So I've been considering cool ideas for the order of the flame. In terms of the infinite damage potential, let's say that you carry around a bucket of worms. At the start of the day you declare your challenge against one of the worms. You immediately kill it and switch your challenge to the next worm. You do this for a while racking up damage and losing AC. Instead of killing your last worm, of which had been challenged, you let it live and go of to fight the big bad jacked on damage of which you still have because that worm is still alive. One could theoretically insta-kill anything with enough worms. This is idea 100% grade A cheese. Packed full of the stuff. Thoughts?
I originally found this homebrew on Giant In The Playground's forum. It was created by Fushichou217. I thought it was an interesting idea and deserved a place here. It could use some editing, a buff here there and a few other things, but I thought it was an interesting idea overall. You can find the original post here: http://www.giantitp.com/forums/showthread.php?189722-Pathfinder-Fullmetal-A lchemist-Base-Class "Alchemist:
Though essentially scientists, alchemists' abilities are incredibly practical and can be applied to the simple enhancement of normal life in the form of quick, relatively effortless repair of objects that ordinarily take a good deal of time and energy to fix. As such, alchemists are revered as productive members of society and hold the concept of Be Thou For The People as their unofficial credo. This creed dictates that alchemists use their abilities for the good of the public rather than for personal gain or political reasons, a creed generally rejected by alchemists who opt for government licenses and funding as State Alchemists. Role: Alchemists are adept crafters, as well as excellent combatants. Their unique abilities allow them to take on many roles. Alignment: Any Hit Die: d8 Starting Wealth: 5d6 × 10 gp (average 175 gp) Class Skills: Your class skills are Alchemy (Int), Appraise (Int), Craft (Int), Diplomacy (Cha), Knowledge (Alchemy), (Int), Linguistics (Int), Perception (Wis), and Profession (Wis). Skill Ranks per Level: 6 + Int modifier. Alchemist
1st|BAB +0|Fort +2|Ref +2|WIll +0| Alchemic Affinity, Alchemist Specialization 1 2nd|BAB +1|Fort +3|Ref +3|Will +0|Alchemic Enhancement 3rd|BAB +2|Fort +3|Ref +3|Will +1| 4th|BAB +3|Fort +4|Ref +4|Will +1|Bonus Feat 5th|BAB +3|Fort +4|Ref +4|Will +1| 6th|BAB +4|Fort +5|Ref +5|Will +2|Alchemic Specialization 2 7th|BAB +5|Fort +5|Ref +5|Will +2| 8th|BAB +6/+1|Fort +6|Ref +6|Will +2|Bonus Feat 9th|BAB +6/+1|Fort +6|Ref +6|Will +3| 10th|BAB +7/+2|Fort +7|Ref +7|Will +3| 11th|BAB +8/+3|Fort +7|Ref +7|Will +3| 12th|BAB +9/+4|Fort +8|Ref +8|Will +4|Bonus Feat 13th|BAB +9/+4|Fort +8|Ref +8|Will +4| 14th|BAB +10/+5|Fort +9|Ref +9|Will +4| 15th|BAB +11/+6/+1|Fort +9|Ref +9|Will +5| 16th|BAB +12/+7/+2|Fort +10|Ref +10|Will +5|Bonus Feat 17th|BAB +12/+7/+2|Fort +10|Ref +10|Will +5| 18th|BAB +13/+8/+3|Fort +11|Ref +11|Will+6| 19th|BAB +14/+9/+4|Fort +11|Ref +11|Will +6| 20th|BAB +15/+10/+5|Fort +12|Ref +12|Will +6|Bonus Feat, Grand Master of Alchemy[/table] Class Features The following are class features of the Alchemist. Weapon and Armor Proficiency An Alchemist is proficient with all simple, one martial weapon, of the character’s choice, and light armor. Alchemic Affinity An Alchemist adds ½ your Alchemist level to all Alchemy skill checks. Alchemist Specialization
Catalytic School of Alchemy
Frost Alchemy:
Shock Alchemy:
Combat School of Alchemy
Alchemic Physique:
Alchemic Trickery:
Bio-Alchemy School
Sewing Life Alchemy:
Dog-Frog
Snake-Hawk
Bat-Eel
Type II Chimeras
Wolf-Dolphin
Ram-Squid
Snake-Frog
Type III Chimeras
Cockatrice
Shark-Seal
Bat-Wolf
Type IV Chimeras
True Chimera
Alchemic Enhancement Upon reaching the 2nd level, you may use alchemy to enchant weapons and armor as though you were a wizard, your effective caster level for this purpose is equal to your Alchemist level. Enhancing a weapon, suit of armor, or shield takes 1 minute for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Chapter 15 for more information. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place. Bonus feat Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), an Alchemist gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. Grand Master of Alchemy At 20th level, if you have not yet learned the truth, you learn it now, and no longer need to use a transmutation circle, as long as you have two free hands. You can willingly produce reactions quicker than before, you may choose to make any alchemic reaction you can make as a Swift action instead of a standard action, so long as you have two free hands. Skill: Alchemy Alchemists have studied the mysteries of the universe; their insider knowledge allows them to perform feats of Alchemy, the science of understanding, deconstructing, and reconstructing matter. However, it is not an all-powerful art. It is impossible to create something out of nothing. If one wishes to obtain something, something of equal value must be given. This is the Law of Equivalent Exchange, the basis of all alchemy. Alchemy is performed by drawing or tracing an alchemic circle on a surface, and laying hands upon that surface. Creating a circle is usually a move action, and activating a circle is usually a standard action. Destruction alchemy is the use of alchemy to cause structural damage to an object, in an attempt to utterly obliterate it. In order to do so, you must make an Appraise check in order to identify the component materials of an object. Common materials are DC 10, uncommon materials are DC 15, and rare materials are DC 20. Then he must make an Alchemy skill check, the DC is equal to the Hardness of the object. Once the object is destroyed, you may gather its baser components. Transmutation alchemy is the use of alchemy to create an object. You must make an Appraise check to determine the components he needs for the transmutation. If these materials are not readily available in the environment then the DC of the transmutation increases by 5 for common materials, 10 for uncommon materials, and 15 for rare materials. These calls are to be made at the discretion of the GM. The larger the object to be created, the more difficult it is to transmute. An object of small size is a DC 5, medium is 10, large is 15, huge 20, etc. If the object to be transmuted is a complex item, or has a complex function, you must also make a Crafting check to build it. Reconstruction alchemy is the use of alchemy to perform repairs. You must make an Appraise check for a simple object with a DC of 5 for common items, 10 for uncommon items, 15 for rare items. For complex objects, they must make a Craft check equal to the check for creating the object - 5. If you succeeds, then he may make an alchemy check. The DC of the alchemy check is 10 for small objects, 15 for medium, 20 for large, etc. Should a character fail an alchemy check, the alchemic reaction will backfire. The effects of a backfire vary widely from one case to the next, so it is up to the GM to determine what happens. Examples include explosions, mutations, and opposite reactions. Creator's Comments:
I also have a collection of additional feats and equipment rules for the FMA game setting, if anyone is interested just let me know and I'll post them as well. Disclaimer: Fullmetal Alchemist, and any other material in this document, is copyright of its original creators. I take no claim to the origin of any of the subject matter included, I merely compiled it for use with D20 systems RP."
female tiefling (devil-spawn) cleric (cardinal) 10 | hp 140/140 (healthy) | AC 20
Beatrix sleeps late and then spends her hour praying to Iomedae for guidance and power. She knows how deep they are in enemy territory, and how non-guaranteed their survival is. How difficult their position. How far from help any of them are. To be honest, Beatrix is scared. Still, she is among friends, friend much mightier than she, and she will do what she can to ease their burdens. I've updated Beatrix's prepared spells for the day.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna listens to the others talk about the possibilities of rescuing the dead Widowknife gods. She presses her lips together in consternation and sadness. She spreads out her bedroll on the rough stone ground and cradles herself into it, sighing as she pulls off her boots and socks. If nothing else, she needed her feet bare to feel relaxed. She could sleep in the rest of her clothes for days. She keeps quiet so as not to be the one to speak negativity into the space, but she doesn't really believe you could bring back all the dead gods, beliefs, peoples, and customs of the past. Myrna strongly believed that the way Sarkoris used to be was part and parcel with its destruction, and that new ways of being were crucial to its growth. New gods would have to be born to restore the land. "I can rest first and watch while you sleep, Sana," she offers. "If you'll watch while I rest." Myrna considers their plan for the next day with a finger and thumb on her chin. "Ambush Vang, if that fails go to the barrow-mounds. Then... spend another night here, and if we still haven't taken out Vang, we go to Carrock's How to try and intercept him?" She absentmindedly taps her fingernails on her hammer's head. "I think we should go back to Drezen before we try to reach Undarin, though. We need a proper rest and reset soon, and Undarin is supposed to be one of the most dangerous places in all of the Worldwound. Plus, it's deeper than we've ever gone before." Myrna wants to attune to her new cosmic force-damage hammer while we rest here.
female tiefling (devil-spawn) cleric (cardinal) 10 | hp 140/140 (healthy) | AC 20
Beatrix takes the scrolls from the Archdruid with both hands extended and a respectful bow. "Thank you, Archdruid," she says, reviewing them. "These will be useful and powerful against Vang." She hesitates a moment, as if wanting to say something, and then shakes her head with a little sigh. She turns towards the exit, watching as Sana makes her dash across the next area to search for shelter for them. She would be dead if it wasn't for the people around her. She was grateful for that. This was an important fight, and she was glad to be on the forefront of it for now, despite her limitations. "I hope we live," she sighs.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
"We can focus on you and the end of the world, Vang!" shouts Myrna, although she looks just a little dumb because she doesn't know where exactly to shout towards -- it's pretty echoy in this chamber, and Vang was invisible at the moment. "Contrary to your beliefs, you're not that big or important!" Then she breaks into a kickass children's song about crushing the worms that are eating your fruits at your farm. She adapts the sing-song tune of the song into a heavier, angrier tone by bringing out her drum and banging out a driving rhythm and by angrily shouting the words, 'We all love to squash the tiny little worm, the tiny little worm, the tiny little worm.' FA: 5' step
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna follows the other heroes into the ossuary beneath the Pharasmin temple's floors. Resistant to cold, she merely heaves out huge clouds of warm breath with each step. She watches from the back as they begin to explore the morbid sanctuary. When they find statuary depicting the witch who had ruined her peoples' country, she frowns. the depiction didn't seem to be negative or educational, just representative, which troubles her. Southerners were known for their strange opinions of arcanists of godlike power, sometimes forgiving them for their sins due to the power. "I don't like any of this," she mutters. "Yui, we're looking for some secrets down here? Do you think something having to do with Dziergas or this statue of Areelu Vorlesh is what we're looking for?"
female tiefling (devil-spawn) cleric (cardinal) 10 | hp 140/140 (healthy) | AC 20
Surrounded by undead choirboys, Beatrix clutches her holy symbol of Iomedae, raises it up high into the air, and cries out, "Inheritor, send me the power to wipe these abominations from existence!" Then, with her holy symbol shining, she releases a wave of positive energy that fills the room, burning the flesh from the undead servants of the hags. Channel Damage: 5d6 + 5 ⇒ (1, 1, 4, 3, 1) + 5 = 15 Beatrix uses channel energy. It hits all the choirboys except the one furthest from her (in the bottom-left). Undead must make a DC 14 Will save to take half damage.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna shakes some of the disgusting lacedon-goop from her plate armor, a little squicked by the disgusting chamber they were in but trying not to show it. "Well," she remarks, "I'd wonder where these guys came from, but in the Wound it doesn't matter much, things are just universally horrible." "Be right back," she adds before jumping into the cold, dark water. Her tiefling blood keeps her warm and in vision while she hefts the chest out of the water and back towards dry land, where she and her companions could see if it contained the Lexicon of Paradox. Athletics: 1d20 + 21 ⇒ (18) + 21 = 39
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna draws her hammer and shield, crouching in the cold, wet hallway of the ruined keep. "Well, we've barely got in here, but I don't see much reason why we wouldn't proceed like any other dungeon." "I'm happy to crack some skulls, especially if they're ghouls. I don't see why we have to do anything fancy, but I'm game if you are," she continues reasoning. "If we're worried about committing to a fight before we know what we're looking for, maybe Hinagiku and Sana can bypass the ghouls and keep searching further in the castle?" She sort of shrugs nonchalantly. "But, like I said before, I think we can just walk in there and smash some ghouls and it's gonna be fine."
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna crosses her arms, her gaze turning to something like a glare as she fixes it on Sana. "Is paranoia a personality trait of all spies?" she asks. "You better step back and examine yourself before you levy these kinds of accusations on someone, because you're sounding an awful lot like a Fourth Crusade inquisitor here. All this, based on no evidence, laid on the back of a refugee." Myrna was from around here, it was true, but Sana's claim that she was some kind of "home town hero" who was owed the admiration of the townsfolk, or that it was sabotage that was preventing Gundrun from advancing, or that the Splinter went without repairs simply because no one bothered frustrated her. It took responsibility off of the backs of people who deserved it, and funneled all of it onto a stranger, based on what? "First of all, you don't know this girl. You just think her name sounds like someone's name you know. Second of all, people around here are entitled to think whatever they like about me. None of them owe me anything. I did leave them here, to go work with the people that they hate, the people who hate and fear them." "Thirdly, Gundrun is in a tough spot, and it's led by a coward. The whole reason I left in the first place. Martolls refuses to try much in the way of offensives, and honestly, after my years as a Crusader, I can't much blame him. People die just from trying to walk the Wound. Imagine being here, this town, the people, surrounded on all sides by evil, and knowing that you had to lift with your back just to survive. Imagining that this one woman is responsible for their lack of progress takes responsibility off of the demons, off of circumstance, and off of the Clan-Liege." With a final, "feh", turns up her chin. Changing the subject, she turns to ask Alase a question. It seems they were debating on their best approach to Storasta. "I think whether we leave now and rest in that Blackfyre trinket's resting space or leave tomorrow depends on where you'll be taking us, Alase. What's the spot you have picked out?"
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna spends her time in the Splinter split between staring at the rafters, thinking about repairing the bar, or even improving it. The power of her drums could easily fix the bar in just a short time, although it probably wouldn't be safe to do so with the place full of patrons, and it would require a good supply of lumber, shingle, and nails. Unfortunately not things that she had easy access to at the moment, nor did they have time for her to spend an hour magically drumming. She gives Alase a big hug hello, and gives her a slightly humiliating headscratch, before listening to the Archdruid and Hinagiku explain the reason for their coming to Gundrun to find her. She makes sure to add, "We're happy to make sure you get paid, Alase. What exactly are you looking for? Gold? Magic items? Information? A return favor?" Returning to Alase's home for their secret meeting, she sits on the floor next to the others and hears out the outing of a new possible danger. After hearing all sides, she ends up giving a doubtful glare to Sana. "Yeah, I don't think we need to waste our time witch-hunting a waitress over the fact that her name sounds like the name of a demon you've heard of before. What kind of spy uses their real name when in disguise, anyway?" With her last question, she gives Rue a sarcastic, teasing glance. "Anyway. I don't like the idea of traveling at night, but we've seen that the weather can be the biggest obstacle for us. The weather is holding for us right now, and it could take us awhile to reach Storasta. I think we should leave tonight and travel until it's bar-closing time, if the weather holds that long."
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna has some mixed feelings to be back in Gundrun. She hasn't been back since she left to join the Crusades, and she was sure there was some bitterness left in the Clan-Liege over the way she spoke to him before she left. However, she wasn't afraid of him, nor anyone else. Her childhood home was just as she had left it -- ramshackle but proud. She is elated to see her grandmothers, and her heart quivers with a childish relief when Telfryn holds her by the hands again. But then she remembers who she is with, and turns to introduce them. "Nain, dwi wedi dod efo arwyr Drezen. Dyma'r Archdderwydd, Ehren o Clan Ferron. Ei wraig Hinagiku, mynach o Tian Xia. Unafe, Clan-Liege y Demetae, Yui, heliwr enaid cyfarfuom yn ymladd yn ddyfnach yn y Clwyf ddoe. Sana, sgowt cain a thwyllodrus y gwnaethom ni hefyd gwrdd â hi ddoe, a Rue, côt gythraul sy'n ymladd ochr yn ochr â ni nawr." She steps into the house, going for her favorite spot -- the floor, her back up against a pillar, next to the book-shelf. She invites the others to enter as well, and to make themselves at home if they so chose. The books were a mixture of academic and mythological, and Myrna had always preferred the latter. She adds more. "Roeddwn i eisiau ymweld â chi, yn chwilio am eich doethineb, ac rydym yn chwilio am Alase Widow-Knife hefyd. Rydyn ni ar y ffordd i Storasta i ddod o hyd i arteffact sydd wedi'i guddio yno gan Areelu Vorlesh." Hallit: "Grandmothers, I have come with the heroes of Drezen. This is the Archdruid, Ehren of Clan Ferron. His wife Hinagiku, a monk from Tian Xia. Unafe, the Clan-Liege of the Demetae, Yui, a soul hunter we met fighting deeper in the Wound yesterday. Sana, a fine scout and rogue whom we also met yesterday, and Rue, a demon turncoat who fights alongside us now. "
"I wanted to visit you, looking for your wisdom, and we're looking for Alase Widow-Knife as well. We're on the way to Storasta to find an artifact hidden there by Areelu Vorlesh. "
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna is surprised to see druids waiting for them in the cave. It seemed that the influence of their adventures grows, with Sarkorians occupying places that they had cleared of evil. It heartened her to see, and she gives little bows to the druids as they pass. When Yui announces that they were about to teleport into midair before teleporting across the country, Myrna gives a grumble. "Gah, I hate teleporting," she growls. She didn't want to be hurtling through the air, though, and no one who could fly could also carry her, so she pulls the carpet of flying they had taken from the Sanctum from her bag and unfurls it. She sits on the carpet and then commands it to raise into the air. "Ready," she nods to Yui, "Reluctantly."
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna listens to Sana and Yui share their backstories. Yui was a thousand-year-old death worshiper who was paying the penance for being an evil soul-stealer by sealing souls in her sinisterly-named blade and delivering them to the goddess of death. Sana was from another dimension, attempting to attain godhood, and this life was her trial to achieve it. God of Heroes and Fools, she might one day become. Myrna attempts to reconcile the divide between them. "Maybe your absurdly cosmic origins explains how you were able to survive against Vang and his goons when I could not," she jokes. "Your blade is welcome at my side, especially if you're also the ones carting us around," she adds with a laugh. She receives the sending, and then turns to her companions. sending:
"Riversoar here. Will ask the Heroes of Kenabres if we can delay dropping off our thousand pounds of treasure to teleport to your rescue." She regards her companions, especially the new ones. "Well, it seems we have even more to do than we thought. How many times can we teleport today? Think we have the time to break a siege on the Gully, put the treasure into the coffers, and still make it to Gundrun in time for people to be awake?"
female tiefling (devil-spawn) cleric (cardinal) 10 | hp 140/140 (healthy) | AC 20
Heal Ehren: 1d20 + 17 - 2 ⇒ (10) + 17 - 2 = 25
Beatrix manages care for Ehren and Yui while her wounded teammates rest. She watches curiously as Unafe and Sana head out into the hallway to potentially harvest parts from their dead foes. When the subject of executing unconscious foes comes up, Beatrix shrugs noncommittally. "Any who wake and use their chance at life to attack us forfeit their life," she voices, "But I'm not an executioner, and I don't feel comfortable walking the hallways and stabbing every body to make sure that it's dead. However, I won't stop anyone who does, not now."
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
With the retriever dead and the room suddenly erupting with foes, demons of all shapes, sizes, and stripes, Myrna realizes she has no more agency over her life or death. Accepting her fate, surely to be eaten swiftly by vescavors or crushed by a glabrezu, Myrna does the only thing she can do under the circumstances and calls on her grandmothers' strength to bless the efforts of her allies with the most powerful magic she can muster. As the effects of her song fade, it is replaced by magic that bolsters hope, bravery, and heroism. Myrna casts mythic augmented good hope, using Mythic Spell Kenning, targeting all allies (including Sana). All affected gain a +3 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. If the target of mythic good hope fails a save against a non-mythic fear or emotion effect, they can reroll the save as an immediate action. Her consciousness fading, Myrna topples to the ground, shrinking swiftly back to a more normal size. With her energy completely exhausted, Myrna finds herself at the mercy of her circumstances.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna is a defensive powerhouse, fending off the first blow with her powerful magical shouts, and blocking a second with a careful attention given to shield use. Still, she is badly bloodied by the mechanical construct, and can only hold out for a short time. Diplomacy (Heroism): 1d20 + 22 + 2 ⇒ (11) + 22 + 2 = 35 Myrna uses her immediate action (on Golden Lion's warning roar, on the first attack) and her AoO (on Shield sphere active defense, on the fourth attack) to block two of the five blows against her. She also has DR 1/-, so she takes 48 less damage. She also has 11 THP from Berserk, so she takes 64 damage to her HP, which brings her to 77/150, or grazed.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna's blood is stirred to action by the sounds of violence up ahead... Myrna Surge Initiative: 1d8 ⇒ 4 This pushes Myrna's initiative to 20, hopefully that changes things a bit.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
"Perhaps we should run, just to make sure?" suggests Myrna, poking her head out of the shelter after Yui. After making sure that the sky is no longer unleashing wrath on the ground, Myrna follows Yui back out onto the plateau and follows her. She wonders whether the stranger and her demonic friend are leading them to their doom, but Myrna also has confidence in herself and her Sarkorian brethren. If doom came for them, they would defeat it for sure.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
While they descend into the deep, Myrna is asking herself whether they know they're going the right way. Surely, the Archdruid wouldn't lead them astray, but she feels somewhat anxious about entering cramped spaces, no matter their ultimate objective. As a large woman, she feels out-of-place in caverns. Then they find themselves in an underground chamber with unknown assailants closing in from all sides, so she draws her weaponry. Myrna keeps vigilant, and when Yui and Rue appear between them she nearly smashes them with her hammer as a reaction. There's no time to question them on their appearance. She was already uncertain about trusting Rue (a known demon), but now there were strangers here as well? Turning towards the intruding ghoul, she shouts, "We'll handle the explanations after the undead are taken care of," Knowing that where there's one ghoul there are probably more, Myrna wastes no time entering battle. Unfortunately, Unafe was standing in the way. Myrna mutters the words to a spell and disappears in a blur of multicolored energy, zipping across the cavern floor to appear behind the ghoul. Her hammer glows with magical rime as she smashes it into the undead creature's back with a hefty, "Hyeh!" Bladed Dash (Flanking, Spell): 1d20 + 15 + 2 + 5 ⇒ (13) + 15 + 2 + 5 = 35
SwA: Spend 1 AP to gain frost on Myrna's warhammer
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna chuckles at Unafe's dramatic pronouncement of her willingness to flee into the Wound alone to protect them. "No, you won't be doing that, Unafe. If Ayrzul's forces see fit to interfere with our mission here, we'll make sure they don't make it back to their patron alive to report." "Grave danger isn't new to any of us. I just hope we don't see interference from Ayrzul at an inopportune time."
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna shrinks back down to size after she pushes Beatrix into the shelter before ducking in herself. She stands uncertainly for a few moments, taking in the dark, cool cave that Unafe had created. With a flick of a finger, she creates four dancing lights, choosing a cool green for their color, to illuminate their shelter. "All things considered," she says with a little chuckle, "This is a relatively fast paced trip across the Wound." She picks her bedroll out of the pocket of her haversack and unrolls it onto the ground, sitting down on it with a sigh. "So, anyone got a deck of cards?"
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna attends the meeting with focus and determination, eager to join her people and the Crusader leadership together in a communal effort of town-building. She listens to each person introduce themselves in turn -- noting that the Kellids were largely responsible for resource acquisition and the Crusaders largely responsible for coordination and leadership -- before taking her own turn. "I'm Myrna of Clan Riversoar. I lead the Hellfire Squadron, and I'm here to get a handle on Drezen's outer perimeter." Knowing that her strength is her greatest... erm, strength, Myrna starts by suggesting the martial approach. Fighting couldn't solve the internecine conflict, but it could alleviate some of their stresses and make the personal problems easier. "I hear that you have several issues at hand. Myself and my squadron could potentially solve one of them for you -- the vrock attacks. If we can locate their roost, or we can ambush them when they do attack, we could destroy a few of the vrocks and ease the burden on your supply lines." "My squadron could escort supply runs to and from Drezen, as well, at least until conditions improve or structural changes are made." "What do you know about the vrock attacks? How many are there? How often do they attack?" She considers next the seeming conflict between the Crusader and Kellid leadership. The Crusaders seemed to view the issue as a military one, in which land was needed for fortifications, and the Kellids as one of respect and sacred ideals. Myrna believed both needed to be addressed to appease all needs, but... how, exactly? She would wait for their answer on the vrocks before proposing organizational advice.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
After having spent her day interviewing Valaria, writing letters to her dead companions' families, and celebrating the life of her squadmate Den with her Hellfire Squadron, Myrna is exhausted and emotional. She agrees with her Lieutenant to meet again in the morning to organize a scouting party, and consults maps to plan the approach. From the underground menhir shrine on the edge of the plateau, it was 36 miles to the greengate gorge. With phantom steeds they could cover the distance in probably three of four hours, and Unafe could go even faster than that. It seemed to Myrna that reaching Greengate Gorge wouldn't be any problem. Valaria had mentioned that there were likely to be vermin, insects, demons, and patrolling demons, and that they would need to reach the hidden base without being overly detected. That was what she was the most worried about -- reaching the base undetected. Myrna leaves her memorial with her fellow soldiers once the evening rolls around, going back to Paradise Hill to sit at the foot of Mother Heartwood. She sits alone, resting and considering what their next moves would be. The next few days would be busy and difficult, and she wanted to ensure she was enjoying her time in Drezen before their lives were endangered again.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Reflex: 1d20 + 6 + 2 - 1 - 3 ⇒ (1) + 6 + 2 - 1 - 3 = 5
Pushed to her limit, Myrna explodes into the assault of fire and electricity with a burst of rime, revealing behind the condensate a hard body of ice and stone. She stands proud against the siabrae's assault, determined to end one of them before she herself ends. Myrna activates When All Seems Lost to succeed at all the saves. She still falls to 1 hp.
female tiefling (devil-spawn) cleric (cardinal) 10 | hp 140/140 (healthy) | AC 20
Reflex (DC 24) (critical): 1d20 + 6 - 3 ⇒ (5) + 6 - 3 = 8
Beatrix is blasted apart by the pyroclastic assault of the undead druids. She is assuredly dead.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Diplomacy vs. Bulette Attack (DC 35): 1d20 + 22 ⇒ (17) + 22 = 39
Myrna takes 3 Con damage, 1 Cha damage, fatigue, and 27 damage. She is at 120/150, except for the Con damage puts her at 109/139. Still healthy. Myrna growls at the disappearance of the fungal queen, having been looking forward to smashing a demon worshipper into the soil she was birthed from. Whirling around, Myrna observes that the battle between the suddenly-emerged bulette-and-salamanders and her compatriots is going well -- except that when she turns, the bulette lunges for Unafe with a deadly attack. She uses her magical voice to force the bulette back and Unafe aside at the last second, saving Unafe from a painful wound. Instead of choosing to assist with the battle, she chooses to prepare for the fungal queen's return, Myrna continues her battle poem while she expands to her full size and challenges the bulette to strike against her, rather than her companions. "Heroes stand tall and strong,
Imm. Act: Use Warning Roar on the Bulette's first attack vs. Unafe, countering 48 damage.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Reflex (DC 15) v. 24 damage: 1d20 + 6 ⇒ (10) + 6 = 16 Myrna takes 12 damage. Kill the Wounded Wasp #2 (haste, song, arcane bond): 1d20 + 15 + 1 + 2 + 1 ⇒ (2) + 15 + 1 + 2 + 1 = 21
Myrna grips her hammer tightly, and takes a deep breath, bellowing, "Stuck in a demon land,
Then she pivots and brings her hammer down on the wasp behind her, smashing a hole in it that allows her squadmates ample room to make attacks into its vulnerable, soft portions. MA: Begin Raging Song, sharing maneuvers, spending 2 rage rounds. All affected allies also gain fast healing 4.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna pulls her drums from her bag, strapping them to her belt in front of her. With her hammer in one hand, she pulls her troops together. "You hear that, Hellfire Squadron?" she calls, "We're moving again. No rest for the wicked, and we've a long way to go before we get home, but Li'an is right. We can at least take an hour to prepare spells once we reach Aurelia." "Let's go as fast as we can. And if any demon is fool enough to meet us, we will paint this forest with their ichor!" After thinking for a moment about strength and honor, she considers, "Perhaps, though, if she summon the most powerful demon around, any others would think twice before challenging us." Myrna will use Marching Song on their next leg of the journey, allowing the group to hustle without fatigue.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Reflex: 1d20 + 6 ⇒ (4) + 6 = 10 Myrna takes 16 electricity damage. Silver Knight v. Wasp Swarm (rage song): 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20 Myrna is caught off-guard by the blast of electricity, but barely even notices the pain. She roars, hoists her hammer and shield, and steps towards the wasp swarm assaulting her troops. Her form becomes overlaid in a golden spectral armor, and she brings her hammer down towards a warmonger wasp. Meanwhile, she bellows a poem. "Yr unig beth sicr mewn bywyd
FA: 5' step
After Beatrix's healing, she is at 104/126
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
While her soldiers prepare themselves for travel, Myrna runs herself through her battle exercises, stretching and warming up her body. The others were right -- they had a difficult road ahead of them today. Who knew what challenges they would face. Myrna prepares maneuvers for 10 minutes.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna stands, stretches, yawns, and groggily pulls her armor back on. What time was it? It's impossible to tell inside the stone shelter that Unafe had provided. After coming out of the shelter to survey Caerwen's ruined landscape. She reviews her troops as they gather and discuss the plan. She believed that she and the others could handle any itinerant threats that may come up, and she knew now that Caerwen offered relatively little real safety. First, to her Lieutenant, she answers, "We should get ready to move immediately. Help me get the troops up and organized. We should conduct a quick search, followed by a burial if we can find the bodies of our compatriots." Secondly to Li'an and Hinagiku, "I agree we should make for the menhir, in order to return to Drezen quickly. Do we know its approximate location and distance?" "Before we leave, however, let me take the time to attempt healing Valaria." With that said, she finds Valaria, still being cared for amongst her compatriots. She kneels beside the cursed tiefling and summons the wisdom of her teachers. Power flows from her homeland, through her, and out through her hands. "Begone!" she cries, as she channels her magic towards expelling the curse. Myrna uses Mythic Spell Kenning to cast mythic remove curse on Valaria.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
When her comrades begin to speak out on the sacrifices of the dead, Myrna solemnly joins in on the conversation. "Den, Yannick, Kai. Friends, allies, family, fighters, they did not give their lives in service. The Abyss took their lives, just like it has taken so many thousands of others. We're all here, willingly, of course, but our goal isn't to die." "Every day, we fight the demons and their servants in an effort to end this nightmare. Some of us don't make it. We lost three good soldiers today. Let's fight to make sure we don't lose any more." Her piece said, she sits down against the ruined wall of what used to be a building in Caerwen. She didn't know what would happen next. She was hurt, though, and tired. Near her limit, for sure. She looks to the Archdruid and his companions. "Do you think the storm is over?" she asks. "Should someone go out there and take a look?"
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Strength to move (song): 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 18 Her voice a beacon amidst the chaos and the storm, Myrna calls out, "Find your strength, comrades!" Amplified by her magical voice, her words take root in reality. "Recall our shared purpose, the importance with which we act! No storm will defeat us!" "Den! Karina! Follow orders, retreat from there!" "Clan-Liege Unafe, you must make room so we can support you! You shouldn't have to take on these enemies alone!" She pushes forward through the storm, strong against the gale, but finds herself stuck behind Unafe while the dinosaur woman struggles with a barely-seen foe beyond the outpost walls. MA: Begin song of strength. All allies gain a +4 bonus to Strength checks.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Will (sonic, heroism): 1d20 + 9 + 4 + 2 ⇒ (19) + 9 + 4 + 2 = 34
Myrna's skin briefly hardens to the consistency of iron as the drake and its rider rush in to impale her. That reduces the wound somewhat, but it's clear that Myrna is It seemed that there would be no rest for the righteous this time. She had hoped to descend and help her squadron with the hezrou and the babaus, but they would have to wait. She needed to take care of this incubus first, or they would be harried endlessly from the sky. Still, as she prepares for more midair battle, she points her hammer at the hezrou and glares at it, letting it know that it's on read. Still glowing with residual energy from her silver crane techniques, Myrna swirls in the air, performing a full spin attack against the incubus rider. Her hammer leaves behind a silver tracer as she swings it, and her silver crane techniques guide the weapon unerringly into the incubus' foul flesh. Her blow is brutal and powerful, as strong as she can swing. All the while, she continues her song. "Pell gadewch i'r rhai gwyn hedfan,
Hallit:
"Far let the white-ones fly,
The whirling swords! Afar off the ravens spy Death-shadows cloud the sky. Let the wolves of the Kellid die 'Neath the screaming swords!" Imm. act: Absorb Blow once more, adding to Myrna's DR 2/- and her 10 THP to reduce damage to 32. Myrna is at 91/132, and grazed.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Fort (heroism): 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
Unperturbed by the hezrou's stench, and unhurt by the thrashing and flailing claws of the derakni, Myrna gives better than she gets. Still flying in the air, she summons a corona of holy smiting energy around her hammer. Then she bellows the intro to a war song, her voice echoing across the entire battlefield by the force of her spell. "Rhyddha helgwn rhyfel,
Empowered by her own voice and song, Myrna holds her hammer high and smashes it down into the derakni before her, attempting to send it quickly back into the Abyss so that she can fly to engage with her squadron. Hallit:
"Let loose the hounds of war,
The whirling swords! Send them leaping afar, Red in their thirst for war; Gorum laughs in his car At the screaming of the swords!" Does clarion call allow the other allies, within the town of Caerwen, to benefit from the raging song? Imm. Act: 1MP: Absorb Blow (deflect 15 damage, increase DR by 1 and resistance by 5)
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Will (steadfast personality): 1d20 + 9 + 4 ⇒ (12) + 9 + 4 = 25 A preternatural sense for danger allows Myrna to spring to her feet before being ambushed, her shield and hammer falling into her hand as inevitably as sand through an hourglass. In the effect of the silence spell, Myrna can't even manage a witty reply to being stalked all night long by these random losers. She considers backing up into the extradimensional space, but decides putting up a fight is more honorable. Gripping her hammer-handle tightly, she channels righteous energy into it before giving a mighty swing, delivering a blow that reverberates with sacred energy anathema to these Deskaran cultists. Attack v. Orcelf: 1d20 + 14 ⇒ (10) + 14 = 24
Surprise Round Act: Stand up! Round 1:
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Beatrix and Myrna work together to determine the best heading for travel, marshal the troops out of their hiding place, and get them going once more. Myrna leads the troops with a strong drumbeat, driving them quickly towards their goal. She hoped to reach a second shelter before sunrise, with the windstorm and blood rain gone. She keeps to the forest edge, but doesn't stray from underneath the trees. Survival (aid): 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Myrna plans to hustle for 4 hours and then ascertain the fatigue level of her troop.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna nods decisively. They hadn't much choice. Their shelter wasn't any particular landmark or point of interest, and they needed to get the troops closer to Caerwen. She remembers saying out loud that she planned to stay here until the storm passed, and she had given the others time to return. "We'll travel until we must rest," she says. "And then we'll use sending to establish contact with the others. If we're quick, then we can reach the land surrounding Caerwen before we rest. If the environment turns against us in a deadly way, then we seek shelter once more." "Aurelia, keep a sharp eye out for demons while we travel. We'll have to make a judgment, seeing them, whether we can defeat them." Myrna plans to hustle until folk become fatigued.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
On some of her off-duty evenings, Myrna spends some time scribing scrolls using her spell kenning ability. The adventure on the comet had taught her excess preparation for unforeseen circumstances, so she secures a supply of inks and paper for future needs and stores away a few items that could help with various future problems. Myrna spends 1,500 gp from her new funds. She scribes scrolls of fly, water breathing, create food and water, and speak with dead. She shares the create food scroll with Beatrix. She also buys 750gp worth of scribing supplies. She also buys green and red paints and uses them to roughly paint over the foreign water elemental lord's sigil on her new shield. She paints the whole shield green, about one inch all the way around red, and then she writes roughly in red as a second layer the phrase "A FREE SARKORIS".
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Grateful to be back on Golarion, Myrna still trudges out of the pig pen immediately and shakes herself free of muck and mud. She checks her surroundings to be sure they're real, and then checks the pig pen to see that all her companions make it back and that the portal closes. "I would say it's no problem," responds Myrna with a small sigh to Unafe's thank-you, "But I sort of think that it is. I hope you're able to reconcile the truth with the voice in your head, and I'm glad we were able to defeat evil today, but I'm nervous we've only just summoned more trouble to us by serving a ghost, rather than having done an important service for an honored elder." "Come and find me if you ever need help, but for now, I'm going to go home, rest, wash, and return to my duties. We still have a war to fight and win." Back in Drezen, Myrna busies herself with regular work. She is welcoming her Hellfire Squadron into town, integrating herself and them into the city's normal business, and spending her off-hours in the training yard with the best Crusaders that she can find to volunteer to train with her. The whole experience at the comet had taught her that she really needed to get serious about this whole "being a badass" thing if she wanted to survive and make an impact. That had been an unexpectedly serious deadly threat, and Myrna had had few tools to use to solve it. She just needed to get stronger, tougher, faster, or she might not make it next time. Myrna heads to the big city on her weekend, bringing along the giant's axe that she lugged all the way home from the comet on her back. In Nerosyan's marketplaces she finds a new home for Bunko's giant axe and uses the money at a local arcane blacksmith to fund a new weapon for herself: a cold iron warhammer that would strike true against the true enemies of the Crusades: the demons. Myrna sells that oni's axe and uses the proceeds to buy herself a demon bane cold iron warhammer (2 capacity).
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Well, I'll go first. Linked in my profile is the Google Doc with my new statblock. Very little is different. I swapped out my discipline for Martial Training and one combat talent. I also recorded one bonus Equipment talent from the Combat specialization of the Hedgewitch class (Unfettered Armor). I noticed I had benefits from two Hedgewitch paths, so I struck the spiritualism buffs from my sheet. Everything else is the same. Her header will now record her current stance. By default it will be +3 Reflex, AC, and +5 to initiative. The followers document is a work-in-progress, but should be done soon.
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna steps to the forefront of the group, holding up her hands and smiling at the weird strangers. "Heyyyyy," she says. She points to the gate, then gestures to her group, then makes a walking motion with her two hands, using two fingers walking across her palm. "We're just trying to get through here. May we pass?" Diplomacy: 1d20 + 20 ⇒ (15) + 20 = 35
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna feels a bit stupid, shuffling along with the others, pretending to be a zombie. She was used to operating only with a troop of soldiers, and they would have never tried this. When she sees that it's only a solitary horrible abomination, she almost breaks character and attacks the thing, but she holds through and makes it to the next corner. She follows along with the others as they pass through this strange and horrible place, continuing along until they leave the safety of inside areas and re-enter the void itself. Above them waits an interminable empty space with physical laws that Myrna does not really comprehend... as well as a floating horde of zombies. She gapes at the sight, her eyes boggled. She sees the exit above, and she knows that they must pass through here in order to escape, but she sees few options regarding how. "I have never seen anything like this before," she remarks. "None of the things I've seen today are familiar. This has been a full day of surprise and horror." "Maybe we just jump? We already appear like zombies. If we can just float when we're in there, maybe we'll just float on through, have everything be fine?" "Anyway, I'm not sure any number of regular zombies could kill me, even if I did run into them."
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
"We're in long, straight hallways." Myrna crashes her shield and axe together. "Why are we afraid to fight?" She's sure there's nowhere to hide, and that the path ahead goes straight through the coming foe. She has no illusions and she's never been good at hiding. She looks to her companions. What will they do if they want to prevent a fight?
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
With my signature below, I hereby attest that my buffs will be on the most recent Excel sheet. If I cannot access the sheet for some reason, I will place buffs at the end of my header. In case that my buffs are not easily auditable, I agree that they should not apply. Myrna Riversoar
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna impatiently taps her foot. She feared no crowd of zombies, and she felt no complex plan was necessary to take them out, but she acquiesced to her companions' wishes again. Holding her axe and shield at the ready, she waits for Ehren and Li'an to enact their plan. "Wait a few moments, Pagbean," she tells the gnome. "We will fight these zombies first. Your spell will be of no use. Cast your illusions once we've finished."
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna looks at Li'an handing her two greataxes. She quirks her eyebrow, sets her haversack on the ground, and slides her steel fish-shield into the backpack alongside her wooden shield. She nods and accepts the steel axe from the elf, simply shouldering it. She couldn't effectively wield it while small, but she could easily carry it. When Li'an gets up and starts methodically searching the room, perhaps for answers, Myrna holds up a hand for her to slow down a bit. "Hang on, hang on, it's no mystery where we are. We're in Goryon's bedroom. Don't worry about secret traps or doors or whatever, all you're gonna find here is crystals embedded in the walls and enormous silken sheets." "I dunno about you, but I got no use for enormous silken sheets." "Oh yeah, and Goryon's been lying about not being a dragon this whole time. She's a dragon. That's why this bedroom is so huge."
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Unafe is a creature of some primal emotion, to go from triumphant fist-pumping to sobbing in the course of such a short span. She had said a lot of things -- she expressed confusion, uncertainty, urgency, pride, excitement, stubbornness, insecurity, commitment, pride again, an extremely reluctant apology, and admiration for Hinagiku. She told them, in brief, about Goryon. Myrna isn't sure how to react to all of that. She certainly can't react to all of it at once, and the revelation that Goryon was a dragon the whole time only serves to incense Myrna further against the arrogant ghost. Yet another lie to add to the pile. She was sure the Demetae did not know of the true nature of their benefactor, and that Goryon had assumed the guise of a human while among them. There was simply no way the legends of Goryon would not mention her nature otherwise. Myrna watches Unafe critically. She uses self-pity to deflect from the fact that she was making the decision for everyone that they would return to Golarion with a beacon of danger that a liar had sent them to retrieve. When Unafe expresses that she doesn't understand Myrna's perspective, she chooses that angle to respond to. "Think of it like this, Unafe," she tells the younger girl, with her arms crossed. "My ancestors are the ones who opened the Wound, destroyed our lands, and scattered our people. My ancestors were conquerors that were driven from these lands. My ancestors were locked away in Threshold. They worshiped demons, and held them up as equal to the true gods." She places a fist over her heart. "I respect my mother, my grandmothers, and their mothers. They've looked after me all my life, they taught me all that I know. They helped to reconquer Gundrun. I can see, in the real world, the impact their choices have made. I have neither desire nor need to respect the ghosts of the ancient past. There is too much here in front of me to pay attention to the old ways." "My insults aren't to your ancestors, nor are they casual. My disdain is for Goryon's lies. No one and nothing else -- except, in a way, to you for defending and justifying her lies. It has nothing to do with any disrespect for the past or for the concept of the ancestry, but because of the way she has directly treated us in the past few hours, since awakening." "If your tale is true, and Goryon is a secret dragon, then it's likely she isn't your ancestor at all. She is simply the powerful benefactor of your people -- yet another privilege you have enjoyed that we, the common Sarkorian people, have gone without. A benefactor that -- through her possession of the tribe's strongest warriors -- continues to dominate and rule the human clan she claimed for her own. You and the Demetae lived in warmth and comfort, wealthy on your mine of skymetal and your powerful animal guardians. In the meantime, the rest of Sarkoris struggled with cold, demon worship, and Avistani colonialism. Your people were wiped out along with the rest of Sarkoris, but don't forget that you have enjoyed immense benefits I have never had the chance to see. Remember when you speak of our respect for tradition that our traditions were destroyed generations before I was ever born. It's not as simple as 'you respect our ways and i do not'. Our ways are different. You grew up surrounded by the old ways. I grew up surrounded by ruin."
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna sighs pleasantly and deeply when the Archdruid acknowledges her concerns and shares them. The knowledge of his support is a deep weight off her shoulders, and it is with that secure feeling that she turns to face Unafe when she comes by to address them. At first she believes that Unafe must be apologizing. But then she listens, with growing incredulity, as she hears the girl boast and self-justify again and again. The pride! The arrogance it must take to be the young Clan-Liege right now. It makes sense, too. From all she had heard, Unafe had been told from a very young age that she was the Chosen One, destined to destroy the demons. She was by far the strongest warrior any of them had ever seen. She had been trained by the wisest members of her tribe, which sat sheltered and bountiful, hidden from the rest of Sarkoris. With so many privileges, she had returned to Golarion to find herself in charge of her clan. Unafe had not had to live through the Worldwound's corruption. She knew nothing of the matters on which she spoke. Her booming voice, filled with pride, fills the chamber. Myrna is not swayed by Unafe's enthusiasm, but she does rise to her feet as the younger warrior thrusts a fist into the air. She rolls her eyes when Unafe interrupts herself with a fresh bout of urgency and inward visioning, turning once again to Goryon for guidance and direction. "Your insults will not soon be forgotten, younger sister," she begins, her voice tired but firm. "You know nothing of what a Sarkorian skald must understand. While the Wound spread and killed our people, you slept. Tell me what "we Sarkorians do" in a hundred years, when you've earned the title." She gestures towards the Moaning Diamond. "You call that a goddess? It looks more like a piece of treasure to me. A piece of treasure you say now that Ayrzul, a god, and his many servants, who we have just nearly died fighting, will continue tracking?" She gestures broadly around them, taking in the whole environment. "They've already tracked her, despite Goryon's impressively absurd protections, to this comet flying through space that's nearly impossible to reach. We haven't rescued anyone, Unafe. We've only made a new enemy, and that enemy is an evil god! Sarkoris has enough godlike enemies without you and your damnable foolishness drawing us into new wars."
female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29
Myrna grumbles and frowns. She looks up at the Archdruid, grateful for his perspective and wisdom but still unhappy about the situation at large, and unwilling to completely let go of her frustration. "I don't feel comfortable simply moving forward in the face of all this," she mutters. "Goryon has lied to us again and again, and is now expecting gratitude for sheltering us from the danger that she placed us in." "Unafe asks us to respect the carpets of her long-dead ancestor without explaining why we retrieved a crystal when we were led to believe we would be rescuing a girl." she continues to explain, waving her hands about at the whole situation. "I don't care about dirt and blood on my hands like this. I've lived in the dirt and blood forever. I care that I'm being asked to respect somebody that shows no regard for any of us, or our lives. Why did we come here? What have we done? What is this place?"
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