As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.
Next, the Inquisitor Strides all the way across to stand on the far side of the Grey demom-minotaur!
AC 25
The Inquisitor has a Commanding Entrance!
Commanding Entrance (Ex) (Mythic Origins pg. 28):
When you first enter an area or make your presence known to a group of strangers, as a free action you can expend one use of mythic power and attempt a single Diplomacy or Intimidate check to modify the attitudes of everyone within 10 feet per tier, and an additional number of characters equal to your Charisma modifier who are outside that range but have line of sight to you. (For instance, you could affect everyone near the entrance of a throne room and key people on the dais at the far end.) Alternatively, when you reveal yourself during the first round of combat (not counting the surprise round), you can expend one use of mythic power as a free action to use Intimidate to demoralize your targets.
Early during breakfast o$ flapjacks, sausage and fried potatoes with hot sauce, Tristan peers at the maps of both bridges provided by the scouts.
... Broken and unable to rally, the remaining tieflings and cultists fled the streets across the bridges towards Paradise Hill and Citadel Drezen. Which shall we investigate? Seems both should b scouted and cleared.
Tristan attemps some Counter-Ambushing by setting up trenches and such.
Stealth (Dex) DC 24:1d20 + 14 ⇒ (2) + 14 = 16
The Inquisitor seems to be also sowing bells to everyone's uniforms....
Edit!
Feeling so extremely Gallantly Inspired by the.....Tristan decides that maybe tying bells to the uniforms would be counterintuitive.
Hero Point! Stealth (Dex) DC 24:1d20 + 14 ⇒ (20) + 14 = 34
Tristan blinks.
I may need glasses. My nearsightedness has reared its ugly head.
The Inquisitor casts Expeditious Retreat.
Anyone have a really big bow?
Tristan stalks Benedic. The Inquisitor Strides about provoking any enemy Reactions prior to slapping the Cleric on his arse!
Cure light wounds:1d8 + 5 ⇒ (6) + 5 = 11
Speaking of Outflank, it appears that Tristan took that instead of original plan Dazzling Display....so he will Stride into the middle of the fray and cast Blistering Invective , using the above Intimidate roll, please. Reflex DC 16, fire:1d10 ⇒ 6
Tristan frowns at the ineptitude in front of him. The Tactician smiles.
Everyone try that again. This time with feeling!
Marshal's order:
Rally (Su): As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower
Everyone has Protection from Evil and Tactical Acumen
The Inquisitor then points at the enemy!
Dazzling Display Intimidate (Cha):1d20 + 18 ⇒ (10) + 18 = 28
Tristan nods in approval, appreciation and a bit of awe, as Benedic provides peace a plenty!
The Inquisitor then begins Scouting....
Scouting Check (Perception or Stealth) DC 15:
There are many barricades and pallisades set up throughout the streets, likely the forces of Drezen have been preparing for an attack for a few days. Rushing out in the dark would likely present a significant challenge. Very likely there are other traps or tricks set up around the streets of Drezen, but you were forced to leave due to an enemy patrol.
Perception DC 15]+18 cannot fail
Scouting Check (Perception or Stealth) DC 25:
There are many barricades and pallisades set up throughout the streets, likely the forces of Drezen have been preparing for an attack for a few days. Rushing out in the dark would likely present a significant challenge. Furthermore there's a watchtower with ballistae and catapults set up in the fort above the cliffs of Drezen. If the Crusaders attack at night their torches would make an easy beacon for those siege weapons to aim at. It may be wise for this fort to be cleared prior to the army taking Southbank.
Tristan peers about the gathered troops, officers and Junior.
The troops and officers stand down, set a watch and prepare for the continuation of the attack at an hour before dawn.
The Inquisitor looks at Junior.
How are you feeling? Our group may still have work to do tonight.
Is there anything just our group could do to allow for the protected/secured rest for troops?
Tristan casts Shield of Faith.
AC 25 plus +1 per Adjacent Ally (even Junior).
The Inquisitor then turns to Junior.
Guess what I'm about to do?
The smiling Tristan then Strides into the chamber to stand next to his good friend Moxsahbuul.
Been a long time, been a long time; lonely, lonely time.
The Inquisitor pronounces Bane on Moxsahbuul! He smiles right up to his face!
Excuse me, but have you ever danced with the devil in the pale moonlight? Yes. Of course you have!
The Inquisitor pronounces Judgment on Moxsahbuul! He strides right up to his face!
Excuse me! Pardon. Was that your foot?
Swift-Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Smiling as the company prepares to assault the cemetery, Tristan walks among the crusaders, offering encouragement, Tactical advice and perhaps a bit of humor.
Courage against the hungry dead! (Will DC 15):1d20 + 9 ⇒ (19) + 9 = 28 +1 per adjacent Ally plus +1
Tristan realizes that his MOJO must be off, or something. He decides to terrorize the enemy in frustration!
Magic Artillery - Concentration (DC 17):1d20 + 12 ⇒ (9) + 12 = 21
Tristan watches the pulsation of the Chrysalis. The Inquisitor's blue eyes travel to the cavern walls, ceiling, floors and area, calculates and then frowns.
Anyone got an Earthquake spell handy? Or sonic specialty?
The Inquisitor shrugs strides to the Chrysalis, and swings!
Melee +1 evil outsider bane longsword :1d20 + 11 ⇒ (4) + 11 = 151d8 + 4 + 2d6 + 2 + 2 ⇒ (7) + 4 + (3, 4) + 2 + 2 = 22 Judgment (Su): swift, Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Fort save vs Distraction (DC 15), protection from evil:1d20 + 10 ⇒ (7) + 10 = 17+1 per adjacent ally
Tristan swats and bats and slices and dices and dodges and weaves (not to be confused with a sweater making activity) the incoming swarms!
Anyone got any Off!? Is there an Alchemist in the building!
Tristan watches what Junior is about to do, casts Expeditious Retreat, and takes any attacks from the Queen! He stands next to the Ork.
Tristan will move 60' to provoke before Junior, please. AC 24 plus +1 for each ally adjacent if any.
Junior! Your shoe lace is untied!
Will DC 15:1d20 + 11 ⇒ (3) + 11 = 14 +2 trait bonus on all saving throws against charm and compulsion effects. +1 per ally adjacent
Having problems moving Token with phone. Tristan has 90' of movement available between last Round and this Round. Can someone place him next to Junior, please.
Before everyone with demon-ants in their pantaloons can scurry off to play, the Inquisitor asks Iomedae to protect them all.
Protection from Evil, communal
You just need to pay attention, and you're sure you'll figure out the path through.
Perception DC 25
Perception Success:
You listen for where the Veskavors are loudest, isolating the sound from the echoes in the labyrinth.
Perception Failure:
You listen for where the Veskavors are loudest, but are fooled by the echoes in the nest. You are lured to a dead end, and are forced to navigate your way back. You've lost precious time! Increase the injury/mortality rate of the distraction squad by 10%
Tristan definitely decides to dutifully do Perception!
Perception DC 25:1d20 + 17 ⇒ (9) + 17 = 26
Tristan turns his piercing blue eyes over to Junior, as Greta pronounces his possible departure without them.
I need you with us, sir. We have come to rely on your expertise, experience and excitement.
The Inquisitor ties a string to the Skald and then to his own belt. He then says some words that sound kind of like magic phrase, bit not really.
I just bound you to my presence.
Tatsuo Kasai Male Human Druid(World Walker) 2
NG Medium Humanoid(Human)
Init +4; Senses Perception +7
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Defense
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AC 18, touch 12, flat-footed 16 (+2 Dex, +4 Armour, +2 Shield)
hp 17 (2d8+4)
Fort +4, Ref +2, Will +5
Defensive Abilities
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Offense
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Speed 30 ft.
Melee +4 Cold Iron Scimitar (1d6+3/18-20x2)
Melee +4 Quarterstaff (1d6+4/x2)
Ranged Special Attacks Venomous Stare(5/day, DC 13)
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Druid Spellcasting CL 2; Concentration +4;
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1st (3+1/day) Magic Fang(d), ...
0th (4 slots) Guidance, Light, Spark, Read Magic
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Statistics
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Str 17, Dex 14, Con 13, Int 10, Wis 15, Cha 13
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Skill Focus(Arcana)
Traits Dangerously Curious, Reactionary, World Traveler
DrawbackNaive Skills(5/level = 5) 0 Acrobatics +2, 1 Climb +7, 1 Diplomacy +6, 0 Knowledge(Arcana) +3, 0 Knowledge(Local) +1, 1 Knowledge (nature) +6, 2 Perception +7, 1 Spellcraft +4, 1 Survival (Wis) +8, 1 Swim +7, 2 Use Magic Device +7
Languages Common, Druidic.
SQ Spontaneous Casting(Summon Nature's Ally)
Combat Gear Leather Lamelar Armour, Heavy Wooden Shield, Cold Iron Scimitar, Quarterstaff
Other Gear Explorer's Outfit, Druid's Kit
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Special Abilities
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Weapon and Armour Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Chaotic, Evil, Good and Lawful Spells A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons(Sp) Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Nature Bond(Ex) Dragon Subdomain At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
Domain Spells1st—magic fang, 2nd—animal trance, 3rd—draconic reservoir, 4th-dragon's breath, 5th—animal growth*, 6th—form of the dragon I, 7th—creeping doom (takes the form of Diminutive-sized snakes), 8th—animal shapes*, 9th—shapechange. * Includes only viper and constrictor snakes.
Venomous Stare(Sp) You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.
Nature Sense(Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy(Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride(Ex) Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
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Human Racial Traits
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Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favoured Class(Druid) Bonus(2 hit points) 1hp or 1 skill point per level or add +1/3 to the druid's natural armor bonus when using wild shape.
Training Bonus 1 A +1 bonus to Knowledge (local). You learned something quite valuable about Kotan traditions and life today.
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Backstory:
Simeon had been traveling on the Salvation to go see the strange land of Kotei that he had been collecting stories about. He wanted to find out if it was all true. Just a young man with nothing special about him he had stowed aboard unoticed until the ship had left. By the time he was found it was too late to get rid of him. unfortunately for him, this meant days of menial labour as he 'payed' his way.
He was always the daydreaming type, hearing the stories that some adventurers would tell as they stopped in his father's inn for the night. His life was so incredibly boring compared to theirs. He greatly wished he could be an adventurer. Whenever he mentioned it to his dad though he was scolded and told to be happy that his life is comfortable and safe. This never satisfied him but he could never find an opportunity to leave until one day. A crazy wizard came through and without anyone else being aware offered to apprentice the boy. The wizard Terrence felt sorry for the cooped up kid as he was once in a similar predicament until his gift with magic was discovered. So in the cover of night Simeon left with with everything he owned, which was just the clothes on his back. The wizard would try to teach him to learn magic stating that anyone could do it if they applied themselves to the knowledge. Simeon only seemed to care about the stories though. Strange magic and lands and legends and power. It all fascinated him but he could never be bothered enough to actually become an adventurer. This frustrated the wizard so much that one day he simply left Simeon on his own and disappeared. Franticly Simeon looked for his only friend before realising that he was alone again. Then a thought came to him, he didn't need some stuffy wizard to tell him what to do. He would go to Kotei by himself and find legendary wealth for himself and an exotic lady to travel with him. Excited to start a new life for himself he went to the dock and found the first ship heading that way and snuck aboard.
Even though they forced him to work aboard the Salvation, the days passed like minutes to Simeon. All he could think about was being free of this ship and running across the strange land to his hearts desire, becoming a knight. But then tragedy struck. A storm struck and Simeons dreams were dashed. The last thing he remembers before he 'died' was the lightning strike that hit a barrel of powder next to him, exploding it and sending him flying off into the rocks and water...
Notes about the other Survivors:
Albert Old man who knows alchemy.
Braeth Mysterious.
Everest Man who knows alchemy.
Jezelyn Great singer, skilled with magic.
Jian Mysterious.
Kite Adventurous and daring sort.
Mhar Burnt and disabled after waking up. Uncontrolled magic.
Raitoningu Rather formal, but very experienced. Seems to know things about this land.
Thorrpe Has a magical pet snake, uses summoning magic of some sort.
Tommar Don't touch his gun.
Vem Creeps me out, try to avoid. Throws daggers.
Ysanne Mysterious and dark woman.
Zayne Experienced fighter, knows many weapons.