Risen Fate: Was that the one with that warrior known as "Brett Holle"? I believe the title of that scrying session was "World War X: Escape from Undead Island" or something.
No these are not true zombies, more like animated puppets of mutated flesh. I would say these were once men, twisted into this form by foul magic and then reanimated as shock troops. While they won't reanimate on their own, burning them will prevent the enemy from further attempts at reanimating them. Be careful, whoever created these ghouls is a master of alchemy. Quite likely, Lord Sinh himself. Of course true zombies exist. They just haven't reached this galaxy yet.
Risen Fate: Until you use the incantation we won't really know where to begin. I do know that it will be the same length of characters. I am functioning as a Darjekian to Terran translator for you. The portal technology honestly didn't interest one such as myself and as much as it galls me to say this, my guess is as good as yours when it comes to the correct third incantation.
Rule One: Third incantation is the same length as Amicitus.
Risen Fate: They are forged from the souls of the Fallen. It would normally take a magician of some skill to even think of dispelling those chains.
Fortunately, I am no mere magiciain. Any attempt at dispelling these chains will take concentration however and I cannot be disturbed while I am un-eaving them. Expertise (Magic) check and a full-round action to attempt to dispell the chains.
Risen Fate: Ithran ponders a moment. If it is the correct incantation, it should create a portal from this plane to the designated location in the mortal plane. It's a fairly common incantation but most Darjekians would only need to to say the first two phrases of that incantation. I feel like there is a catch to that final phrase. That is where the bulk of the power comes from. Ithran continues to ramble "out loud". It is too simple to be a direct threat...but this reminds me of something from my youth... I have it! He's using a Darjekian transit gateway! The gateways were decommissioned several thousand years ago after we reached certain limitations with the gateway. Only a handful remained but you have to know the true name of the portal to be able to use it. But he isn't giving us the correct name for the gateway, he's given us a close likeness. The gateway's power is limited by the user's magical abilities so he's likely intending for you to use the Heart to power the gateway or perhaps power the gateway from his side after he knows we have the Heart. If we could guess the name of the portal we could gain control of it! Until then all we can use a mere shadow of it's true abilities. Might be fun to test it though. Ithran grins.
Risen Fate: Ithran scoffs, Knowledge of Darjekian magic is not uncommon among mortal casters. After all why not learn from the best? I am however unnerved that he was able to discern our nature so easily from only one encounter. I'll wager he was watching his pet mawworm from afar the entire time. The spell he uttered was simple...too simple.
You may make an Expertise (Arcana) check. Due to the Darjekian nature of the spell, Ithran's knowledge on the subject grants a +5 circumstance bonus. This Expertise check is still INT based. You may treat now until next combat as an encounter for purposes of your Jackpot ability.
Risen Fate: That sorceror was the cause of your change in locations. I suspect the Wistwood plant was being used to track the whereabouts of your friend...and a as a lure for the creature. The transfer from Archy to you has bought you a little time for us to figure out a solution.
What voice? I heard nothing...The Wistwood plant doesn't speak to you directly, it uses magically enhanced chemicals to influence your actions. Ithran appears to not have heard the voice from beyond the Doorway.
Risen Fate: Ithran sounds like he's reciting a textbook.
Wistwood: A plant native to the realm of Darjek. Parasitic by nature, the Wistwood vines will implant themselves in nearby living creatures be they flora or fauna. They were named Wistwood for their penchant to lead their host organism back to the vine's sporing grounds. In fauna, this usually results in a certain wistful behavior that escalates into full blown obsession within a week. Seeds and heartwood of the Wistwood plant are prized by summoners as the Wistwood has latent magical properties that cause it's effects to work between dimensions. It was the only way to get it out of your friend before he was sucked into the portal. I switched the Wistwood seed into your hands instead of Archy's. You have maybe a day before they start growing, two or three before you start to feel it's persuasion. No one has lasted longer than a week before sucumbing to it's influences.
Risen Fate's hands work of their own accord tracing arcane sigils in the air... Risen Fate:
No time!
Margenlius...arcantem...vantrelius...sputum! ...and the vines growing out of Archy are growing out of Risen Fate instead! Risen Fate is drawn into the portal and vanishes. Archibald lands relatively unharmed onto the remains of his backyard.
DM Only:
miles to MCMH: 1d4 ⇒ 4 Risen Fate: As you make your way to Maximum City Mercy Hospital where Archibald has been admitted, you are aware that the eerie fog seems to cover a good 1 mile section of the woods around Archibald's home. Archibald's house is just outside the city in a sparsely populated suburb. You would guess that maybe a dozen or so houses are within the radius of the fog.
You worry needlessly over small details when time is of the essence! Fear not, your mortal compatriot will likely see no further incidents from that creature, which I would like to point out is not from my realm at all but from a realm much much more twisted. Retrieving any remaining Wistwood essence will require you to recite a minor incantation upon your friend. If you so wish I can easily remove any traces of it from him as well. It will not prevent whoever or whatever is hunting him from trying again but he will be safe from the mawworms...for a time. The substance covering him was obviously intended to lure the creature to him but that raises mroe questions: How did he come into contact with the mawworm paste? And how did this mawworm travel to this plane? I can only suspect that one of your idotic earth spell-flingers must have called the worm here after tricking Archy into holding some object or device that was smeared with the paste. He then transfered it onto any nearby surfaces he touched.
Risen Fate: Ithran's thoughts come through clearly revealing his interest in Archibald.
I must acquire a potent sample of the substance on this mortal. The substance was created in part from a magically imbued plant from my realm. If there is even a trace of Wistwood still undissolved... Ithran catches himself before continuing. I truly do not care how you mortals go about killing each other but as you seem determined to continue along your current course I am forced to mention that the substance the elderly one was smeared with is a potent lure for creatures...not of this world. Dark Ones as you call them are no trivial matter and whoever summoned this beast truly wanted this "Archy" dead. I would suspect one of your Earth spell-flingers to be responsible. Though crude, given enough time even a mortal can come to wield powerful magic energy. To one such as I they pose little threat of course but you are receiving only a fraction of my power at present. If you die I will have to wait another five thousand years before I can again attempt to contact Earth in this way. ... I will NOT let that happen. You sense both a threat and a dire warning in his word-thoughts.
Risen Fate: Mortal, I have need of some mundane supplies from- What IS that smell?!
The voice pauses as Ithran scans your recent memories. It would seem you have stumbled into something quite rare. A joining of worlds has occured in this region and that creature comes from the other side. Something isn't right about this though. Ithran ponders a few moments longer. Stop toying with this creature! I must get a sample off of the source material. Take me to the sickhouse where this "Archy" is being held. Hurry before the essence decays! You feel lightheaded for a moment only to find you have spun in place as if readying to take off. He's obviously giving no concern for the damage this monster can do unchecked or for the safety of your comrades. To abandon your friends now might endanger them or the neighborhood and certainly give them no reason to trust you. Not very superheroey. He also has not given any indication of what he is researching or why he needs a sample.
Baker: ...
I am not your personal genie, mortal. Now speak what is on your mind so that I may continue my research in peace. You ask him the question about Tempest again. That buffoon appears to have a truly unique gift I must admit. He is a wild card in this game of heroes that you play. He does not spring from my ilk however if that is your question. He is not of the gods nor blessed by them...at least as near as I can tell from our encounter. While I admit I had thought there was a passing resemblance to the powers I granted you, in the end it comes from a different source entirely. Whatever abilities he possesses likely stem from the unlimited potential locked away in you pitiful meat sacks. Why Gaia would waste her time with the likes of lesser beings like you is beyond my comprehension. How many times must I explain it? Your "jump" was a manifestation of my will channeled through you. I simply reduced the universal gravitational constant as it applies to you. Simple really. If you insist on playing with you little friends I suppose I shall allow you use of this ability for the time being. If that is all mortal, I wish to meditate further.
Baker: What in the world are you so frantic about? That is no way to act as the vessel of a GOD.
... Wait, you are concerned about your vestments not being suitable?? *derisive snicker* You are hopeless. You really have no idea what kind of POWER you wield, do you. To end your suffering (and mine) look into your reflection and picture yourself wearing the appropriate vestments. Then recite Al zhul, al braken. Roughly translated it means "My image, my attire".
Baker: Perhaps I do not kick as much "ass" as other of my kin but can they say they brought an entire civilization to it's knees in under a fortnight? With naught but a single otherworldly trinket? I dare Thor or Apollo to do as much. Not even the All-Father was able to reclaim that civilization.
Less of a power and more of a minor trick really. You see that armored chariot your timeless friend has summoned? I want you to jump to it. I will explain everything once you have done so. No guarantees that your pathetic mind will truly comprehend it all of course. On an entirely seperate note, you don't get airsick do you?
Baker: It's about time you took that beast down. Are you aware of how boring it is to see you struggling so pathetically?
Now your new friends, they know how to party! We can't let them show us up! How about you and I make a deal? You do what I say and I'll grant you a new ability? It'll be fun...
Baker: HEAD-MAGGOT! You are the most ungrateful, insufferable- He seems to be so mad he's speechless.
After a minute he calms long enough to sneer,
Unless it's plot-important or you spend PP on it, Ithran seems reluctant (or unable) to help you with whatever knowledge he has on this subject. By all means, continue to ask him questions as you proceed or new things come to light. You may even be able to trick answers out of him if you're clever enough.
Baker: The Dossier contains an e-mail trail between the IT department and one of RoboCorp's customers, the Sphinxonium Museum of History. The e-mails don't go into great detail on what the issues are only that the repairs needed to be done today. A one Archibald Louvre appears to be the Director of the Sphinxonium and judging from the e-mails, has no great skill with computers. One entire section of his e-mail seems to have been typed with the CAPS LOCK ON. There does seem to be mention of a malfunctioning set of the new HoloCore FX 3000 models. Both of them apparently are working erratically and they are "of absolute necessity for today's joyful gala on the re-discovery of the mysteries of the Great Pyramid" or some such. Ithran intrudes into your thoughts. We aren't seriously going to this bore-fest are we? I saw GORE III is now showing in that sorry excuse for an arena. I am interested in what your culture calls "The goriest massacre yet to date!" I contest that anyone can out perform the Romans in terms of gore and yet I am ...curious what this "3D" is...
About Ramli Il-Bahr."The ladies call me the Ram -- for obvious reasons -- but as you do not look like a lady, my friend, you may call me Ramli, Ramli il-Bahr." [dice=Perception]1d20+6[/dice] --- Favored Class: Magus Hit Points: 22
Attacks:
BAB: +2 Melee: +4 Ranged: +4 CMB: +4 Quarterstaff (one-handed):
[dice=Cast defensively (DC=15+double spell level]1d20+5[/dice]
Dagger: [dice=Dagger]1d20+3[/dice]
Ray/ranged touch:
Defense:
AC: 15 (+3 armor, +2 Dex) Touch: 12 Flat-footed: 13 CMD: 15 Armor: Mwk. Studded Leather (+3 AC, +5 max Dex, 0 AC penalty, 30 ft. move) Fortitude save: [dice=Fort save]1d20+5[/dice] (3 base, +2 Con)
Class abilities:
Weapon and Armor Proficiency: A magus is proficient with all simple weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier. Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells). A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist. Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Magus Arcana:
Hexes:
Spells:
Concentration check: [dice]1d20+3[/dice] Arcane pool: 6 Prepared spells:
Spellbook (28 pages filled)
Feats/Traits:
Human: Weapon Focus: Quarterstaff 1st: Extra Arcane Pool: evocation Your arcane pool increases by 2 Bonus: Quarterstaff Master Employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter. 3rd: Hex Arcana: Evil Eye Trait: Observant: Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you. Trait: Friend in Every Town: You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.
Skills:
6 ranks/level (2 for sorcerer +3 for Int +1 for human) Climb +6 (1 rank, 3 class skill, 2 Str, 0 armor)
Diplomacy +5 (2 ranks, 3 class skill, 0 Cha)
Fly +6 (1 rank, 3 class skill, 2 Dex)
Knowledge (arcana) +9 (3 ranks, 3 class skill, 3 Int)
Knowledge (dungeoneering) +7 (1 rank, 3 class skill, 3 Int)
Knowledge (planes) +7 (1 rank, 3 class skill, 3 Int)
Perception +7 (3 ranks, 3 class skill, 1 trait, 0 Wis)
Spellcraft +9 (3 ranks, 3 class skill, 3 Int)
Swim +6 (1 rank, 3 class skill, 2 Str, 0 armor)
Use Magic Device +6 (2 rank, 3 class skill, 0 Cha)
Other class skills: Craft (Int), Intimidate (Cha), Profession (Wis), Ride (Dex)
Gear:
Combat gear Mwk. quarterstaff (300 gp) 2 daggers (4 gp) 3 javelins (3 gp) Mwk. studded leather armor (175 gp, 20 lbs.) -Wand of Cure Light Wounds (25 charges) Mundane gear
2 belt pouches (1 lb., 1 gp)
Spell Component Pouch (2 lbs., 5 gp) 2,100 gp, 9 sp, 9 cp
Racial abilities:
+2 to One Ability Score: Applied to Intelligence Medium: Human are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
PFS Scenarios done:
1. 3-05: Tide of Twilight (+521 gp) 2. 3-18: God's Market Gamble (+2 prestige, +517 gp) 3. 5-01: Glass River Rescue (+1 prestige, +516 gp) - 375 gp for 25-charge wand of CLW; -425 for masterwork quarterstaff and masterwork studded leather armor 4. Crypt of the Everflame (+3 XP -- 3rd level; +4 fame; +1,398 gold) -80 gp for scribing spells found in crypt Advancement:
Favored class bonus: 1st: +1/4 pt. arcane pool 2nd: +1/4 pt. arcane pool 3rd: +1/4 pt. arcane pool |