Alastir Wade

Radsworth's page

529 posts. Alias of Thunderfrog.


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Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Init: 1d20 + 11 ⇒ (3) + 11 = 14

For the things I may succeed in, I place the motivation to endure and the will to persevere at your young feet. For the things which I leave unfinished, I ask you for patience. The universe needs balance, and together we will bring it. Should the machinations of a flawed creature prevent me from returning to you, note you have my love as a daughter forever.

-Note from Professor Radsworth to Sun Mi


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Radsworth watches his surroundings closely, terribly interested. HE found it to be .. offensive, but interesting. Oppressive, but curious. He would never be at home in such a place, nor every consider modeling his own growing plane after such either. Still, it was an experience worth having.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Radsworth inspects the submarine and gives a whistle of appreciation. Useful indeed!

"I'd much rather this. I don't know how our martial specialists feel about it, but I think it's a marvelous idea."


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Radsworth opens the portal, and waits patiently for the others to step through.

He sends Natalie through with Daisy.

After all the others go through, Rad waits a moment, staring hard at the walls of the cave.

"Things are coming to an end, one way or another, and now if something happens to me, at least Sun Mi has another girl to talk to."

With a sigh, he steps through the portal and closes it behind him.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

"Oof."

Radsworth awkwardly pats the girl, then embraces her for a moment.

"Everyone ready? I think we've had enough fun for today. I'll take us back to the castle."


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Radsworth considers the young girl.

She seemed a bit like Sun Mi, exaggerated in speech and rambunctious. He wondered what part of Yig's own personal code kept her alive?

His eyes sweep over the assorted treasures, valuable all to be sure, but none of it caught his own attention. He could replicate the effects of any of them at this point, without much fuss, except the Vorpal Sword, but Mikey, Koran, and Derrik had that avenue covered.

His spanish, though unused, was still fluent.

"Elijo usted, señorita."

He offers a hand to the girl.

"Come with us, I'll introduce you to my charge, Sun Mi. I think the two of you would get along well enough. I've built us a place that's safe, but if things go well enough you won't have to be cooped up there long. Cthulu shouldn't be long left for our world."


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

(Sorry! Been so out of the loop I forgot what all Radsworth does! I seem to recall preparing a named bullet way back when before teleporting, and they last 190 minutes at this level.)

Radsworth moves closer towards El Grande.

"Of all the filth I see here, you sycophants and sucklers from the Elder teats are the worst. I name you enemy, human."

Raising Traveler, Radsworth uses the weapon to channel a blast of electric energy into the Druglord, funneling a mythic power into channel power and using a swift action to consume a third level spell, bestowing Traveler with a +3 enhancement bonus.

Knowledge Dungeoneering: 1d20 + 29 ⇒ (3) + 29 = 32(Seeking info on resitances of the extraplanar enemies. All Rads knowledges are about the same.)
Traveler, Intensified Reach Shocking Grasp: 1d20 + 21 ⇒ (7) + 21 = 28 vs Touch

If Hit.

Damage: 10d6 ⇒ (4, 6, 1, 5, 3, 6, 5, 1, 1, 4) = 361d8 + 4 ⇒ (8) + 4 = 12+19

Named Bullet infers auto critical.
Channel power increases spell damage by 50% x3. = 162 Shock Damage
Bullet x 3 = 36 Damage

198 total damage.

Crit Confirm: 1d20 + 21 ⇒ (5) + 21 = 26 26 Touch


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

His Overland Flight still active, Radsworth considers the actions of those trying to ingratiate themselves with the greater power of the old ones.

The Snake God Yig was another weight on the very imbalanced scales of this universe. He again turns his mind to Sun Mi and her future.

The snake would have to go.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

"Aaron has refused the same offer, Derrik. He said something about him being trapped in a realm with my maddening points of view for eternity was worse than death. He clearly takes your mannerisms much more than mine, but I have long ago concluded through both he and Sun Mi that humanity is worth saving, and is capable of such despite the influence of the elder gods. In Aarons eyes, our relationship is ended."

Rad replaces his hat, and continues.

"And while I care for the boy it would be dishonest to say that I love him the way I do Sun Mi. You and Amber and Kitty all understand that very concept, I believe."

Should Derrik push the issue further, Radsworth will wave it off.

"In regards to Cthulu and the remaining dark ones, it's one thing to talk in absolutes, but another to alter the variables in this universe to that they all make anything 100% certain. I am prepared either way."


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Rad sighs, looking wearily at Derrek.

Rubbing his temples, he takes Chesterfield off for a moment to scratch his head.

"We have had at least one ally reject our path and turn against us. Mikey and his nervous humour do no harm Derrek. To put the words in the air is no different than having them in your head."

Grumbling, he closes the books he has been reading.

"I have read everything I can. We will fail or we will succeed. For Sun Mi's sake, I will do everything possible to ensure the latter occurs."

He looks thoughtful.

"Of course, if we fail, I have the luxury of having prepares clones for Mi Sun and myself on a demiplane of my creation. A place of law and balance. I can, in due time, revive the lot of you and we can try again, but there might not be anything to save by that time."


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

It will be spotty, considering I work for the IRS and it's in the middle of tax season, but I'm here.


I think it can probably summed up as this..

Is the weapons main focus hitting things and powers that revolve around hitting? (with *other* powers perhaps.)

If so, its probably a weapon.

If the weapon is just a +1 weapon that has 400,000 gp worth of monster summoning powers, its a wondrous item that can be used as a weapon and not the other way around.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Rad watches the dispatch of Shub-Niggurath passively.

As he thought.

More and more his presence was going to become a convenience rather than necessity. Again he turned this thoughts to the stars..

"I am sure I still have a part to play, much like Merlin who was long ago outstrapped by the Fierce Ones he guided. I'll stay to see this done.."


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

..peeeeeek....

Class break.

Finally had time to catch up! Sorry for the silence!

I haven't been fired have I? =D


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Hooty Owl says: It's a hoot, Don't pollute!


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Not to look a gift horse in the mouth, but Radsworth already has that ability from his Envoy of Balance class. =)


May anyone post an idea here?


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Radsworth requests a belt of Physical Might, granting +4 Dex and +4 Con. He offers his +4 con belt in trade, knocking the price down to 32000 gp.

This brings Radsworths total wealth to 202,000gp


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

So where did everyone wind up in total wealth? Im around 170k for Radsworth.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Wat!

A weekend without 45 posts missed?


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Rad sighs.

"And Aaron. I imagine there's a world out there where Aaron and I could get along. But I wouldn't hold your breath. He would likely refuse."


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Rad smiles and ruffles Sun Mi's hair.

"Yes. I have things I'll need to do, but one of the benefits of nearly infinate cosmic power is that it's not hard to find time to visit. Or of course, you could come with me?"


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Radsworth spends much of his time with Sun Mi, pondering battle tactics and listening to his young charge.

Throughout the day he discusses a few ideas with the rest of the Fierce Ones.

"Ultimately, it will fall on upon others to drop the killing blows upon Cthulu. I will aid if necessary, but I imagine the Starspawn and need to counter Cthulu's magic will dismiss much of my offensive opportunity."

He strokes his beard while he thinks.

"I'm learned to create a small Sanctum of my own, much like a Demiplane. I shall make an entrance available to us. I shall also expand my Deathless spell, which will prevent death from lethal damage. Other sources can still fell us, however. If I see a Fierce One downed, should I teleport him to Daisy for healing or into my Sanctum for recovery should we have to retreat?"

Lastly, he attends to his contingency spell. Should he be knocked unconscious, he will immediately cast a Channeled Power Magic Jar.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

By the way, I passed that knowledge check you threw at me a bit ago when Rad hit up Derrik telepathically, but nothing ever came of it.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Heh.

Knowledge checks.

I took a Mythic Ability for those. =D


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Radsworth watches Dr. Jones, and spends some time in assisting her studies.

Finally, he takes a moment to himself to really consider Cthulu. Rather than taking an intellectual approach, he takes a cosmic one.

He knows what Cthulu represents.. an Anathema to cosmic logic. A hiccup in the great equation that binds matter and makes a universe possible. Whether that logic was in place by god or accident, it existed, and Cthulu was the great unraveler.

Knowledge Dungeoneering 56 (+11 Int, + 19 Ranks, +3 Trained, +10 Take 10, + 9 Flash of Omniscience. +2 from Dr. Jones, +2 Surge)

Surge: 1d10 ⇒ 2

While in contemplation, he ponders... Would his Mirror of Opposition work on Cthulu? If not it would certainly lower their chances. He could always use it on a Star-spawn or some other fiend...

Flash of Omniscience (Ex): Your ability to recall information is astounding. When you take 10 on any Intelligence-based skill check, add your tier to the result. As a free action, you can expend one use of mythic power to ask one question as if using divination. The base chance for a correct answer is 70% + your highest arcane caster level + your tier (maximum 100%). The answer doesn't come from a divine agent, but from your own native understanding; therefore, the answer is never cryptic. If you don't get a correct answer, it's like failing a Knowledge check, and you can't use this ability on this question again.

Divination - 1-11 fails

1d100 ⇒ 19


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Radsworth looks around.

"Mosura. How did you originally come to be under the King in Yellows control? How did he find you?"


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Holy crap! A lot happens over the weekend!


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Shadow Mosura disappears!


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Knowing it isn't real isn't the same as knowing what to do about it.

Unsure, Radsworth simply attempts to dispel it.

Eldritch Breach (Su): You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result

Dispel Magic: 1d20 + 15 ⇒ (19) + 15 = 34
Dispel Magic: 1d20 + 15 ⇒ (9) + 15 = 24


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Crap, he's right.

Ded be ded, unless you are within 30ft of me!


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Incorporeal Defense!:

I'll handle it like a divination roll, low is good and high is bad.

Rolling for both rounds 2 and 3's dispel attempts.

1st Dispel Magic = 1-50: No effect: 1d100 ⇒ 66
2nd Dispel Magic = 1-50: No effect: 1d100 ⇒ 91

Thanks to Radsworth being incorporeal and adopting the subtype from Undead Anatomy 4, neither Dispel Magic has affected him. Which also means his Ring of Counterspells: Greater Dispel Magic is still in place.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Keep in mind, none of us can die from HP loss as long as Deathless is in play... and it covers us for miles.

Al-torac will still probably drown with Yingzen, but no one is really dead yet. Means Daisy is going to be busy. She's hasted though, so she can move at a good clip.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Also, I'll need you to play Shadow-Clone Mothra, as I dont have her stats!


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

No DR or SR on that spell Mikey. Channeled Power prevents it.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Round 3!

Also! Remember Radsworth is Incorporeal right now.

Spoiler:
An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.

An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

TLDR - Corporeal spells and effects on me need to roll a 50/50. (So I might not have burned my Ring of Counterspells yet, since true seeing does not bypass incorporeal) Gojira and Mosuras Force component of their breath weapon works as normal.

Saving Throw vs King in Yellow
1d20 + 25 ⇒ (11) + 25 = 36

The Ring of Counterspells on Radsworths finger grows hot(maybe). Someone had tried to Dispel his magical auras! Then his mind is assault (maybe) by an attempt to shred his brain!

Radsworth needs not control his own Mosura. The Mirror will handle that on it's own. He gathers his power and feeds magic through Traveler, spurring other arcane enhancements in himself. A sickly yellow glow surrounds the gun as he prepares his signature shot.

Intense Reach Shocking Grasp: 1d20 + 17 ⇒ (11) + 17 = 28
Bullet: 1d8 + 5 ⇒ (6) + 5 = 11 (ignored Dr20 epic)
Shocking Grasp: 10d8 ⇒ (4, 1, 8, 8, 4, 8, 3, 2, 4, 4) = 46 (1 Mp for no save/resistance/etc and +50% damage = 69 damage in Round 3)

Standard: Shocking Grasp
Move: Towards Gojira but upwards, to not be in the same cone as Derek
Swift: School of the Gun - Empower Traveler with +5 by sacrificing a 5th level spell - Drain Power.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Radsworth catches up!

Round 2:

Seeing Gojira is being set upon by Derrik, Radsworth and his elemental whip within range of Mosura. He pulls his concealed item from under it's silker cover, brandishing a Mirror in the face of the Giant Moth.

"Look upon thy own countenance, beast. See what you are and realize you are naught but destruction!"

Then Radsworth digs deep into his pool of Mythic Power. This fight would be terrible indeed. He begins chanting quickly, then molds the magic into a black ball of energy. He continues chanting, then forms an opposite twin of white power. Balane. In. Everything.

He slams the globes together, and a flash of power encompasses all Fierce Ones, Humans, and allies to their cause within one mile radius. They find themselves deathless.

Quickened Deathless:
DEATHLESS
School necromancy; Level alchemist 4, cleric 4, inquisitor 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The target's soul is strongly anchored to its body, preventing death from hit point damage. No matter how low the target's hit points get, it remains alive (though not necessarily conscious).

This spell doesn't prevent death from sources other than hit point damage—such as Constitution damage or drain, death effects, or energy drain. Spells that cure hit points affect the creature normally.

Mythic: If you expend one use of mythic power when you cast the spell, you become an anchor for the souls of you and your cohorts. The range increases to 30 feet, and instead of affecting one creature, it affects all allies within a 30-foot-radius emanation centered on you.

Augmented (8th): If you expend three uses of mythic power, the range increases to 1 mile, and the area to a 1-mile-radius emanation centered on you.

Move Action: Move towards Mosura and let the cover drop from the mirror.

Standard Action: Brandish Radsworths super-secret Mirror of Opposition and speak the command words, "Balance in All Things!"

Mirror of Opposition:
This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror's surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and its items disappear completely. The mirror functions up to four times per day. Destroying the mirror (Hardness 1, 5 hit points) causes all of the duplicates to immediately vanish.

Swift Action: Quickened Deathless

So anyone who died after my turn 2 doesn't actually die of Hp loss.. then fall unconscious, still saveable by Daisy.

Oh, and we have our own Mothra!


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Yeller Sign: 1d20 ⇒ 18


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

(As long as we are retconning everything!)

Radsworth re-cap!

Round 1: Summon a secret chest and retrieve an item!

Elemental Round 1: Moves between Radsworth and Gojira, providing cover.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

NEW is a simple word.

You are dominated. I cannot give you new commands, but you should have to follow any old commands.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

From further down in the same thread with JJ.

James Jacobs Creative Director Mar 8, 2010, 01:18 PM | FLAG | LIST
| FAQ | REPLY
1 person marked this as FAQ candidate. +
James Jacobs

carborundum wrote:
Hmmmm, what if another character, with a 10' magic circle against evil, runs up to a dominated person, bringing them inside the circle. Is the dominate neutralised as long as they are inside the radius? (Assuming they make the save this time)

As long as both are in the radius of the circle, an evil dominator can't issue commands to his slave.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Holy crap were going too fast. There's this. "Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane"
So he still isn't receiving new commands.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

"While under the effects of this spell, the target is immune to any new
attempts to possess or exercise mental control over the target"

That is not dependent on the above. It's a completely separate effect. There are compulsion effects that do not give orders or establish commands.

I think you are wrong.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Vital Strike: That technically doesn't work, but it's actually worse than that. Sudden attack let's you make an attack (with some bonuses) as a swift action so it falls under the same restrictions as combining Vital Strike with Spring attack. On the other hand, Amazing Initiative is a tier 2 base mythic ability that allows you to spend a mythic power point to gain an extra Standard action once per turn as a free action. Therefore if a t2 or higher Champion wants to nova they can burn two points to be able to do two Vital Strikes and a Sudden Attack/Fleet Charge and still have a move action left over.

Protection from Evil: Your backwards here.

There are 2 components to the spell.

1. AC, Saves, Immunity to possession, ignores mental commands.

2. Saving through to remove the effect.

So while I WOULD have to hope the Kaiju fail the saving thrown on Prot Evil, whether or not they pass their save to throw off the dominate has no be
aring on whether or not the spell suppresses mental commands.

James Jacobs: "The PC would still need to make the save to avoid being dominated. If he fails, even though the dominate person spell affects him, the dominator wouldn't be able to control him. If the dominate person spell effect lasts longer than the protection from evil effect, though, then the dominator can immediately start controlling the PC."

Discussion 1


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

In the BRB (dont have the page) on the list of actions it specifically lists attack actions.

Further, when you get into iteratives, it spells out how each iterative is an attack step in the attack action.

And in that same first chart - attack action = standard action. It's up to Mikey though I guess if you disagree.

Rad has gone. He withdrew his "secret chest" and retrieved the item from it via the spell. I forgot my elemental though, so there's that.

Lastly, I think the Kaiju can be dispelled.

The professor used his Kaiju Dominator head-band on Gojira and Mosura individually, then he went to pick a fight with the KiY, who.. after re-calling...

Yea, actually, I think they all are Yellow Signed. No dispel magic, but something as easy as Protection From Evil can block the mental control. Until it's dispelled of course.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

As Hastur vanishes, like all other enemies under Korans hammer, Radsworth watches the Kaiju closely.

Still incorporeal, he pulls a small chest from his pocket and recites a spell. A large magical chest appears, which he snags from the air. Opening it, he pulls a large object from the chest, covered in a bright green cloth.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

If Radsworth thought he could control them, he would totally pick up the robes and rock out as the new king.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Well, there was a lot of damage there that shouldn't be because Sieg couldn't vital strike AND do multiple attacks. Even with Mythic Vital Strike.

I'm not a melee so I don't know if Koran can keep Surging and using his other swift actions.

Surge SU: Using this ability is an immediate action taken after the result of the original roll is revealed.

An immediate action is basically using a swift action on your opponents turn and it takes away your swift on your next turn. Koran surged twice to add to his 1st attack and once to aid a will save? (I dont know what that was for? I think it should have been reflex if it was for the breath weapon)


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

I think you can only surge once. You got a 1?