Rich Diver

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Organized Play Member. 3 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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In terms of losing AC, there's a cavalier archtype called Castellan. At 12th level you no longer lose AC as a result of your challenges.


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:
An Alchemist is one of the many remarkable individuals capable of studying and practicing alchemy. As the craft of alchemy requires a full understanding of chemistry and ancient alchemical theory, alchemists are closer to scientists than magicians, but the ability to perform alchemy is also tied to an inherent talent for manipulating matter and energy so not all people can become competent alchemists merely by studying.

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
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

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
At 1st level, an 6th level you may choose a new specialization. You may only choose one specialization from each school. Your effective alchemist level is considered to be 5 less than your actual total, when pertaining to the second Alchemist Specialization. The abilities for each school are considered spell-like abilities, with all saves equaling 10+1/2HD+INT.

Catalytic School of Alchemy
Flame Alchemy:
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You have learned to use alchemy to manipulate oxygen level in the air, so long as he has access to a transmutation circle and a spark or open flame. You unleash a 15ft cone of fire, dealing 1d4/2 Alchemist levels fire damage to anyone in the area of effect. Reflex for half.
At 6th level, you may use alchemy to create a swirling vortex of fire. You may use Fire Shield [warm fire only] at will, so long as they have access to a transmutation circle and a spark or open flame. The caster level is equal to ½ your class level. For as long as you maintain the effect he cannot use any other form of alchemy, and he cannot move from the position where he activated the effect, until he deactivates it.
At 10th level, you have learned to enhance your technique in order to give your flame blast more range and power. Once per minute you may use your alchemy to create a blast of fire as per the Fireball spell, so long as they have access to a transmutation circle and a spark or open flame. The caster level of the Fireball is equal to ½ your class level.
At 14th level, you have learned to expand and maintain your flame reaction to new levels of power. Once per day, you can use your alchemy to create a wall of fire, as per the Wall of Fire spell, with a caster level equal to ½ your class level. You must make two full round actions, and you must remain stationary for the duration of the effect. You may not use any other alchemic techniques while doing this.

Frost Alchemy:
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You have learned to use alchemy to manipulate the temperature of their surrounding, so long as he has access to a transmutation circle. As a touch spell, you can deal 1d6/2 Alchemist levels, cold damage to a target.
At 6th level, you may use your alchemy to create a sheet of ice, as per the Wall of Ice spell, as long as you have access to a transmutation circle, and a source of water at least 1 gallon per 10ft square. The caster level is equal to ½ your class level. For as long as you maintain the effect he cannot use any other form of alchemy, and he cannot move from the position where he activated the effect, until he deactivates it.
At 10th level, you have learned to alter the moisture in the air and freeze your victims in the process. Once per minute you may use your alchemy to create a blast of cold as per the Cone of Cold spell, so long as they have access to a transmutation circle. The caster level of the Cone of Cold is equal to ½ your class level.
At 14th level, you have learned to defend yourself using a shield of solid ice. You becomes incased in a block of Ice for one round per alchemist level. This effect cannot be removed until the end of that time, but while he in incased in the ice he is protected from all damage, unless adequate fire damage is dealt to the Ice Block. The ice block has HP equal to your level times 2.

Shock Alchemy:
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You have learned to use alchemy to manipulate the flow of electricity in their surrounding, so long as he has access to a transmutation circle. As a touch spell, you can deal 1d6/2 Alchemist levels electricity damage to a target.
At 6th level, you has learned the direct the flow of electricity over a distance. So long as he has access to a transmutation circle, he may use Lightening Bolt at will. The caster level is equal to ½ your class level.
At 10th level, your ability to direct electricity has improved still further, once per minute, he may use Chain Lightening, so long as he has access to a transmutation circle. The caster level is equal to ½ your class level.
At 14th level, your ability to channel electricity has reached its maximum potential. Once per day, lightning spills forth from your body in all directions. Any other creatures within the 30ft take 1d8 points of electricity damage per two class levels, and are stunned for 1 round. A successful fortitude save halves the damage and negates the stun effect.

Combat School of Alchemy
Transmutational Weaponry:
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You have learned to transmute your own weapon as a swift action, so long as he has access to a transmutation circle. You must build a list of two weapons. Any weapon from that list, in the hands of you, can be transformed into any other weapon from that same list. If the weapon is enchanted, those enchantments will carry from one form to another, as long as they are compatible. If the enchantments are not compatible, they become dormant, and are returned to normal once the weapon is returned to normal.
At 6th level, you can add another weapon to your Transmutational weapons list. You also gains the ability to combine alchemy with your unarmed strike, so long as he has access to a transmutation circle. The unarmed strike deals an additional 1d4 force damage per 2 class levels. Alternately, you may deliver the strike with a touch attack, dealing no damage from the strike, but still dealing the additional damage.
At 10th level, you can add another weapon to your Transmutational weapon list. You have also learned to combine your unarmed strike with your alchemy to form an alchemic shot. Once per minute, you can take a full action to toss a rock or other solid object of about 6in³ into the air, and then strike it with an unarmed strike. The attack is a ranged attack with a range increment of 10ft. It deals 1d4 per 2 alchemist levels.
At 14th level, you can add another weapon to your Transmutational weapon list. You have also learned to use your alchemy to strike the ground, causing a wave of destruction to emanate from your position. Anyone within 30ft takes 1d6 force damage per 2 class levels, and must make a reflex save, or be knocked prone. Those who make the save take half damage. This ability can be used once a day.

Alchemic Physique:
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You have learned to strengthen your body using alchemy. Once a day, you may chose one physical ability score, and gain a +2 bonus.
At 6th level, you have learned to increase your body further. Once a day, you gain a +2 temporary bonus on two physical ability scores.
At 10th level, you have learned to increase your body further. Once a day, you gain a +4 temporary bonus to one physical ability score, and a +2 temporary bonus to a second choice.
At 14th level, you have learned to increase your body to the maximum you can achieve. Once a day, you gain a +4 temporary bonus to two physical ability scores.

Alchemic Trickery:
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You have learned to use alchemic transmutation circles to create advanced traps. You trace two halves of a transmutation circle, and set the trap trigger so that it completes the circle. These traps can use the basic alchemic functions, or they can be used to do the following. You may seal a door with an alchemic trap, making it inoperable by conventional means; once the door is closed it cannot be reopened without destroying it, or you may create an alchemic trap that deals damage to whomever steps on the trigger; the trap deals up to 1d6/2 levels of alchemist. As an added bonus, you gain Craft Trap, and Disable Device as a class skills if you take this specialization.
At 6th level, you have learned to use alchemy to use the environment itself as a weapon. You may target a 10ft square within 40ft., anyone in the square must make a reflex save or be damaged by your attack. This attack deals 1d6/2 Alchemist levels. The area then becomes difficult terrain until it is returned to normal by an alchemist.
At 10th level, you have learned to create, and animate statues using Alchemy. First you must create the statues, using the Alchemy Skill, then as a free action you may animate them as per the Animate Object spell. Your caster level is equal to half your alchemist level. You may not use any alchemic abilities while the statues remain animated, as you must use your alchemic talents to maintain control of the statues.
At 14th level, you can imbue an object with a portion of your soul for a limited amount of time. The effect lasts for 1 round per level, and you can imbue your soul into ½ your HD worth of objects at a time. You can see from the perspective of the object, and speak through it. If you succeed at Combat Maneuver, you can imbue your soul into the armor or weapon of a foe. The foe must make a will save or lose control of the armor or weapon for the duration of the effect.

Bio-Alchemy School
Life Alchemy:
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You have learned to combine your knowledge of alchemy with your knowledge of anatomy in order to heal people. As a full round action you may use cure light wounds, Caster level equal to ½ your class level.
At 6th level, as a full round action you may use cure moderate wounds, Caster level equal to ½ your class level.
At 10th level, as a standard action, once per minute, you may use cure serious wounds, Caster level equal to ½ your class level.
At 14th level, as a standard action, once per day you may use cure critical wounds, Caster level equal to ½ your class level.

Sewing Life Alchemy:
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You have learned to create and control Chimera from Chimeras Type I. An alchemist with this specialization may control twice your own HD worth of Chimera at once. For every additional chimera created, you lose control of your other chimera, oldest first. The DC for creating a Chimera is equal to the resulting creatures HD+20. If you fail, then all creatures included in the transmutation die.
At 6th level, you may create and control chimera from Chimeras Type II.
At 10th level, you may create and control chimera from Chimeras Type III.
At 14th level, you may create and control chimera from Chimeras Type IV.
Type I Chimeras
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Rat-Cat
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
HP (2d8–1)
Fort +1, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
SPECIAL ABILITIES
Disease (Ex)
Filth fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Dog-Frog
N Small animal
Init +1; Senses low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
HP (2d8+2)
Fort +4, Ref +3, Will +1
OFFENSE
Speed 40 ft.
Melee bite +2 (1d4+1)
STATISTICS
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
SPECIAL ABILITIES
Poison (Ex)
Injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save

Snake-Hawk
N Medium animal
Init +3; Senses scent; Perception +12
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
HP (2d8+6)
Fort +4, Ref +6, Will +2
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft. fly 60 ft. (average)
Melee bite +5 (1d4+4 plus grab)
Special Attacks constrict (1d4+4)
STATISTICS
Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +5 (+9 grapple); CMD 18 (can't be tripped)
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics

Bat-Eel
N Diminutive animal
Init +2; Senses blindsense 20 ft., low-light vision; Perception +6
DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
HP (2d8–2)
Fort +0, Ref +4, Will +2
OFFENSE
Speed 5 ft., fly 40 ft. (good)
Melee Tail +3 touch (1d6 electricity)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5
Base Atk +0; CMB –2; CMD 3
Feats Weapon Finesse
Skills Fly +16, Perception +6; Racial Modifier +4 Perception
SPECIAL ABILITIES
Electricity (Ex)
An Eel-Bat can produce a powerful jolt of electricity from its tail, delivering the jolt with a successful touch attack. On a critical hit, the creature struck must make a DC 15 Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based.

Type II Chimeras
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Ape-Octopus
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 15, touch 14, flat-footed 11; (+4 Dex, +1 natural)
HP (4d8)
Fort +5, Ref +7, Will +2
OFFENSE
Speed 30 ft., climb 30 ft, swim 30 ft., jet 200 ft.
Melee Bite 1d6
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 11, Dex 19, Con 10, Int 2, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 16
Feats Great Fortitude, Skill Focus (Perception)
Skills Acrobatics +8, Climb +12, Perception +8
SPECIAL ABILITIES
Ink Cloud (Ex)
This chimera can emit a 10-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute.
Jet (Ex)
This chimera can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.
Poison (Ex)
Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.

Wolf-Dolphin
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
HP (4d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 50 ft. Swim 80 ft.
Melee bite +2 (1d6+1 plus trip)
STATISTICS
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent
SPECIAL ABILITIES
Hold Breath (Ex)
This Chimera can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Ram-Squid
N Medium animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
HP (4d8+2)
Fort +4, Ref +5, Will +2
OFFENSE
Speed 40 ft. swim 60 ft., jet 240 ft.
Melee gore +3 (1d4+3)
Special Attacks powerful charge (gore, 1d8+3)
STATISTICS
Str 14, Dex 15, Con 13, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Improved Bull RushB, Skill Focus (Acrobatics)
Skills Acrobatics +13 (+17 jump), Perception +6; Racial Modifiers +4 Acrobatics
SPECIAL ABILITIES
Ink Cloud (Ex)
A squid can emit a 5-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.
Jet (Ex)
A squid can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.

Snake-Frog
N Medium animal
Init +5; Senses low-light vision, scent; Perception +9
DEFENSE
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
HP (4d8+4)
Fort +5, Ref +4, Will +1
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +2 (1d4–1 plus poison)
STATISTICS
Str 8, Dex 13, Con 14, Int 1, Wis 13, Cha 2
Base Atk +1; CMB +0; CMD 11 (can't be tripped)
Feats Improved Initiative, Weapon FinesseB
Skills Acrobatics +9, Climb +9, Perception +9, Stealth +9, Swim +9; Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics; modifies Climb and Swim with Dexterity
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
Tongue (Ex)
This Chimera’s tongue can attack with a 15 ft. reach. A giant frog's tongue delivers a bite attack, and can also attempt a grab.

Type III Chimeras
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Lion-Scorpion
N Large Animal
Init +7; Senses low-light vision, scent; Perception +9
DEFENSE
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
HP (6d8+10)
Fort +6, Ref +7, Will +2
OFFENSE
Speed 40 ft.
Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5), sting +6 (1d6+5 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +7, 1d4+5)
STATISTICS
Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +9 (+13 grapple); CMD 22 (26 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception)
Skills Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitutuion-based and includes a +2 racial bonus.

Cockatrice
N Small Animal
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
HP (6d8)
Fort +4, Ref +7, Will +2
OFFENSE
Speed 20 ft., fly 60 ft. (poor)
Melee bite +9 (1d4–2 plus petrification)
STATISTICS
Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 8
Base Atk +5; CMB +2; CMD 16
Feats Dodge, Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +10
SPECIAL ABILITIES
Petrification (Su)
A cockatrice's bite causes flesh to calcify and harden—multiple bites can cause a living creature to fossilize into stone. Each time a creature is damaged by a cockatrice's bite attack, it must succeed on a DC 12 Fortitude save or take 1d4 points of Dexterity damage as its flesh and bones stiffen and harden. (This slow petrification does not alter a bitten creature's natural armor.) A creature that is reduced to 0 Dexterity by a cockatrice's bites immediately turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified by a cockatrice in This manner can attempt a new DC 12 Fortitude save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to full Dexterity by natural healing or magic as normal)—but after a petrified creature fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature restored to flesh via magic has its Dexterity damage caused by cockatrice bites removed, but not any existing Dexterity damage from other sources. A cockatrice is immune to the petrification ability of itself and of other cockatrices, but other petrification attacks affect them normally. The save DC is Constitution-based.

Shark-Seal
N Medium Animal (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +8
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
HP (6d8+5)
Fort +5, Ref +7, Will +1
OFFENSE
Speed 10 ft., swim 50 ft.
Melee bite +7 (1d8+1/19–20 plus bleed)
Special Attacks bleed (1d6), blood frenzy, roar
STATISTICS
Str 13, Dex 16, Con 13, Int 2, Wis 11, Cha 7
Base Atk +5; CMB +6; CMD 19
Feats Improved Critical (bite)B, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite)
Skills Escape Artist +5, Perception +8, Stealth +10, Swim +9; Racial Modifiers +8 Swim
SQ amphibious
SPECIAL ABILITIES
Blood Rage (Ex)
A Shark-Seal's blood rage ability activates whenever it detects blood in the water using its keen scent, but otherwise functions as the universal monster rule of the same name.
Roar (Su)
A Shark-Seal's roar is supernaturally loud and horrifying. When a Shark-Seal roars (a standard action the creature can perform at will), all hearing creatures with 4 or fewer HD within a 100-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. Whether or not the save is successful, creatures in the area are immune to the roar of that bunyip for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is Constitution-based.

Bat-Wolf
N Medium Animal
Init +2; Senses blindsense 120 ft., low-light vision; Perception +6
DEFENSE
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
HP (6d8+12)
Fort +7, Ref +6, Will +2
OFFENSE
Speed 20 ft., fly 40 ft. (good)
Melee bite +6 (2d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks screech
STATISTICS
Str 17, Dex 15, Con 16, Int 6, Wis 13, Cha 6
Base Atk +4; CMB +8; CMD 20
Feats Flyby Attack, Skill Focus (Stealth)
Skills Fly +8, Perception +6 (+10 when using blindsense), Stealth +5; Racial Modifiers +4 Perception when using blindsense
SPECIAL ABILITIES
Screech (Su)
Once per day as a standard action, a mobat can produce an ear-splitting screech that stuns non-mobats in a 20-foot-radius burst. All creatures within the area must make a DC 15 Fortitude save or be staggered for 1d3 rounds. Other mobats and urdefhans are immune to This effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.

Type IV Chimeras
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Manticore
LE Large Animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
HP (8d8+24)
Fort +9, Ref +7, Will +3
OFFENSE
Speed 30 ft., fly 50 ft. (clumsy)
Melee bite +10 (1d8+5), 2 claws +10 (2d4+5)
Ranged 4 spikes +8 (1d6+5)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 15, Con 18, Int 5, Wis 12, Cha 9
Base Atk +6; CMB +12; CMD 24 (28 vs. trip)
Feats Flyby Attack, Hover, Weapon Focus (spikes)
Skills Fly –3, Perception +9, Survival +4 (+8 tracking); Racial Modifiers +4 Perception, +4 Survival when tracking
SPECIAL ABILITIES
Spikes (Ex)
With a snap of its tail, a manticore can loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period.

True Chimera
CE Large Animal
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
HP (8d8+36)
Fort +9, Ref +7, Will +6
OFFENSE
Speed 30 ft., fly 50 ft. (poor)
Melee bite +12 (2d6+4), bite +12 (1d8+4), gore +12 (1d8+4), 2 claws +12 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (usable every 1d4 rounds)
STATISTICS
Str 19, Dex 12, Con 17, Int 4, Wis 13, Cha 10
Base Atk +9; CMB +14; CMD 25 (29 vs. trip)
Feats Hover, Improved Initiative, Iron Will, Skill Focus (Perception), Toughness
Skills Fly +2, Perception +10, Stealth +4 (+8 in scrubland or brush); Racial Modifiers +2 Perception, +4 Stealth in scrubland or brush
SPECIAL ABILITIES
Breath Weapon (Su)
A chimera's breath weapon depends on the color of its dragon head, as summarized on the table below. Regardless of its type, a chimera's breath weapon is usable once every 1d4 rounds, deals 6d8 points of damage, and allows a DC 17 Reflex save for half damage. The save DC is Constitution-based. To determine a chimera's head color and breath weapon randomly, roll 1d10 and consult the table below.
d10 Head Color Breath Weapon
1–2 Black 40-foot line of acid
3–4 Blue 40-foot line of lightning
5–6 Green 20-foot cone of acid
7–8 Red 20-foot cone of fire
9–10 White 20-foot cone of cold

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:
This is my first completed attempt at creating a homebrew core class. I'm submitting it here for critique and input from the public. If you have any input for me please respond. I am particularly interested in new ideas for School Specializations and making sure that my descriptions are clear and my sentence structure is consistent. Also any suggestions for new Chimeras.

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."

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female tiefling (devil-spawn) cleric (cardinal) 10 | hp 140/140 (healthy) | AC 20 18, touch 15 13, ff 18 16, Fort +14, Ref +7, Will +15 | Perception +5, darkvision 60ft., Init +2 | channel 4/4, ToG 8/8, holy lance 1/1

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.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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.


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female tiefling (devil-spawn) cleric (cardinal) 10 | hp 140/140 (healthy) | AC 20 18, touch 15 13, ff 18 16, Fort +14, Ref +7, Will +15 | Perception +5, darkvision 60ft., Init +2 | channel 4/4, ToG 8/8, holy lance 1/1

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.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

"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
SA: Spend 1 MP to use Words of Hope. Allies (that are within 30ft., which I think is everyone) can have floating re-rolls, that they can choose to use once per round, for the next two rounds (starting right now).
MA: Begin Bardic Performance, sharing maneuvers (+2 to hit/dam/+3 to Will, 24 THP, Silver Crane maneuvers, fast healing 4, -1 AC, lack of concentration)


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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?"


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female tiefling (devil-spawn) cleric (cardinal) 10 | hp 140/140 (healthy) | AC 20 18, touch 15 13, ff 18 16, Fort +14, Ref +7, Will +15 | Perception +5, darkvision 60ft., Init +2 | channel 4/4, ToG 8/8, holy lance 1/1

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.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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."


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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?"


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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."


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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. "


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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."


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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?"


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female tiefling (devil-spawn) cleric (cardinal) 10 | hp 140/140 (healthy) | AC 20 18, touch 15 13, ff 18 16, Fort +14, Ref +7, Will +15 | Perception +5, darkvision 60ft., Init +2 | channel 4/4, ToG 8/8, holy lance 1/1

Heal Ehren: 1d20 + 17 - 2 ⇒ (10) + 17 - 2 = 25
Heal Yui: 1d20 + 17 - 2 ⇒ (1) + 17 - 2 = 16

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."


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

"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.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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
Damage (Holy, Frost): 1d8 + 7 + 2d6 + 1d6 ⇒ (5) + 7 + (5, 6) + (2) = 25

SwA: Spend 1 AP to gain frost on Myrna's warhammer
SA: Cast bladed dash to move through Unafe and the ghoul and make a melee attack.
FA: Activate berserk to gain 11 THP and lose 2 AC (AC is currently 20).


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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."


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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?"


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

Reflex: 1d20 + 6 + 2 - 1 - 3 ⇒ (1) + 6 + 2 - 1 - 3 = 5
Reflex: 1d20 + 6 + 2 - 1 - 3 ⇒ (4) + 6 + 2 - 1 - 3 = 8
Fortitude: 1d20 + 13 + 2 - 3 ⇒ (7) + 13 + 2 - 3 = 19
Will: 1d20 + 10 + 2 - 3 ⇒ (7) + 10 + 2 - 3 = 16
Reflex: 1d20 + 6 + 2 - 1 - 3 ⇒ (11) + 6 + 2 - 1 - 3 = 15

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.


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female tiefling (devil-spawn) cleric (cardinal) 10 | hp 140/140 (healthy) | AC 20 18, touch 15 13, ff 18 16, Fort +14, Ref +7, Will +15 | Perception +5, darkvision 60ft., Init +2 | channel 4/4, ToG 8/8, holy lance 1/1

Reflex (DC 24) (critical): 1d20 + 6 - 3 ⇒ (5) + 6 - 3 = 8
Reflex (DC 17) (critical): 1d20 + 6 - 3 ⇒ (6) + 6 - 3 = 9 Beatrix takes 45 damage, falling to -41/126. She is dead, but then she takes 10 divine damage, falling to -51/126.

Beatrix is blasted apart by the pyroclastic assault of the undead druids. She is assuredly dead.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

Diplomacy vs. Bulette Attack (DC 35): 1d20 + 22 ⇒ (17) + 22 = 39
Will vs. Channel (Li'an's Aura) (DC 22): 1d20 + 10 + 4 ⇒ (6) + 10 + 4 = 20

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,
Unbroken facing doom,
Earth-sharks are weak and dumb,
Come and get it, earth-shark!"

Imm. Act: Use Warning Roar on the Bulette's first attack vs. Unafe, countering 48 damage.
FA: Maintain song, with 12/24 rounds remaining.
MA: Challenge the fungal bulette -- it gains a +2 to hit Myrna and a -2 to hit everyone else
SA: Grow to Large-size


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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
Damage (holy, rage, arcane bond): 1d8 + 7 + 2d6 + 2 + 1 ⇒ (8) + 7 + (6, 3) + 2 + 1 = 27

Myrna grips her hammer tightly, and takes a deep breath, bellowing,

"Stuck in a demon land,
fighting back to back,
squadron hold hand in hand,
go on the attack!"

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.
SwA: Arcane Bond, spend 1 AP, +1 to hit and damage
SA: Kill the Wounded on Wasp #2. If successful, allies' attacks deal 2d6 bonus damage to it until my next turn.
FA: Berserk for 11 THP. Current HP 138 (+11)/161


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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
Ai dyna fydd yr haul yn codi ac yn disgleirio
Byddai'r gwenyn yn hedfan o gwmpas ac yn gafael
Beth bynnag y gallent ddod o hyd o'r diwedd"

FA: 5' step
FA: Berserk, reducing AC to 20 and gaining 11 THP.
SwA: Change stance to Stance of the Silver Crane
MA: Begin raging song, sharing maneuvers and stances with all allies: 22/24 rounds remain.
SA: Silver Knight's Blade

After Beatrix's healing, she is at 104/126
Myrna is at 134/150.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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.
Silver Crane maneuvers: blazing crane's wing (boost: add 2d6 sacred damage to attacks for 1 round), exorcism strike, silver knight's blade
Warlord maneuvers: kill the wounded (strike: add 2d6 damage to allies' attacks if successful), encouraging roar (boost: allies gain +2 morale to attacks and damage), warning roar (counter: Diplomacy exceed attack roll to negate), burnished shell (counter: shield bash exceed spell DC to negate)


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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?"


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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.
MA: Move to current position.
Header is updated. 7 rounds remain with haste.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

Will (sonic, heroism): 1d20 + 9 + 4 + 2 ⇒ (19) + 9 + 4 + 2 = 34

Silver Strike vs. Incubus (heroism, rage song, bane, arcane bond, strength penalty, grazed): 1d20 + 14 + 2 + 2 + 2 + 1 - 4 - 1 ⇒ (2) + 14 + 2 + 2 + 2 + 1 - 4 - 1 = 18
Silver Strike vs. Incubus (heroism, rage song, bane, arcane bond, strength penalty, grazed): 1d20 + 14 + 2 + 2 + 2 + 1 - 4 - 1 ⇒ (17) + 14 + 2 + 2 + 2 + 1 - 4 - 1 = 33
Damage (big, big arms, holy, bane, rage song, arcane bond, strength penalty, brutal strike): 3d6 + 8 + 2d6 + 2d6 + 2 + 2 + 1 - 4 + 14 ⇒ (6, 3, 5) + 8 + (4, 3) + (2, 6) + 2 + 2 + 1 - 4 + 14 = 52

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,
Y cleddyfau chwyrlio!
Ymhell oddi ar y cigfrain ysbiwyr
Mae cysgodion marwolaeth yn cymylu'r awyr.
Gad i fleiddiaid y Kellid farw
'Castell-nedd y cleddyfau sgrechian!"

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.
SA: Initiate Silver Strike maneuver. Expend martial focus to use Brutal strike with this maneuver.
MA: Challenge on the Hezrou. It receives a +2 to attack Myrna, and a -2 to attack everyone else, for 6 rounds.
FA: Maintain bardic performance.
FA: Berserk for 10 THP.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

Fort (heroism): 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
Silver Knight's Blade (heroism, bane, rage song, arcane bond): 1d20 + 14 + 2 + 2 + 2 + 1 ⇒ (12) + 14 + 2 + 2 + 2 + 1 = 33
Damage (big, big arms, holy, bane, arcane bond, silver knight's blade): 3d6 + 8 + 2d6 + 2d6 + 2 + 1 + 4d6 ⇒ (3, 4, 5) + 8 + (3, 4) + (2, 6) + 2 + 1 + (2, 4, 5, 3) = 52

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,
Y cleddyfau chwyrlio!
Anfonwch nhw i neidio o bell,
Coch yn eu syched am ryfel;
Mae Gorum yn chwerthin yn ei gar
Ar sgrechian y cleddyfau!"

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)
MA: Begin rage song performance, sharing feats, healing 4 hp
The Crusaders gain +2 to hit and damage, access to protection from evil/holy, and access to maneuvers.
SA: Initiate Silver Knight's Blade, healing 14 hp
FA: Berserk, maintain 10 thp


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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
Damage (holy, silver knight's blade): 1d8 + 7 + 2d6 + 4d6 ⇒ (1) + 7 + (4, 5) + (2, 2, 1, 5) = 27

Surprise Round Act: Stand up!

Round 1:
SA: Silver Knight's Blade maneuver. If it hits, Myrna will heal 10 hit points.
SwA: Change stance to stance of silver crane
FA: Berserk, +10 thp, -2 AC
AC is currently 22 (touch 10).


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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
Beatrix Aid: 1d20 + 5 ⇒ (17) + 5 = 22

Myrna plans to hustle for 4 hours and then ascertain the fatigue level of her troop.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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".


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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).
A +2 enhancement, +3 capacity weapon should sell for 16,000gp.
A +1 enhancement, +2 capacity weapon purchases for 10,000. Add on the extra cost for enchanted cold iron and the weapon itself and we are paying 12,624gp for our new weapon. We'll add 3,376 gp to our inventory.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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.


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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."


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

"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?


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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."


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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."


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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."


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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."


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female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 29 30, touch 14, ff 27, CMD 28 | Fort +14, Ref +6, Will +11 | Perception +2, darkvision 60ft., Init. +2 | Spells-- 1st: 7/7 2nd: 4/5 3rd: 3/4, 4th: 2/2 | Song: 22/26, AP: 2/3 | MP 6/11 | MF 1/1, Kenning 1/1 | SILVER CRANE STANCE

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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