
Magnus Thunderf00t |

I'm the only one without some form of healing, so I'd like to reserve the potion of CMW. Kalaya and I are tied for lowest AC, so maybe give her the amulet? No preference for slow poison. Finally, if we're able to sell the items for their appraised cost, then we get 96 gp each (again rounding) Thoughts?

Auric Ironwright |

I'm fine with that, personally. It looks like Kalaya has the least in the way of gear, so she should probably have the amulet.
I'm not really interested in the antler, more in finally using my weaponsmith skill so I'm more than happy with Jon, Liam or whomever else would like it to take the antler once I spiff it up a bit.

Stilgar Fulgrum |

Assorted currency @ 21.67 gp
Appraised items @ 456 gp
Hooded lanterns (3) @ 10.5 gp
Lamp oil (20) @ 1 gp
Mwk battleaxes(?) @ 310 gp
Furs(?) @ ??? gp
Total: 799.17 gp
Excluding anything that is probably too cumbersome to actually carry... does this look about right? Assuming of course, that we can successfully liquidate everything, or that we aren't keeping any of the above.

Shadowborn |

New Exotic Weapon: Antler
Antlers removed from the head of any deer-like animal can be used as an exotic weapon. An antler can be cut down to make a weapon of any size. Each antler begins at a size equal to the creature it was taken from. The antler can be shaped to provide either a one-handed, two-handed, or double weapon. An antler gives a +2 bonus when attempting to disarm an enemy, provided your enemy's weapon is the same size as or smaller than yours. Alternately, you may choose to use an antler as a shield. If one-handed, it provides a bonus equal to a light wooden shield (+1 shield bonus to AC). If two-handed, the weapon may be used as a double weapon with one end providing a bonus equal to a heavy wooden shield (+2 shield bonus to AC; when used in this manner, apply all appropriate two weapon fighting penalties when using the weapon to attack.)
Damage: 1d6/x3 (1d8/x3 for Large); Type: Piercing; Weight 2-10 lbs.; Cost: 1 gp.

Shadowborn |

Having owned Monte Cook's When the Sky Falls since its release, and picking up It Came from the Stars by Zombie Sky Press, I've been wanting to have some fun with this sort of encounter for a while. A normal meteor is dangerous. Add magic to the mix and things go to a whole new level.
Now, as to mythic abilities.
You'll all gain 1 mythic tier. This gives you the opportunity to pick one of the six mythic paths and a mythic feat. You also gain the following abilities:
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
And at this point you'll have any remaining damage healed.

Magnus Thunderf00t |

I think I've understood everything and I've updated now. I went with archmage dual-pathing trickster.

Magnus Thunderf00t |

Just wanted to confirm something about the mythic abilities:
Arcane Surge (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature's spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability.
Does this mean that I get to cast the spell as a swift action (ie: quickened?), or just that the spell will be available as my standard action with the re-rolls for DC and without spending a spell slot?

Stilgar Fulgrum |

All right, I believe everything should be in order for Stilgar. I thought about going Guardian instead of Hierophant, but it did not quite offer the flavor I was looking for.
I have doubts about whether I will ever end up using Instrument of Faith (Su), but the fluffiness of the ability was just too hard to resist.

Stilgar Fulgrum |

Blegh. I'm having second thoughts. Not that I'm surprised that I do or anything. I'm going to go with Guardian after all. Stilgar uses a good deal of magic, but the stuff he uses isn't usually contingent on his Wisdom score. That and Guardian gives me some idea of where to go with future feat selections. Plus I just really like the idea of Stilgar being a burly tank. :P
I'm going with Guardian as my path, Mythic Toughness as my feat, Absorb Blow as my guardian's call and Burst Through as my path ability.

Magnus Thunderf00t |

It says that I can go for a regular feat instead of a mythic one. Is it ok if I pick something like boon companion or evolved familiar?

Kalaya |

LOL. I know it's just funny. It's like we're in a fantasy version of the Tunguska Event