Pathfinder Campaign Setting: Mythic Realms (PFRPG)

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Pathfinder Campaign Setting: Mythic Realms (PFRPG)
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Unleash Mythic Power!

Bring mythic adventure into the Pathfinder world with Pathfinder Campaign Setting: Mythic Realms. This must-have expansion to the Pathfinder Roleplaying Game’s newest and most ambitious hardcover, Pathfinder Roleplaying Game: Mythic Adventures, is your guide to epic legends, secret places of power, and mythic hot spots within the Pathfinder campaign setting that unlock phenomenal new power. Learn how to seamlessly integrate the incredible options from Mythic Adventures into your existing game, unlock additional path abilities for mythic characters to choose from, discover locations primed to inspire new mythic heroes, and claim the strength of monsters and villains too powerful to defeat—until now! Forge new legends and take on the greatest challenges of the Pathfinder world with Pathfinder Campaign Setting: Mythic Realms.

Inside this book you’ll find:

  • Six founts of mythic power, including the Doorway to the Red Star, the Mordant Spire, and even the legendary Starstone, each with new mythic path abilities available to characters who show their worth and claim the power within.
  • Six detailed locations throughout Golarion that offer a campaign’s worth of adventures for characters of mythic destiny, including the vast necropolis of Mechitar, the Pit of Gormuz, and the flying city of Yjae.
  • Nine legendary characters of Golarion, including challenging foes only those of mythic might can hope to defeat, like Arazni, Kortash Khain, the Oliphaunt of Jandelay, and the Whispering Tyrant.
  • Mythic trials tied to each location and character, ready to drop directly into a mythic campaign.

Pathfinder Campaign Setting: Mythic Realms is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

Written by Benjamin Bruck, Jason Bulmahn, Amanda Harmon, Nicolas Logue, Jason Nelson, F. Wesley Schneider, and Russ Taylor.
Cover Art by Michael Ivan.

ISBN 978-1-60125-567-9

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Perfect high level fluff and crunch!

5/5

GOOD:
The most powerful and mysterious locations of Golarion are described!
My favorite: THE BLACK DESERT - one of the 6 vaults of Orv, home to a house of Urgathoa-worshipping undead drow, the birth-craddle of the Purpleworms, tribes of Urdhefan and a cabal of awakened demiliches!
The most powerful and legendary beings of Golarion are statted out!
If you want your players to fight the "Whispering Tyrant", he is in here!

BAD: nothing!

UGLY: nothing!

The writeup for the Black Desert inspired me so much, that i began writing an outline for a novel featuring the undead drow as protagonists in the style of the "war of the Spider-Queen" series.
The same is certainly possible for each of the locations in here!


5/5

I've reviewed this book over on RPGGeek.com.


Good introduction of mythic to Golarion

3/5

Read my full review on Of Dice and Pen.

Mythic Realms introduces the mythic rules to Golarion and takes a look at how they interact with the setting. It provides information on founts of mythic power, locations, and mythic characters. Just as there is a lot of variety to mythic characters, there’s a lot of variety in the book, particularly in Chapter 2: “Places of Myth”. Indeed, each location detailed is often different enough from the others to make it feel almost like you’re reading a different book. This does have the downside that most people are only likely to use one or two small sections of the book, and few people will actually find use for the entire thing. Still, it’s a good book and definitely useful for people wanting to introduce mythic rules into their Golarion campaigns. It’s also an entertaining read for people already familiar with Golarion, as it adds detail to a number of things that have only been mentioned or hinted at before.


Almost, But Not Quite There


Mythic Realms is the latest addition to the Pathfinder Campaign Setting, and promises some impressive ideas. Powerful figures from Golarion's lore, sites of incredible power, and even the legendary Starstone. But closer examination finds the book's contents lacking, its concepts deprived of the execution expected of a Paizo work.

Chapter I contains information on Founts of Mythic Power, like the Cenotaph, the Morudant Spire, and even the Starstone(!). Mythic Founts are sort of like "seeds" GMs can use to transform high-level groups from extraordinary to truly heroic. The idea is great--it provides GMs with high-level groups to continue the adventure even when all other challenges begin to feel trivial. Furthermore, there are unique mythic abilities tied to the mythic ascension that occurs at each location.

The problem here is that not all founts are created equal, and this is particularly true of the Starstone. First off, the mystique of the Starstone test is all but obliterated by the book's presentation, and second, the Starstone's role in the lore is inexplicably changed. Suddenly the Starstone is only a means of mythic ascension, not the engine of divine apotheosis we've been lead to believe. What's worse is that the mythic ascension triggered by the Starstone provides bonuses linked to pre-existing gods, and only the twenty greater powers of the Inner Sea (so no blessing of Apsu, Tiamat, Shizuru, Tsukiyo, &c).

Furthermore, Mythic Realms paints a very confusing picture of Golarion's history. Did the Aboleth fear Azlant, or did they grow bored with their human experiment? The historical accounts in the Morudant Spire seem to conflict with those in the Starstone, but this isn't the only contradiction. The history of the war between Azlanist and Karzoug grows more confusing. Who was winning? Who was planning to summon the Oliphaunt of Janderlay?

Chapter II is, in my opinion, the best part of this book. It contains Gazetteers on six locations for your mythic heroes to explore. Although, again, historical accounts sometimes contradict themselves (I now have two conflicting accounts of what happened to the city of Gormuz). Still, the imaginative settings give GMs a lot to work with when planning their own adventures, and one entry can provide dozens of potential ideas for any given mythic campaign.

If Chapter I is my least favorite and Chapter II my most, then Chapter III falls somewhere in the middle. Here we find a bestiary of several legendary figures throughout Golarion's lore, from the terrifying to the heroic. This is both a good and a bad thing, in my opinion, as it provides mythic groups with epic challenges, but at the same time somewhat demystifies these otherwise mythical characters.

There is an adage once uttered on "The Spoony Experiment," which goes "if you can stat it, they can kill it." Simply put, this suggests that if you give a creature concrete representation in the rules system, then it becomes subject to the whims of that system, including death. Now, there are always ways to get around this (AD&D Fiend Folio's Trillioch, anyone?) but caveats that prevent defeat kind of feel cheap when you have a fat block of numbers and words staring you in the face.

That said, the histories of each mythic character are fantastic, if not unfortunately brief in some places. They manage to retain the intangible nature of the myths and representations these characters enjoyed in previous source material, never willing to commit too much detail where detail isn't needed, which in my mind is only ever a good thing.

All-in-all, the book had some great ideas and inspires some great ideas. The problem comes with the mechanical execution of those ideas, and the inconsistencies generated by its new treatments of setting-specific features. It's a 2-out-of-5, worth having for the ideas, but not the rules.


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Lord Gadigan wrote:
Tirisfal wrote:
How's the Tyrant?
Cool. No giant surprises, but he delivers. Wizard 20 Mythic Lich (Variant) at CR 26 / MR 10. He's got the Horns (I'm glad to see those didn't get missed), can animate dead with a touch, has no limit to the number of undead he can raise and control, and his phylactery was hidden away by Urgathoa beyond the sight of the gods.

Wow, that's awesome!

I had no idea that Urgathoa had taken such a canon interest in the Tyrant although I was already writing about that outside of canon...

Did he get some new artwork? I'm a sucker for the art in these books :D

Silver Crusade

Yep, with some zombie groupies hugging all over 'im. :)

Also, he makes undead just by bumping into corpses.

While I have mixed feelings about some of the art in the book(particularly the Oliphaunt considering the original artwork it was following), I gotta say the Dark Comet's appearance has me very excited about seeing the Void Dragon entry in Bestiary 4(yep, it's a bit of a stealth preview, kinda!). Dem multiple sets of eyes...

Also, Jatembe's history, even if half of it is alleged, is badass. The Ydersius theory is exactly the sort of thing you'd read about RL folk heroes doing. :)


God, I can't wait to pick up a copy of this. I hope my FLGS gets it in time for release day. If I have to wait an extra week I may actually lose my $#!%.

Question: Who are the mysterious as-of-yet unnamed NPCs from the nine? Are Geb and Ahriman among them?

Silver Crusade

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Geb is not. Ahriman is.

Also:

Holy $%&#:
Agmazar the Star Titan

An undead alien kaiju.

That also happens to be a Vercite bioweapon WMD meant to be sent against Eox that went horribly wrong and got sent to the wrong location: Golarion.

It's like an undead Evangelion Unit that hunts other undead.


Well, calling one outta two ain't bad.

EDIT: Though it appears now I'll have to wait even longer to learn just how Geb managed to turn an entire army to stone (it sure as heck wasn't by using Mythic Flesh to Stone as I initially hoped). Perhaps we'll see Geb in whatever future supplement also gives us Nex.

EDIT the second: In response to your spoiler. . .

Spoiler:
That is literally three kinds of awesome. If Agmazar wasn't the final villain of my campaign before (he wasn't), he sure as hell is now. Time to start working into my campaign why no one has heard of him until now.


...I've always wondered why Tar-Baphon returned as a lich two thousand years after his last previously recorded battle with Aroden.

Now we know. Tar-Baphon, you magnificent bastard, I had your book whispered to me. o.O;


1 person marked this as a favorite.
Mikaze wrote:

Also:

** spoiler omitted **

...sweet mother of Shinji, it even has an AT field. O.O;


Questions!:

1. The Mythic NPC's are these, as far as I know.
Arazni
Kortash Kain
Oliphaunt
Whispering Tyrant
Jatambe
Dark Comet
Ahriman
Star Titan
??? (who is this)

Rank them from highest to lowest in terms of CR

2. Is the Oliphaunt a biped or quadruped?

3. Is Jatambe Magayamban Archivist and where has he been?

4. What was the Tyrant doing for 2000 years before he made his debut?

5. Which mythic path did Kortash the mystic theurge spring for (archmage or hierophant)?

6. Does Ahriman still have a bottomless pit in his mouth?

7. What class is Arazni and do the stats represent her old form or her new one?

8. How many of these characters can I realistically build as a PC (even an evil PC) which don't rely on unique abilities (like Baba Yaga's Queen of Witches that gives her wizard spells).

Shadow Lodge RPG Superstar 2010 Top 8

Mikaze wrote:

While I have mixed feelings about some of the art in the book(particularly the Oliphaunt considering the original artwork it was following), I gotta say the Dark Comet's appearance has me very excited about seeing the Void Dragon entry in Bestiary 4(yep, it's a bit of a stealth preview, kinda!). Dem multiple sets of eyes...

Sweet! I dont think they had the void dragon art when I was writing her, so I'm wicked psyched to get my contributor copy so I can see what she looks like :D


1: ??? = Frost Giant Jarl Gnargorak.

Tar-Baphon = CR 26/MR 10
Oliphaunt = CR 30
Arazni = CR 26/MR 8
Gnargorak = CR 25/MR 8
Jatembe = CR 24/MR 6
Agmazar = CR 26
Ahriman = CR 26
Kortash = CR 23/MR 6
Raskineya = CR 16/MR 6

2: Quad.

3: no, Wiz 20/Arch 6

4: being dead while his extremely high-powered lichcraft ritual happened

5: heirophant

6: yes

7: wiz 20/marsh 8, current form

8: Arazni and Kortash seem doable, Jatembe and Tar-Baphon both have unique abilities, the others are monsters


Nice.

Though I do find it slightly odd that out of 9 entities, 4 of them are sitting at CR 26. Not sure if this was a case of parallel design or if it was planned that way. I figured there would be a bit more of a spread at the higher CR range. Even just one at CR 27 to 29.

Paizo Employee Creative Director

1 person marked this as a favorite.
The Block Knight wrote:

Nice.

Though I do find it slightly odd that out of 9 entities, 4 of them are sitting at CR 26. Not sure if this was a case of parallel design or if it was planned that way. I figured there would be a bit more of a spread at the higher CR range. Even just one at CR 27 to 29.

At this point... we're mostly reserving the CRs of 26 and higher for the REALLY outlandish and powerful NPCs and monsters, and much above 26 is really the realm of demigods and super-powerful creatures (like kaiju).

Remember, a level 20, tier 10 NPC is a CR 24 creature, so that's kinda the glass ceiling for flat-out normal mythic humanoids with class levels.


More questions!

1. Jatambe, Tyrant and Arazni are all wizards. What specialisation are they or are they universalists?

2. How does Jatambe get a statblock if he's dead?

3. What are Jatambe's unique powers? Is it a "know druid spells" like Baba Yaga?

4. How smart (Int etc) is the Oliphaunt?

5. What is the Oliphaunt's alignment?

6. What cleric domains and bloodline does Kortash have?


Was Zutha the Runelord of Sloth or Gluttony? The write-up for the Cenotaph says Sloth, while the write-up for Tar-Baphon says Gluttony?


Evil Midnight Lurker wrote:
8: Arazni and Kortash seem doable, Jatembe and Tar-Baphon both have unique abilities, the others are monsters

What are the unique abilities of Jatembe? I would expect increased point-buy and possibly PC wealth.

Also, how does one go about summoning the Oliphaunt? Are there any guidelines given for doing that?


Tinkergoth wrote:
Was Zutha the Runelord of Sloth or Gluttony? The write-up for the Cenotaph says Sloth, while the write-up for Tar-Baphon says Gluttony?

It should be Gluttony. Krune is Sloth.


1. Arazni - universalist, Jatembe - universalist, Tar-Baphon - necromancer.

2. Jatembe's fate is unknown, and he has the immortality arcane discovery.

3. Yes - he has an enhanced version of the divine knowledge archmage path ability, giving him eight druid spells for only one "pick" of the ability.

4/5. Int 14, CN.

6. Undead and Thought, wildblooded undead (sanguine).


Does the Void Dragon travel in comet/meteor form?


Is it annoying that I want more?

1. Do the Oliphaunt and Star Titan have any spell likes? What are their STR's?

2. Does Jatambe's enhanced ability count as a path ability or is it a unique power? Does he have any other unique tricks that can't be emulated?

3. What are Jatambe's 8 Druid spells? Anything I can't emulate with Magayamban Archivist (Level 8 and 9 Druid spells).

4. Is the Jarl Barbarian or Fighter and what is the exact level?

5. What schools did Tar-Baphon prohibit?

6. How old is raskineya?

7. What is the highest level spells Kortash and cast on each side?

8. How useful is Wizard Marshal to Arazni as undead don't get morale? Does she have a cohort?

9. Is Ahriman's bottomless pit/dominate trick still his trump card?


Lawful GM wrote:
Tinkergoth wrote:
Was Zutha the Runelord of Sloth or Gluttony? The write-up for the Cenotaph says Sloth, while the write-up for Tar-Baphon says Gluttony?
It should be Gluttony. Krune is Sloth.

Awesome, thanks for that.


Also, what are Jatembe's ability scores and mythic path abilities/feats? He's pretty much what I'm most interested in from the whole book, so this is a point of importance for me.

(Additionally, has he used wish spells to boost his abilities in any particular way?)


Just these few more and then someone else can take over, I really should be asleep now. >.<

1. Oliphaunt - str 44, constant - air walk, freedom, true seeing; at will - greater shout; 3/day - transmute rock to mud. Agmazar - str 47, constant- freedom of movement, 3/day - quickened circle of death, empowered horrid wilting, waves of exhaustion.

(Both have much greater and much much weirder powers, but you just asked for their spell-likes.)

2. It's a path ability, enhanced by powerful allies - that and a few permanent druid spells cast on him are covered under the blanket ability "Gifts of the Teachers." Frankly, it looks like the PCs in Wrath will be picking up unique powers of their own; this is more a GM special award than anything PCs "can't have."

3. Barkskin, call lightning, entangle, forest friend, lesser restoration, plant growth, speak with animals, and speak with plants.

4. Ranger 12, marshal 8.

5. Enchantment and illusion, but he has Perfect Necromancer - this replaces the mythic lich template's enhanced spellcasting ability, has the slot-easing benefits of Harmonious Mage, and COMPLETELY REMOVES THE HIT DICE CAPS AND NUMBER OF INDIVIDUAL CAPS ON THE AMOUNT OF UNDEAD HE CAN CONTROL. Holy CRAP. Also, it lets him always succeed on concentration checks.

6. Adult. Exact years not given.

7. 8th cleric, 7th sorcerer.

8. I'm not sure. She doesn't have the Leadership feat, but is dual-pathed into archmage. Of special note, she is still a demigoddess with Divine Source (Evil, Nobility [Leadership subdomain], Protection [Defense subdomain]).

9. Bottomless Maw is one heck of a trump indeed, but there are some convenient ways to nullify it and even turn it against him. (Major holy spells in there will give him indigestion.)


Alleran wrote:

Also, what are Jatembe's ability scores and mythic path abilities/feats? He's pretty much what I'm most interested in from the whole book, so this is a point of importance for me.

(Additionally, has he used wish spells to boost his abilities in any particular way?)

Str 14, Dex 16, Con 18, Int 41, Wis 24, Cha 22. Jatembe is not specifically called out as having used wishes (neither is Tar-Baphon, whose Int is only 36), whereas Arazni is noted to have created and used multiple stat tomes.

Feats: Augment Summoning, Extend Spell, Fast Learner, Greater Spell Penetration, Heighten Spell, Improved Initiative, Maximize Spell, Mythic Spell Lore (2), Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (conjuration), Spell Focus (evocation), Spell Penetration, Still Spell, Toughness

SQ: abundant casting, amazing initiative, arcane bond (ring of continuation), crafting mastery, exceptional wealth, gifts of the teachers, immortality arcane discovery, Jatembe’s divine knowledge, perfect preparation, permanent spells, rapid preparation, recuperation


Thanks for the answers!

What's the ring of continuation supposed to be/do (EDIT: to be more specific, is there anything special about his?), and what permanent spells does he have on him?


From Gifts of the Teachers, augmented mythic barkskin, mind blank, and shapechange. From his own efforts, arcane sight, darkvision, see invisibility, and telepathic bond (once with each of his Ten Magic Warriors). He is under the effect of a contingency that causes dimension door to come into effect if he’s brought below 80 hit points.

I don't think there's anything special about the ring other than his arcane bond with it.

Dark Archive

Just to point out that further to Kutha typos; the Cenotaph entry actually refers to him as BOTH the Runelord of Sloth and Gluttony on the same page.


I am a little disappointed that the star titan is an undead not a construct but still cool none the less.

The dark comet has starflight, breathless, immune to cold, insanity, confusion, sleep and paralysis, dragon blood(1d8 cold damage), if swallowed whole creatures begin to suffocate plus 2d8 cold damage and see in darkness.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Lord Snow wrote:


As you know, the hardcover rulebook line is setting neutral as a principle. So it's a little bit hard to create specific monsters that don't belong anywhere.

It's "setting neutral" with a caveat in that the bulk of any hardcover book is intended to be in line with the flagship world of Golarion as it exists in it's "present". It may include some material that doesn't fit, but Golarion compatibility will always be a top priority.

Silver Crusade

Pathfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Minor typo in the bookmarks, Comet is spelled Commet.

Contributor

James Jacobs wrote:
Remember, a level 20, tier 10 NPC is a CR 24 creature, so that's kinda the glass ceiling for flat-out normal mythic humanoids with class levels.

Interesting. I would have guessed that the glass ceiling would have been CR 25 because you could easily justify many of these high-powered NPCs as having PC wealth.


Oh my! I forgot that Arazni was going to be in this!

Now I'm even more excited to pick this up!


How tall is the Oliphaunt?

Ahriman is a kaiju? What kaiju related abilities does it have? How big is the guy?


I would like to revisit my answer as to "What's on the cover" after actually getting Mythic Realms. I believe it's a three-way battle between the iconics, undead, and a normal (not-undead) purple worm in the Black Desert. That's a fairly complicated setup, but after reading the Black Desert entry, it actually makes sense. It's also hard to tell that the cover illustration is taking place in a subterannean desert, but upon closer inspection, they are in fact standing on sand.


Sauce987654321 wrote:

How tall is the Oliphaunt?

Ahriman is a kaiju? What kaiju related abilities does it have? How big is the guy?

The Oliphaunt's space/reach is 80 feet. However, as for how large it is, I can't really say. The problem I have is that the Spindlehorn is thousands of feet tall, and was built so that the Oliphaunt's summoner could "look it in the eye," but it obviously isn't actually thousands of feet tall.

Ahriman is not a kaiju, he's a Huge div. The kaiju abilities are not given - we'll have to wait for B4 to drop. They have a special quality called "massive," but no idea what it does.


James Jacobs wrote:
The Block Knight wrote:

Nice.

Though I do find it slightly odd that out of 9 entities, 4 of them are sitting at CR 26. Not sure if this was a case of parallel design or if it was planned that way. I figured there would be a bit more of a spread at the higher CR range. Even just one at CR 27 to 29.

At this point... we're mostly reserving the CRs of 26 and higher for the REALLY outlandish and powerful NPCs and monsters, and much above 26 is really the realm of demigods and super-powerful creatures (like kaiju).

Remember, a level 20, tier 10 NPC is a CR 24 creature, so that's kinda the glass ceiling for flat-out normal mythic humanoids with class levels.

That's the answer I suspected. Thanks.


So in the Valashmei Jungle section, we find there's an island covered in fungus that takes over one's mind while also granting great physical power. The fungal infestation is centered on a meteor's crater, and the author takes the time to note that, while some of the mold-infested people worship the Demon Lord Cyth-V'sug, it's unknown if he has anything to do with the place.

When I read this I immediately thought of Xhamen-Dor, the Great Old One detailed first in Wake of the Watcher. Xhamen-Dor is a fungal abomination that arrived on Golarion via meteor and takes over its hosts by infesting them. However I realized this couldn't be - Xhamen-Dor is specifically said to now reside at the bottom of a lake, and its infested become undead.

So now we have the mindslaver mold (an infestation from the First World detailed in Land of the Linnorm Kings), Xhamen-Dor, and whatever's going on in the Valashmei Jungle. Three mold-themed menaces that take over their hosts, each unrelated to the other. Oh and there's the afforementioned funguy Cyth-V'Sug, yellow musk creepers, pod people (confirmed for Bestiary 4), vegepygmies and their russet mold, myceloids and their nasty combination infestation/procreation... geez, plants and fungi sure do enjoy enslaving people in Pathfinder world. But for real, I think this trope has been explored enough.


Generic Villain wrote:
Sauce987654321 wrote:

How tall is the Oliphaunt?

Ahriman is a kaiju? What kaiju related abilities does it have? How big is the guy?

The Oliphaunt's space/reach is 80 feet. However, as for how large it is, I can't really say. The problem I have is that the Spindlehorn is thousands of feet tall, and was built so that the Oliphaunt's summoner could "look it in the eye," but it obviously isn't actually thousands of feet tall.

Ahriman is not a kaiju, he's a Huge div. The kaiju abilities are not given - we'll have to wait for B4 to drop. They have a special quality called "massive," but no idea what it does.

So does any of the flavor text it has mention anything on that topic? Was the part you mentioned in its text? Can it be judged from the artwork? I mean, they could make it more than a thousand feet in height if they really wanted, because monster's spaces were never good a representing it (25 HD Sea Serpent is 300 feet long at a 30-ft. space).

What are the special abilities does the Oliphant have? Sorry for all the questions, lol. I just would really like to know more about the creature.

Paizo Employee Developer

Evil Midnight Lurker wrote:

I am rather disappointed with the Starstone. (Edit: maybe not so much?)

** spoiler omitted **

Spoiler:
That's the idea. Or rather, your edit is the idea. The Test of the Starstone is likely something that would require at least some mythic power to overcome in the first place. The Starstone itself does less to transform the user into a god than it grants access into a very exclusive club, the members of which all end up being gods.

The Star Titan is immune to ability, damage ability drain, cold, death effects, disease, energy drain, fear, and undead traits. It has resistance 30 vs acid, fire, electricity, sonic, and negative energy plus is vulnerable to fire. Interesting they would give it all these immunities and negative energy resistance when it is an undead.

Interesting that it was created by the people of Verces and makes you wonder if they have created other Kaiju and what else they can do.


Dragon78 wrote:

The Star Titan is immune to ability, damage ability drain, cold, death effects, disease, energy drain, fear, and undead traits. It has resistance 30 vs acid, fire, electricity, sonic, and negative energy plus is vulnerable to fire. Interesting they would give it all these immunities and negative energy resistance when it is an undead.

Interesting that it was created by the people of Verces and makes you wonder if they have created other Kaiju and what else they can do.

Remember it didn't start as an undead, this is just its fallback emergency mode.


I wish I could just cast Mythic Time Stop on myself so that it'll be next week already.


Mythic Tirisfal wrote:
I wish I could just cast Mythic Time Stop on myself so that it'll be next week already.

That would take longer, because time would appear to be at a stand still.

Lantern Lodge RPG Superstar 2014 Top 4

So what is the origin of the Starstone?


The aboleths grabbed a huge rock from the Diaspora containing what sounds a lot like a fragment of the Eoxian planet-buster weapon and aimed it at Azlant. The Azlanti moon goddess moved the moon out of its orbit to try to intercept the rock, killing herself in the process but smashing the rock into smaller meteors; then her consort, a god of magic, burned his own power out to nullify the aboleths' control over the meteors. So the strike wasn't nearly as devastating as it could have been, and a combination of aboleth glyph magic, two self-sacrificing gods, and whatever was at the heart of the original rock became the Starstone.

Lantern Lodge RPG Superstar 2014 Top 4

1 person marked this as a favorite.

Holy crap really? Its part of the Eoxian doomsday weapon?

That was my idea for it!

Yesssss.

Lantern Lodge RPG Superstar 2014 Top 4

1 person marked this as a favorite.

Citing this post and this post just because!

I'm so excited. I can't wait for my copy to ship! :>


Robert Brookes wrote:

Holy crap really? Its part of the Eoxian doomsday weapon?

That was my idea for it!

Yesssss.

Well, it might be. The part about the rock being from the Diaspora was from another book, here it says: "Their magic reached far beyond the lands of Golarion, stretching into the depths of space to the very fringes of reality. There, in a place devoid of warmth and light, they found a body of star-born poison and metal, the drifting corpse of an unborn planet, a weapon for murdering worlds. Their power wrapped around this star-forged blade, and drew it to Golarion."

Lantern Lodge RPG Superstar 2014 Top 4

Ahhh! Oh, I see, I see. That's pretty awesome.


Sounds like a lot of really cool stuff in here~!

Contributor

The details on Jatembe did not let down.

And likewise the details on the Oliphaunt. What little bit was said about Jandelay itself, especially the potential implications regarding the poetry line that mentions the Maelstrom. :D

I'm quite happy.

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