
Emrael Bladewalker |

@Ragadolf: The mythic paths run alongside the standard classes, so whatever you do wish Elgin should have no impact on mythic choices later. They may not synergize as well as some, but they should work together.
@Pip: I'm playing a bard elsewhere and totally see where you are coming from. Re: mythic rules, I have noticed some abilities in the Marshal path that seems to be designed for the bardic crowd, but I haven't tried to actually put a bard together using them. It's not like I've ever seen a bard that can do what you do, anyway. I might not be that inventive.

Emrael Bladewalker |

Yeah, it's not an archetype thing at all. It's not quite multiclassing either because they are not full classes - no automatic BAB or save updates, for example - but each path has some abilities that are similar to class abilities and as you advance you gain access to feats that may or may not be mythic - many require a standard feat and take it up a notch. Some are underwhelming, but several are "how can I use that?" material.
All of the paths have a handful of abilities in common and some of the optional abilities are shared between two or three paths. I'll see if I can't find something fun to share when I get a chance.

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Yo, Elgan!
Alignment: NG
Wild Elf Stats: +2 Dex, -2 Int
STR: 10 (+0) (12/+1 w/ Belt)
DEX: 14 (+2) (16/+3 w/ Belt)
CON: 12 (+1) (14/+2 w/ Belt)
INT: 12 (+1)
WIS: 22 (+6)
CHA: 14 (+2)
4th lvl;+1 to Wis
8th lvl;+1 to Wis
12th lvl;+1 to Wis
16th level: +1 WIS
Elgan has used Wish spells to increase his WIS by 2.
Appearance: Wild Elf, 5' Tall, 90lbs, 115 years old. Thin and sinewy, ruddy-cheeked, rugged looking from living outdoors, and yet personable and likable. Women find him attractive, (Most call him 'cute', He calls it his 'Animal Magnetism'.) He is amiable and willing to chat, (and on a variety of subjects, not all are always considered proper for 'polite' company.) And is also capable and willing to go for hours just watching others as the world unfolds around him.
He has the basic druid philosophy of 'live & let live', and tries not to interfere with the 'natural order' of things. But he is a big softie at heart, and can't stand to let the little guy get eaten JUST because the other critter is bigger, and meaner, and has teeth the size of daggers,... So he has ended up being the 'defender of the underdog-forest chapter'. Which has caused him some grief.
His skin is tanned to a chestnut brown from living outdoors.
His hair is dark brown, shoulder length, and is usually in disarray with a stray twig or blade of grass in it. (Not quite the dreadlocks of Disney's Tarzan, but you get the idea.)
His eyes are the blue color of a clear sunny day. But they turn dark, almost purple, when he is angry.
Most of his clothes are leather or animal skins. He dresses in tunics and tights that are made of natural browns and greens to blend in with the forest. (And sometimes it's hard to tell if his clothes are that color naturally, or from sleeping outdoors.)
He speaks Common, Elvish, Sylvan, and Druidic fluently. And as he can be fairly charming and an intelligent speaker, his wisdom has been instrumental in settling several disputes between forest denizens. However, he speaks Common with a distinct drawl, (see background), and this has led to him having his intelligence underestimated by some humans he comes across.
XP: 626.786 after Drelnza and the dybbuks.
Perception: +22
Combat – humanoid form:
AC: 24; Touch AC: 16; Flat Footed: 22;
(28/16/27 w/+ shield)
*+2 Dodge bonus to AC when Fighting Defensively (-4 to att)
*+4 Dodge bonus to AC when using the Total Defense Standard Action
HP:124 (16d8+16+16(Belt))
Current HP: 124 (142 w/ Bear's endurance)
BAB: +12/+7/+2
Initiative: +2 (+3 w/ Belt)
Speed: 30'
Saves:
Fort: +12 (+10, +2 Con)
Ref: +8 (+5, +3 Dex)
Will: +16 (+10, +6 Wis)
*+2 racial saving throw bonus against enchantment spells or effects
*+4 vs Spell-like abilities of Fae
Attacks:
QuarterStaff: +13/+8/+3 (Dmg:1d6+1/1d6+1, x2, 4lb, Bludgeoning)(0GP)
Scimitar: : +13/+8/+3 (Dmg:1d6+1, 18-20/x2, 4 lb., Slashing)(15GP)
+1 Rapier: +14/+9/+4 (Dmg:1d6+2, 18-20/×2, 2 lb., Piercing, LIGHT)(20GP)
Longsword: : +13/+8/+3 (Dmg:1d8+1, 19-20/x2, 4lb., Slashing)(15GP)
Short Bow: (Masterwork) +16/+9/+4 to hit (Dmg:1d6, ×3, 60 ft., 2 lb., Piercing) (30GP)
ShortSpear: : +13/+8/+3 OR +15 Thrown (Dmg:1d6+1, ×2, 20 ft., 3 lb., Piercing)(1GP)
Dagger: : +13/+8/+3 OR +15 thrown (Dmg:1d4+1, 19-20/×2, 10 ft., 1 lb. -Piercing or slashing, LIGHT)(2GP)
Combat – shapeshifting:
The following stats are what CHANGES when using shapeshift:
Predator Form
Bite:+15/+10 to Hit; Dmg:1d6+5; (+1d6 Flame, +1d6 Lightning)
4th lvl-Bite counts as MAGIC for purposes of overcoming dmg reduction.
AC:28; Touch:19; Flatfooted:26
Move: 50' Land Speed
Str +4 =14 (+2 to hit/dmg; 16/+3 w/ belt)
AC+4 to Natural Armor (Included Above)
Level 5 gain Feat:Mobility when in this form (+4AC vs AoO)
Aerial Form
Claw:+13/+8 to Hit; Dmg:1d6+5; (+1d6 Fire, +1d6 Lightning)
Claws count as MAGIC for purpose of overcoming Dmg Reduction.
AC:26; Touch:16; Flatfooted:24
Reflex save increases to 10 (+2 to Ref save)
Move: Fly speed 40’ with Good maneuverability;
7th level- gain Feat: Flyby Attack when in this form
Slayer Form
-Size increases to Large- Grants reach 10'
-Bite +16 to Hit, Dmg: 1d8+9 (+1d6 Fire, +1d6 Lightning)
-Secondary Claw att: (2) +12/+12, Dmg: 1d6+9 (+1d6 Fire, +1d6 Lightning)
-Fort save becomes: +15
-AC becomes: AC:28 Touch:17 Flatfooted:26
Woodland Avenger Form (Treant)
-Size increases to Large- Grants reach 10'
-2 Slams: +18 to hit, Dmg: 1d8+11 (+1d6Fire, +1d6 Lightning)
-Fort Save becomes: +16
-Reflex Save becomes: +12
-Will Save becomes: +20
-AC becomes: AC:32 Touch: 17 Flatfooted: 30
-Gain Dmg Red 5/ Slashing
-Improved Overrun (13th lvl, free)
Elemental Fury Form (Elemental)
-Size increases to Huge- Grants reach 15'
-2 Slams: +21 to hit, Dmg: 2d6+11 (+1d6Fire, +1d6 Lightning)
-Fort Save becomes: +15
-Will Save becomes: +20
-AC becomes: AC:36 Touch: 15 Flatfooted: 33
-gain immunity to Critical Hits;
- you do not breath;
- gain immunity to one type of energy determined by the elemental form you chose (can be different each time): Air – Electricity immunity, Earth – Acid
immunity, Fire – Fire immunity, Water – Cold immunity;
- at 18th level, you gain Feat: Great Cleave.
Druid spells prepared (CL 16; DC 16 + spell level, 17 + spell level for Conjuration):
0th (4): Guidance, Detect Magic, Stabilize, Purify Food & Drink
1st (4+2): Entangle, Produce Flame, Magic Fang, Longstrider, Lesser Vigor (Touched Subject gains Fast Healing 1 for 17 rounds), Hydraulic Push
2nd (4+2): Barkskin (+5 NatAC), Bear's Endurance, Bulls Strength, Cat's Grace, Lesser Restoration, Wilderness Soldiers (UC)
3rd (4+1): Call Lightning, Prot/Energy (168 points vs energy chosen), Neutralize Poison, Magic Fang:Greater +4 @16 (+1/4 lvls), Remove Disease
4th (4+1): Ice Storm, Flame Strike, Dispel Magic, Geyser(APG), Strong Jaw (APG)
5th (4+1): Stoneskin, Baleful Polymorph, Call Lightning Storm, Aspect of the Wolf, Wall of Thorns
6th (3+1): Wall of Stone, Bull's Str; Mass, Dispel Magic; Greater, Find the Path
7th (3+0): Wind Walk, Fire Storm, Heal
8th (2+0): Earthquake, Repel Metal or Stone
1st level: (1-character)
Spontaneous Healing: Can trade a memorized spell for a Cure spell of the same level.
Spontaneous Summoning:(Free-Druid) Convert a memorized spell to cast a 'Summon Nature's Ally' spell of same level or lower.
3rd level: (1)
Water Adaptation (Shifter version):When shifting into Predator or other form, the Druid may assume a water-based form instead of land-based. (IE= Predator Form: instead of Wolf or Panther, may assume Shark or Alligator) All of the stats of the change remain the same with the following exceptions: Land speed increase (if any) becomes a Swim Speed, and druid gains the ability to breathe underwater for as long as he maintains an underwater form.
5th level:(1)
Spell Focus: (Conjuration) add +1 to the DC of Conjuration spells
Mobility [General] (Free-ONLY when in Predator form!)
Prerequisites:Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
7th Level:
Natural Spell:
Druid can now cast spells as normal when using wild shape.
9th Level:(1)
Augment Summoning: +4 Enhancement bonus to Str & Con of summoned creatures for duration of spell
Fly-by Attack (Free-ONLY when in Aerial Form)
11th Level:(1) Greenbound summoner: All of your creatures summoned by a Summon Natures Ally spells gain the Greenbound template.
The greenbound template:-
Type becomes plant (so no crits, mind affecting, or polymorphing..)
NA improves by 6
Gains a slam attack
(Sp) at will - entangle, pass without trace, speak with plants. 1/day - wall of thorns
DR 10/magic and slashing
Fast healing 3
+4 grapple bonus
Resistance to electricity and cold 10
Tremorsense 60'
Str +6, Dex +2, Con +4, Cha+4
+16 to hide and move silently in forested areas
(CR +2, LA+8)
The feat is on page 8, the Greenbound template on page 173-175
10th Level:
Bonus-Improved Critical (Bite) and Improved Critical (Claw) When in Ferocious Slayer Form
13th Level: Rapid Summoning: (Metamagic, +1 lvl, Complete Arcane)
You can cast a summons as a standard action
14th Level: Bonus- Improved Overrun in Woodland Avenger form
15th Level: Metamagic School Focus (Rapid Summoning): Subtract one level from the slot needed to add Rapid summoning to a spell (Makes Rapid summoning +0 level!)
Languages: Common, Elvish, Sylvan, Druidic
Skills:
Acrobatics: (Dex) +3
Appraise: (Int) +1
Bluff: (Cha) +2
Climb: (Str) +0
Concentration: (C)(Con) +18 = 2 + [16r]
Craft: (C)(INT) +1
Diplomacy: (C)(CHA) +18 = 2 + [16r]
Disable Device: (Dex) +X
Disguise: (Cha) +2
Escape Artist: (Dex) +3
Fly:
Handle Animal: (C)(Cha) +18 = 2 + [16r]
Heal: (C)(Wis) +6
Intimidate: (Cha) +2
Knowledge (Arcana):(Int) + = + [r]
Knowledge (Planes):(Int) + = + [r]
Knowledge (Nature):(C)(Int) +19 = 1 + [2ns]+[16r]
Linguistics: (Int) +1
Perception: (Wis) +24 = 6 + [+2rb] + [16r]
Perform: (Cha) +2
Profession():(C)(Wis) +6 = 6 + [r]
Ride: (C)(Dex) +3
Sense Motive: (Wis) +6
Slight of Hand: (Dex) +3
Spellcraft: (C)(Int) +1 = 1 + [r]
Stealth: (Dex) +3
Survival: (C)(Wis) +21 = 3 + [2ns]+[16r]
Swim: (C)(Str) +0 = 0 + [r]
Use Magic Device: (Cha) X
*Armor Check Penalty for # Encumbrance;
Bold=skill ranks taken;
X=Untrained/Unusable
C=Class Skill
F= Affected by Feat
rb=+2 racial bonus on Listen, Search, and Spot checks.
ns= Nature Sense, +2 on Knowledge(Nature) & Survival checks.
Equipment:
Weapons: Quarterstaff, Masterwork Shortbow +1, 40 arrows, Dagger, Silvered Dagger, Cold Iron Dagger, Longsword, Scimitar, +1 Rapier,
Armor Green Dragonskin Breastplate Armor +3 (Masterwork)(700GP, Beastskin, AC:+7(total) Max Dex:+3, Armor Check:-3, HP:20, Hardness:20), Large Darkwood Shield +2 (Masterwork)(157GP, +1,000GP Enchantment, AC:+4 (Total) HP:20, Hardness:15, Armor Check:0);
Gear: Backpack, Bedroll, Blanket, Traveler's Clothes (Includes tunic & tights of browns & greens, soft boots and hooded cloak. Primarily made of leather or animal skins.), 50' hemp rope, grappling hook, waterskin, 7 days trail rations (Elf Bread), flint & steel, whetstone, Sack(Empty),
2 Tindertwigs, 2 Smokestick, 2 Sunrods, wolfsbane(2 sprigs), 2 torches,
Belt pouch,
Spell Component Pouch, Wooden Holy Symbol (around neck),
Magic Items:
2X Wand of CCW 50 charges
Ring of Prot +3
Amulet of Mighty Fists (+0, Flaming +1d6 dmg, Lightning +1d6 dmg, +1d6 Cold)
Belt of Physical Perfection (+2)
Pearl of Power (1st Lvl)
Gloves of Magic Fang +2 (As Magic Fang Druid spell, 1hr/day)
+1 Rapier
Scrolls: Longstrider, Magic Fang, Obscuring Mist, Faerie Fire,
Potions: (2X) Enlarge, (2x) CLW, Jump, Mage Armor, Magic Weapon Oil, Bless Weapon Oil
Money:
PP:
EP:
GP:9,604
SP:21
CP:12
[b]Background:
Elgan was born to a tribe of Wild Elves that live deep in the heart of the Dreadwood. He was born under several auspicious signs, including (but not limited too,) a shaft of bright sunlight during a rain, Favorable Stars in the sky (the Hunter & the Fox), And the cry of a hunting bird at the same time as the shaft of sunlight appeared. All in all, pretty much great things were expected of him from day one.
His tribe was one of the few scattered tribes who take the defense of the Center of the Dreadwood seriously. Both the defense of the Dreadwood from adventurous interlopers, and protecting said interlopers from the dangers within. Early on Elgan did show the usual signs of magical ability for which his tribe was famous. His parents had high hopes that he would become one of the tribe's powerful sorcerers and become a great shaman, or maybe even leader. But Elgan was was always more interested in playing with the animals or climbing the great trees than studying to control his magic. (In game terms, he is under a constant 'Prestidigitation' that affects only him. Biting insects don't seem to bother him, mud and slime don't want to stick to him, [though good clean dirt has no trouble], etc.)
He learned to speak Common from the few traders that were trusted enough to be allowed near the center of the woods where the village was. These traders tended to be loaners, who lived outside of the comforts of civilization, and had their own way of speaking interlaced with several words from other languages. So while he was raised to be diplomatic, and is considered to be quite the exemplary speaker in Elvish and Sylvan, he speaks Common with with a distinct accent and twang that is considered to be 'uneducated' among the humans.
One day an older Druid, (a servant of the great Druid Robyn herself), who rarely ever came to the settlement, was passing through, took one look at the child, and immediately demanded to know why he had not been handed over to the druids for his proper training. When he the Druid told Elgan to follow him, Elgan politely said 'No thank you', and tried to leave. The older druid immediately Shifted into various forms, a wolf, an eagle, and finally a bear, to block his escape. At the last Elgan tilted his head sideways, looked at the druid through narrowed eyes and said, "Oh, is THAT how it's done?" He then shifted into a kitten and climbed to the top of the nearest tree where the heavier druid could not follow.
That pretty much sealed his fate.
Once he found that he pretty much got to live outdoors and play with his animal friends all the time, he took to his new life as apprentice druid pretty quick. Though he did have a bit of trouble understanding WHY they should always try to remain neutral in conflicts, whether between animals or humanoids. "Survival of the fittest' was fine and good, But sometimes what one humanoid was doing to the others was just wrong, couldn't they see that? Early in his training it was determined that he had been blessed at birth by the Nature Goddess, (all those signs, pretty hard to miss actually), And that explained his preternatural shapeshifting abilities, and the 'Healing Touch' Spontaneous Healing Feat that he possessed. That was fine, but then the druids began talking about his 'destiny', and that only made him more cynical, as he had always been taught that the gods could not overrule free will.
As part of his training he was assigned to guard the woods from the possible depravations of the town of Silglen. And was left to watch it for one year, with STRICT instructions not to let them know they were being watched by an Elf. But the townspeople were pretty good about how they approached the forest (they had learned their lessons long ago), and the masters had not said anything about being seen as an animal, SO,... Before the first month was out, the townsfolk found themselves being aided by various animals. From the wolf who protected their herds from the wild dogs who were getting too bold and comfortable around humans, to the hunting cat that defended them from a gang of would-be bandits that tried to set up camp nearby, The people of Silglen quickly figured that one creature was responsible for all they had seen, and thought that the woods had sent a protector-spirit to aid them. They began to leave out food, and then small items of some value in thanks for his help. (THIS is how he ended up with most of his money and decent gear, as well as the nickname 'The Spirit-Beast of Silglen'.)
The druids were cranky that he had done more protecting of the town instead of the woods, but they had to admit that he had followed their orders almost exactly. They trained him a bit more, then when he was old enough to be considered 'of age', and he was beginning to be a 'wild influence' of the newest crop of young druids-to-be, The elder druid who had 'recruited' him had a vision. ('How convenient.' thought Elgan.) He was to travel south, and follow the 'animal spirits' whom he would meet on the road. They would travel with him to his destiny. Which he would either fulfill and return, one of the greatest champions that his tribe had ever known, in time to aid in the defense of the Center of the Dreadwood from the rise of a great evil,... or he would fail, in which case he likely would never return at all.
Having developed a great love for his goddess of nature, but never being a big believer in destiny, and desiring to see more of the outside world he had heard about from the traders of his youth, Elgan happily accepted.
He traveled south to the region surrounding Bale Keep, where he came upon a group of Goblins attacking a short, rotund, hairy humanoid with a wagon-full of wooden casks. He didn't help because the short humanoid was in no real danger from the fairly incompetent group of goblins. So he settled in to observe the goblins. And not much later, the the short round one returned with a herd of normal humans, who made extremely quick work of the Goblins. He didn't raise a finger to help the goblins because,... well, they WERE goblins, 'survival of the fittest' and all. But this eclectic collection of humanoids captured his attention. Could it be THIS group were the 'animal spirits' he was supposed to find?
The tall, effeminate one who used big words was certainly the spirit of the magpie, much talking but little of substance.(Though useful for finding bright treasures.) The smallest one looked to have the spirit of the Badger or wolverine in his eyes and actions, best not to make him angry if he is within reach. One of the nondescript humans seemed to embody the Stag, observing everything and capable of fighting, but wanted to disappear if he stood still too long.
Elgan continued until he was certain he had identified the right group. This HAD to be what the elder druid had foreseen! He settled in a tree to await their exit from the small walled town. When they came out, he would follow and introduce himself. Maybe this destiny thing would be fun after all!
Quotes:
"Heya dere chere, howy'allare?"
"Don' make me angry. Ya'll wouldna' like me iffen I get angry."
"Woo-wee! Dat dere bring out da animal in me!"
Plantasaurus Rex:
Jolly Green Giant:[spoiler]
Jolly Green Giant (CR 10):
N Large plant
Init +3; Senses Tremorsense 60’, darkvision 60’, low-light vision; Perception: +12
Defense:
AC 29, touch 12, flat-footed 26 (+3 Dex, +17 natural, –1 size)
HP 150 (12d8+96)
Fort +16, Ref +7, Will +7
Defensive Abilities: Improved rock catching, Resist cold and electricity 10, DR 10/magic and slashing; Fast healing 3
Offense:
Speed 40 ft.
Melee: greatclub +21/+15 (2d8+21) or 2 slams +21 (1d8+14)
Ranged: rock +12/+7 (1d8+21)
Space 10 ft.; Reach 10 ft.
Special Attacks: rock throwing (180 ft.)
Statistics:
Str 37, Dex 17, Con 27, Int 10, Wis 12, Cha 14
Base Atk +9; CMB +24; CMD 36
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point-Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills Climb +17, Intimidate +12, Perception +12, Stealth +5; Racial Modifiers +8 Stealth in rocky terrain, +16 Stealth in forested terrain
Languages Common, Giant
Special Abilities
Improved Rock Catching (Ex) A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.
Spell-like abilities (Su) at will - entangle, pass without trace, speak with plants. 1/day - wall of thorns
[/spoiler]
I had some spare time... Just CTRL+C it into your character sheet, and off you go. You might want to tidy it up a bit, get the bold stuff in the right places, that sorta thing. Also, I've picked new spells for you - change what you don't like.

dungeonmaster heathy |

HUZZZAH!
@Vatnisse;
it's not exactly like "epic." Mythic has tiers which are like class levels, and you get access to heightened abilities, such as mythic powers, feats which are amped up versions of common feats, and spells which are amped up versions of common spells.
There's archetypes that fuse with certain sets of classes; one for arcane casters, one called trickster that a bard or rogue would queue up with, etc. I think you could be a wizard and take one of the other mythic archetypes i.e. a wizard takes trickster or one of the ones for fighter/barb/ranger, but I'm not sure if they'd fugue as well as with the one for wizard.......
I think that if standard class/level was a hamburger and epic was a steak, mythic would be more like......bacon, cheese, katsup, and guacamole on a hamburger than a steak.

Will Cooper RPG Superstar 2012 Top 16 |

Alright. Caught up. Wow - seriously just wow. You guys are awesome.
I'm thinking Satari either got tangled up with Claw and is drowned but recoverable, OR managed a last minute semi-conscious dimension door to a safe storeroom on the ship and has been unconscious since. Whatever's easiest.
For reference I've got the Mythic book, and I've started playing with creating mythic monsters. It's fun!
Also, damn :( Hugs all round, where welcome.

dungeonmaster heathy |

Alright. Caught up. Wow - seriously just wow. You guys are awesome.
I'm thinking Satari either got tangled up with Claw and is drowned but recoverable, OR managed a last minute semi-conscious dimension door to a safe storeroom on the ship and has been unconscious since. Whatever's easiest.
For reference I've got the Mythic book, and I've started playing with creating mythic monsters. It's fun!
Also, damn :( Hugs all round, where welcome.
Hey; do you have an example of a mythic critcher you built? I'm kinda bent on how to go about making them; maybe it's just first time jitters; idk.

Ragadolf |

Ah crud yeah, I did ferget about the skills stuff. Ah well, nuthin I can't fix. ;P
??? I'm pretty sure I did the #spells per day list right. At level 16 I now have a 22 Wis, which gives me bonus spells up to level 6 spells. Although I may not have updated the list of spells themselves correctly. I had to do my update 3 times last night, the server kept booting me off in the middle of a save, the last time I finally got it to work was about 12:30. I was a little loopy. ;P
(Well, maybe not much loopier than usual,...) ;P
Actually, I have never checked to see if Druids/clerics/wiz get the same #spells per day at high levels,... I must now look and see! :)

Ragadolf |

I did not look at the list on your sheet, but you did give yourself the 'extra' bonus spells, right? It's two bonus spells at 1st and 2nd, then one bonus spell for 3rd through 6th. That's one that always gets me.
Yeppers, THAT part I got right! :) (I likes my spells, it's teh other stuff that confuses me!) ;P
Just a reminder, I've never actually gotten to play a PC to this level before. Ergo the look of shock on my face every time that our beloved GM pulls something out of his hat for us to chew on! I still have to remind myself what kind of damage our little group can do! :)

dungeonmaster heathy |

I have the basics of my character down. Just have to put it all down on paper (well into my PbP character sheet at least). :)
I have yet to figure out a really groovy insertion for Jodar; maybe I will, or maybe just "poof--you're there;" I don't know yet.
I can't strong arm the muse; she only doles it out to me at her whimsy.
I gotta do a research scan; I'll be at work til 9 pm tomorrow.......prolly see you guys Thursday........