter quickly considers the layout.
"Look at the four gemstones carvings in front of the crystalline door, each one is a different shape that is commonly used in Ancient Osiriani fashion when cutting four different precious gems: sapphire, emerald, topaz, and ruby respectively from southwest to northeast. The common colors for those gems are blue, green, yellow, and red! It must have something to do with the spectrum of colors!"
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Ardisen chuckles at Chasiks comment as they await some form of response.
"I cannot argue that this assignment has escalated beyond my original expectations."
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Ardisen nods in agreement with the bard, seemingly completely willing to overlook their deception in favor of the mission at hand.
"My name is Ardisen Greymore, heir to my family name, paragon of the Pathfinder Society and one bestowed with the power of the Ruby Sage."
The enchanter extends a courtly bow to crystal, maintaining his smile throughout.
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
"Ardisen Greymore. And by all means take a moment to confer."
I will use the extra Mythic point for the other one too.
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Knowledge (Local): 1d20 + 10 ⇒ (6) + 10 = 16
Linguistics: 1d20 + 11 ⇒ (3) + 11 = 14
Ardisen raises his hands at the comment, unaware of any specifics of the note.
"You misunderstand my offer. There is no blade to your neck, the only reason we fought was because you declined our offer to stand down. We are here in peace, offering you an olive branch, if you're willing to hear us out, we could all benefit."
The enchanter offers Kefti a hand, helping him to his feet, as he speaks the power of the Ruby Sage seemed to give the wizards honeyed words further strength.
Since my rolls at the moment seem to suck I'm going to use Mythic Persuasion with another point of Mythic Power. This nets me 38 on Diplomacy. Also, Ardisen can move someone's attitude three levels rather than two.
If I need to make another diplomacy check for the other one last me know and I'll knock off another point of Mythic for the same result.
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Ardisen steps non - threateningly towards Nefti, displaying his usual smile and charm.
"It's Nefti isn't it? I'm Ardisen, Ardisen Greymore. I'm afraid we're not going to let you go, especially not after we pursued you all the way here. We know you have the two gems, a clear indication of how resourceful the two of you are. We'd appreciate it if you'd turn then over to us. In return, we can offer you a new position, as agents in the Pathfinder Society.""
Ardisen steps closer, extending a hand.
"I can assure you that with your skills, you have quite the lucrative and profitable career ahead of you."
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Ardisen nods to nobody in particular.
"A wise move. Show yourself and we can talk."
The enchanter gestures for his allies to lower and sheath their weapons.
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Ardisen smiles at his success, a wicked glint of self satisfaction in his eyes.
"He's down! Restrain him before he breaks the spell and regains his feet."
He's not helpless, but he is prone and unable to act. Shouldn't be too hard for our fighters to subdue or grapple him.
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Fortitude: 1d20 + 2 ⇒ (17) + 2 = 19
Ardisen holds his breath as he see's the bomb explode, quickly dashing out of the fumes before they over whelm him.
"Ignatius, we need him alive! If you must attack him, subdue him."
Not wanting to exhaust his connection to the Ruby Sage, Ardisen casts Hideous Laughter again on Kafar, hoping that this time his resolve will break.
DC 20 Will save, just one this time as it's a normal casting.
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Ardisens eyes widen in shock and disgust as the man resists the power of both himself and the Ruby Sage combined. Unable to believe his own strength lacking, the enchanter reasons the man likely has addition defenses in place.
"Impressive, but submitting would have been easier on you."
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Ardisen steps into the chamber, noticing Kayak across the room.
"We're here to talk. We mean you no harm."
Realising that diplomacy is unlikely to be successful until their quarry is disarmed, the young enchanter reaches inside himself, drawing on his augmented arcane potential. The wizard begins casting Hideous Laughter, bolstering it with the powers of the Ruby Sage.
Spending two points of Mythic Power. One to use Arcane Surge and use Hideous Laughter without expending the spell. Kafar will also need to make two Will saves to resist (DC 20). Then another to cast Hideous Laughter at its Mythic level, meaning Kafar takes 1d6 non lethal for each round he is laughing, he then needs two saves to break the spell. One to stop the non lethal and then another the following round to stop the laughter.
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Eventually Ardisen catches up with the others, panting to catch his breath.
"I'm guessing they went inside... I really hope they haven't gotten themselves killed already, that would make recruiting them difficult."
Wary of the complex before them, the young wizard flicks his wand of Mage Armor from his wrist sheath into his hand and uses it on himself.
"...Just in case."
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Taking advantage of the paths cleared by his allies, Ardisen dashes through the now wider crack and clambers down the cliff using Quarr's narrow handholds.
"We need to be quick!"
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Ardisen stares at the crack in the face of the mountain, painfully aware of how futile his attempts to progress may be.
Strength: 1d20 ⇒ 9
Unsurprisingly, the enchanters efforts to push through the gap are unsuccessful.
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Ardisen skirts around the quicksand patch towards the crack in the cliff to join the others.
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Whenever you're ready Lithrac. Hope your kid gets better soon.
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Following in his allies wake, Ardisen is able to clamber up the walk and slip through the crack.
Little more outside the box thinking here before I take my action. Can we at any point see the goal? I'm asking because I have a scroll of Dimension Door I could use. I know it's not the most cinematic method, but we're losing ground.
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
So, if the next two have been cleared can I move straight through them? I'm basically trying to get as far forward as I can without having to make the horrid physical checks :P
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Ardisen starts to move off quickly in pursuit of their quarry. The enchanter can't help but be impressed when his ally moves off.
I think the three squares for a full round counts the square you start on, so you only move two squares forward. That's how I've always run Chases.
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Fort Save: 1d20 + 2 ⇒ (4) + 2 = 6 Perception : 1d20 + 2 ⇒ (17) + 2 = 19
Ardisen gasps for breath, displaying his still lacking physical prowess.
"Look at these glassy worms..."
Knowledge (arcana): 1d20 + 12 ⇒ (20) + 12 = 32
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
That's a shame, but you've got to follow the guidelines.
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
I could use the rest to get my Scorching Rays back, but I'll go with the group.
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Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Immediately realising the danger his ally is in, Ardisen reaches inside himself again to pull upon the power of the Ruby Sage. As the enchanter mutters the incantations for another Scorching Ray his eyes ignite with painless arcane fire and mythic energy wraps through his fingers and enhanced blasts of fire shoot towards their foe.
Using a point of Mythic Power to cast Mythic Scorching ray. Each rays deals 6d6 damage and the fire ray ignores immunities and resistances.
Mythic Scorching Ray vs touch 1: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 06d6 ⇒ (1, 2, 3, 2, 5, 3) = 16
Mythic Scorching Ray vs touch 2: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 06d6 ⇒ (5, 6, 4, 3, 3, 4) = 25
I rolled a 1 on both... You kidding. Okay I'm gonna use rally on the first and my folio reroll on the second roll, which will add +2 to the roll.
Mythic Scorching Ray vs touch with rally: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
Mythic Scorching Ray vs touch with folio reroll: 1d20 + 3 - 4 + 2 ⇒ (6) + 3 - 4 + 2 = 7
I tried guys.
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Ardisen remains with Chasik.
"Shame the Ruby Sage didn't grant us all the ability to fly."
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
"...Be careful of it's electric breath, don't use lightning against it, and whatever you do, don't let it get up close and get hold of you!"
The enchanter doesn't even notice that his voice has raised into a yell. Without another thought the wizard allows his wand of Mage Armour to spring into his hand and quickly activates it upon himself.
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Knowledge (aracana): 1d20 + 12 ⇒ (16) + 12 = 28
"It's a behir..."
Weaknesses, Resistances, Special Attacks
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Lithrac, what about my Knowledge (planes) check for the ritual?
Ardisen appraises their options, seemingly coming to a conclusion.
"It seems to me that the most rational course of action is removing the rubble from the door. Chasik, Ignatius, would you gentlemen be so kind? I fear I would only get in the way with such a feat of strength."
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Ardisen scans the area with a Detect Magic, hopeful that will illuminate the route their enemies took.
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Check for the ritual.
Knowledge (planes): 1d20 + 10 ⇒ (9) + 10 = 19
Survival: 1d20 ⇒ 4
"These letters seem to support what we already suspect. I don't doubt we'll be able to convert our quarry to the Society when we find them."
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Realising his allies have the Hound well in hand, Ardisen remains further back. As he watches the other Pathfinders battle the creature, the enchanter relaxes, basking in the newfound powers flowing through both he and the other field agents.
Delaying for now.
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Hmmm, that's a shame. Hopefully he'll come back. Maybe something's just come up. It happens to the best of us.
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Was he quiet previously? I hadn't really noticed?
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Noticing the skeleton on their flank, Ardisen shifts past his allies to ensure he isn't attacked. Bolstered by Chasiks actions, the enchanter once again sends two streams of fire towards the Hound of Tindalos.
Scorching Ray 1 vs touch: 1d20 + 3 ⇒ (7) + 3 = 104d6 ⇒ (5, 2, 6, 6) = 19
I'll used Chasiks 'Rally' to reroll to hit with this one.
Scorching Ray 1 vs touch: 1d20 + 3 ⇒ (9) + 3 = 12
Scorching Ray 2 vs touch: 1d20 + 3 ⇒ (2) + 3 = 54d6 ⇒ (6, 6, 4, 5) = 21
The wizard curses under his breath as despite his confidence both streams fail to hit their mark.
"This Hound is becoming an annoyance."
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Fort: 1d20 + 2 + 1d6 ⇒ (12) + 2 + (3) = 17
Used a point of Mythic Power to use Mythic Surge and add a d6
As Ardisen feels the Hounds stare weigh upon him he calls on the power imbued in him by the Ruby Sage. An inner fire in the wizards eyes seems to ignite as he fights off power of the creature.
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Nodding at Ignatius advice, Ardisen steps forward, casting a spell as he does so. Finishing the incantation, the enchanter stretches his hand towards the Hound of Tindalos, launching two streams of magical fire at the abomination.
Because of my mythic Elemental Bond ability, fire spells are cast at my CL + Mythic Tier, hence two rays rather than one.
Scorching Ray 1 vs touch: 1d20 + 3 ⇒ (17) + 3 = 204d6 ⇒ (5, 1, 6, 6) = 18
Scorching Ray 2 vs touch: 1d20 + 3 ⇒ (9) + 3 = 124d6 ⇒ (2, 3, 4, 5) = 14
Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Ardisen smiles at his gnome associate, but some of the charming warmth of his smile has been replaced with something more... Ambitious.
"Knowledge is one of the few roots to power, and one too often overlooked."

Male Human Wizard (Enchantment Manipulator) 4/Archmage 3 HP: 35/35 | AC: 11 | T: 11 | FF: 10 | CMD: 13 | Fort: +2 | Ref: +2 | Will: +5 | Init: +4 | Perception: +2 | Sense Motive: +3
Linguistics: 1d20 + 11 ⇒ (15) + 11 = 26
Knowledge (engineering): 1d20 + 10 ⇒ (7) + 10 = 17
Leading to...
Knowledge (dungeoneering): 1d20 + 10 ⇒ (16) + 10 = 26
Ardisen shines his his wayfinder across the gallery, examining the hieroglyphs as he does.
"These glyphs pertain to a long forgotten cult. An ancient cabal of wizards hatched the cocoons of these two creatures, fallen from the stars in the aftermath of Earthfall. The cultists worshipped Outer Gods, tampering with various horrors in an effort to make contact with the servants of the Great Old Ones, hoping to learn the secrets of the Dark Tapestry. It looks as if certain stars may align with the narrow holes across the roof."
The enchanter pauses for a moment to catch his breath, then catches Chasiks eye and nods in agreement of his appraisal of the columns.
Survival: 1d20 + 0 ⇒ (20) + 0 = 20
I'm assuming (hoping) Quarr will cast endure elements for us.
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