Shisumo
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A couple months back, I found myself wondering whether it would be possible to build a single character that, with an adequate number of mythic tiers, could solo an Adventure Path. I put the question of how many tiers to the forums, and in the short thread that followed, the answer seemed to be "no amount of tiers would be enough." That seemed unlikely to be true, so I decided to test it.
The parameters of the test are these: a single character, using any Paizo material I feel like using, built with 20 point buy and 10 mythic tiers. Two traits, one of which would have to be a RotRL Campaign Trait, and the option for a Drawback to get a third. I will level when the AP assumes the level will happen, and I will be using the Automatic Bonus Progression system to limit how much extra money I will have to play with - both of these should keep the fact that there is one player instead of 4 from power-leveling or over-equipping the PC.
I will be both player and GM, although for the sake of narrative I might pretend to divide the two. I will only be presenting the mechanical challenges, but any skill check that someone might need to roll I will roll, to establish success or failure on.
The character I decided to build is Atalanta, a human Unchained monk (no archetype) || champion.
Atalanta
Female human Unchained monk 1 || mythic champion 10
LG Medium humanoid (human, mythic)
Init +12; Senses Perception +9
DEFENSE
AC 19, touch 19, flat-footed 15
(Dex +2, dodge +2, monk +5)
hp 61 (1d10+51)
Fort +3, Ref +4, Will +5
Defensive Abilities hard to kill, immortal, mythic saving throws, pure body, pure destiny, unchanging, unstoppable; Immune non-mythic curses, compulsions, disease, petrification, poisons, and polymorph
OFFENSE
Spd 60 ft.
Melee unarmed strike +9 (1d8+11, 20/x2) or
flurry of blows +9/+9 (1d8+11, 20/x2)
Ranged shuriken +3 (1d2+6, 20/x2) or
flurry of blows +3/+3 (1d2+6, 20/x2)
Special Attacks aerial assault, champion’s strike (fleet charge), critical master, fleet warrior, flurry of blows, force of will, ever ready, impossible speed, legendary champion, perfect strike, shatter spells, stunning fist 1/day (DC 20), surge +1d12
STATISTICS
Str 23 (+6), Dex 14 (+2), Con 13 (+1), Int 10 (+0), Wis 21 (+5), Cha 8 (-1)
Base Atk +1; CMB +7; CMD 26
Feats Dodge(M), Improved Unarmed Strike(M), Stunning Fist(M), Titan Strike(M), Weapon Focus (unarmed)(M)
Skills Acrobatics +7 (+19 jumping), Disable Device +9, Diplomacy +3 (+5 gather information), Knowledge (local) +4, Perception +9.
Languages Common
SQ amazing initiative, dual talented, legendary hero, mythic power 23/day, recuperation
Traits Affable, Monster Hunter, Wisdom in the Flesh (Disable Device); Drawback Pride
Combat Gear flask of acid (x2); Other Gear shuriken (20), monk’s kit, 3gp
Obviously, spoilers for Rise of the Runelords follow.
Shisumo
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Part One: Festival and Fire
Encounter One: Initial Assault
The GM places Atalanta at the back of the crowd, given that she’s an outsider and not really the social sort instinctively. That means she’s about 30 feet away from the goblins when the encounter starts. Atalanta rolls a Perception check of 1d20 + 9 ⇒ (12) + 9 = 21, enough to spot the goblin crouching below the wagon, and initiative is rolled. The goblins roll rather poorly, getting a total of 1d20 + 6 ⇒ (4) + 6 = 10, while Atalanta rolls far better, ending up with a 1d20 + 12 ⇒ (12) + 12 = 24. She spends one use of mythic power to activate fleet charge; although the GM rules that the crowd constitutes difficult terrain, Atalanta’s 60 ft move speed means she can still reach the crouching goblin and attack. Her total attack comes up 1d20 + 9 + 10 ⇒ (14) + 9 + 10 = 33, for 1d8 + 11 ⇒ (2) + 11 = 13 damage. One goblin down. She then takes her regular actions to circle around one of the gobs to get between the remaining two and launch a flurry of blows. (Fleet warrior allows her to take a move action before or after a full attack.) She rolls 1d20 + 9 ⇒ (6) + 9 = 15 on the first one for 1d8 + 11 ⇒ (2) + 11 = 13 damage - a hit, but only because the goblin is flat-footed - then rolls 1d20 + 9 ⇒ (1) + 9 = 10 against the second - a miss, even against the flat-footed goblin. However, as a legendary champion, she automatically rerolls any missed attack against a non-mythic target, so she rerolls and gets 1d20 + 9 ⇒ (5) + 9 = 14; still pretty terrible, but it’s exactly enough to hit this time. 1d8 + 11 ⇒ (1) + 11 = 12 damage later, all three goblins are dying on the ground.
Mythic power uses left: 22/23. Hit points: 61/61.
Shisumo
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Encounter Two: Goblin Pyros
The GM gives Atalanta one round between encounters, which she uses to activate impossible speed, giving her a 160 ft move speed for the next hour, and a total of +59 on Acrobatics checks made to jump. Then she sees the fire start on the bonfire wagon on the opposite side of the square. It’s well away from Atalanta’s current position, and the crowd still counts as difficult terrain, but Atalanta thinks she can get to the goblins in one round and asks to roll initiative now. The GM agrees. The goblins roll a little bit better than last time, getting a total of 1d20 + 6 ⇒ (10) + 6 = 16 for the warriors and 1d20 + 4 ⇒ (8) + 4 = 12 for the warchanter. Atalanta, however, is still faster, rolling 1d20 + 12 ⇒ (6) + 12 = 18. She then activates amazing initiative for an extra standard action, which she takes as a move instead. With the crowd as difficult terrain, even the 160 ft move wouldn’t get her all the way over to the goblins, but Atalanta has a different plan: she instead pushes through the crowd until she reaches the stairs up to Father Zantus’ stage, which the GM agrees is not filled with terrified crowds and she can thus move at full speed along. She zips past a startled Father Zantus and jumps off the stage’s south end. With her ridiculously high Acrobatics bonus for this purpose, she doesn’t even have to roll to land at the absolute end of her move. She’s still a couple squares short of where she needs to be, but with fleet warrior that’s not an issue. She moves adjacent to the warchanter and one of the other goblins and launches a flurry of blows. She rolls a total of 1d20 + 9 ⇒ (8) + 9 = 17 against the warchanter for 1d8 + 11 ⇒ (5) + 11 = 16 damage (again only hitting because the chanter is flat-footed), then 1d20 + 9 ⇒ (20) + 9 = 29 on the other goblin warrior. Thanks to critical master, she auto-confirms the crit and does maximum damage, a total of 38 hit points to the 6 hp goblin. She also regains a spent mythic power, due to legendary champion. Those two down, she spends the mythic power she just picked up to activate fleet charge again and goes after the nearer of the remaining two warriors. She rolls a 1d20 + 9 + 10 ⇒ (20) + 9 + 10 = 39 for another auto-crit and another 38 damage, and oh, if only legendary champion weren't limited to once per round!
On its turn (the first any goblin has gotten to take so far), the remaining warrior breaks and runs. It would be easy for Atalanta to run it down, but she decides not to bother.
Mythic power uses left: 20/23. Hit points: 61/61.
Shisumo
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Encounter Three: Die, Dog, Die
Following the screams and frantic barking, Atalanta enters the street outside the White Deer, where the crowds have thinned out enough that they no longer constitute difficult terrain. Taking advantage of her free surprise round, Atalanta uses aerial assault for a mythic power use to do a partial charge against the mounted commando, leaping up to kick it off the goblin dog’s back. She doesn't need to roll for the Acrobtics check to leap - she's only aiming about 5 feet off the ground, and right now she can hit 115 feet with a 1 on the die - so she just rolls her charge attack: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23. She deals 1d8 + 11 ⇒ (8) + 11 = 19 damage, plus another 1d6 ⇒ 1 for the jump height she reached on the kick, dropping the commando instantly. She then rolls a 1d20 + 12 ⇒ (7) + 12 = 19 for initiative, against the 1d20 + 6 ⇒ (1) + 6 = 7 for the goblin warriors and the 1d20 + 2 ⇒ (18) + 2 = 20 for the goblin dog. The now-riderless goblin dog flees the area, so Atalanta turns her attention to the closest two goblins, moving over and flurrying. She rolls 1d20 + 9 ⇒ (11) + 9 = 20 and 1d20 + 9 ⇒ (12) + 9 = 21 for 1d8 + 11 ⇒ (8) + 11 = 19 and 1d8 + 11 ⇒ (5) + 11 = 16 damage respectively, wiping them out instantly.
The remaining goblin warrior recklessly decides to attack Atalanta instead of running away (mostly so she will actually suffer an attack at some point during this first encounter). It charges, getting a 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 and proving itself completely useless. The monk replies with a 1d20 + 9 ⇒ (18) + 9 = 27 on her attack roll and another 1d8 + 11 ⇒ (3) + 11 = 14 damage, and now all the goblins in the area are dead or dying.
Mythic power uses left: 19/23. Hit points: 61/61.
Shisumo
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Part Two: Local Heroes
Encounter One: The Desecrated Vault
The next morning, all of Atalanta’s mythic power uses have returned. Helping Sheriff Hemlock examine the graveyard, Atalanta easily finds the graverobbers’ tracks with a 1d20 + 9 ⇒ (7) + 9 = 16 on her Perception roll, but her untrained Survival check of 1d20 + 5 ⇒ (6) + 5 = 11 is a failure. She decides to toss a mythic surge at the problem, adding 1d12 ⇒ 1 to the roll, which is unfortunately the only number she could have rolled to still fail. When the vault itself is opened, there is no surprise round. The skeletons roll really well for initiative, getting a total of 1d20 + 6 ⇒ (19) + 6 = 25, while Atalanta pulls a 1d20 + 12 ⇒ (6) + 12 = 18. Both skeletons are able to make full attacks on her. The first rolls 1d20 ⇒ 14 for 1d6 ⇒ 2 damage and 1d20 - 3 ⇒ (19) - 3 = 16 for 1d4 + 1 ⇒ (4) + 1 = 5 damage; the second comes up with 1d20 ⇒ 2 for 1d6 ⇒ 6 damage and 1d20 - 3 ⇒ (16) - 3 = 13 for 1d4 + 1 ⇒ (1) + 1 = 2 damage. Against her flat-footed AC, that means Atalanta takes 5 claw damage. Annoyed at the first damage she's taken in the entire game, Atalanta replies with a flurry of blows, hitting the first one with a 1d20 + 9 ⇒ (16) + 9 = 25 for 1d8 + 11 ⇒ (7) + 11 = 18 damage (it's even bludgeoning, to get past DR), and slams the second one with a 1d20 + 9 ⇒ (12) + 9 = 21 for 1d8 + 11 ⇒ (3) + 11 = 14. End of combat.
Later that day, Atalanta visits Savah’s Armory to sell the commando’s masterwork horsechopper, one of the only things from the previous night’s raid she felt was worth looting, and attempts to determine what the potion she found on the commando was. Her Perception check comes up as 1d20 + 9 ⇒ (6) + 9 = 15, so she instead takes some of her newfound wealth to Tundarok Academy and pays Ilsoari 5gp to identify the potion as one of cure moderate wounds.
Mythic power uses left: 22/23. Hit points: 56/61. Cash and gear: shuriken (20), monk’s kit, flask of acid (x2), potion of cure moderate wounds, 153 gp.
Shisumo
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Encounter Two: The Shopkeep’s Daughter
There’s only one choice for who Shayliss will attempt to seduce here, which makes that decision easier. The GM allows both a gather information and a Knowledge (local) roll for Atalanta to find out whether she knows anything about Shayliss’ reputation; she gets a 1d20 + 5 ⇒ (8) + 5 = 13 on the Diplomacy and a 1d20 + 4 ⇒ (17) + 4 = 21 on the Knowledge (local), and the latter roll makes her suspicious of Shayliss' motives. She tries an untrained Sense Motive to get a hunch about her intentions and gets a 1d20 + 5 ⇒ (8) + 5 = 13. Wary, but unsure, she allows Shayliss to lead her to the basement. Once Ven shows up, Atalanta's Perception roll of 1d20 + 9 ⇒ (20) + 9 = 29 means she hears him approaching and quickly disentangles herself from Shayliss’ embrace. Alas, she can’t flee before he arrives and instead attempts to talk her way out of the situation. This is rough, though, because Ven is anything but polite and respectful, which triggers her Pride Drawback. Despite that, her penalized Diplomacy roll shocks everyone when she comes up with a 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21, and she smoothly apologizes to the shopkeeper for the misunderstanding. Shayliss is left with her feelings hurt, but Ven is appeased, and overall Atalanta is inclined to take that as a win.
Mythic uses: 23/23. Hit points: 61/61. Cash and gear: shuriken (20), monk’s kit, flask of acid (x2), potion of cure moderate wounds, 153 gp.
Shisumo
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Encounter Three: The Boar Hunt
Aldern first gives Atalanta 50 gp in reward for saving him, then escorts her into the Tickwood for the boar hunt. When they actually find the boar, it rolls 1d20 ⇒ 10 for initiative, and Atalanta a 1d20 + 12 ⇒ (7) + 12 = 19. Knowing the danger boars represent, Atalanta opens with a fleet charge combined with both perfect strike and Stunning Fist. The attack roll is 1d20 + 9 + 10 ⇒ (16) + 9 + 10 = 35, which easily hits the boar’s AC of 14, and the double damage is 2d8 + 22 ⇒ (4, 7) + 22 = 33 - which is, to Atalanta’s great frustration, not quite enough to kill it outright. The boar rolls its Fort save against her Stunning Fist and gets a 1d20 + 6 ⇒ (1) + 6 = 7, so it is stunned when Atalanta takes her standard attack (1d20 + 9 ⇒ (1) + 9 = 10, automatic reroll 1d20 + 9 ⇒ (14) + 9 = 23, damage 1d8 + 11 ⇒ (6) + 11 = 17) and finishes it off. Atalanta returns to Sandpoint with boar carcass in hand, happy to get away from the creepy way Aldern keeps hitting on her.
Mythic uses: 21/23. Hit points: 61/61. Cash and gear: shuriken (20), monk’s kit, flask of acid (x2), potion of cure moderate wounds, 203 gp.
Shisumo
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Encounter Four: Monster in the Closet
Atalanta opens the closet where Gresgurt is hiding and provokes the combat. Her initiative is 1d20 + 12 ⇒ (15) + 12 = 27 and Gresgurt's is 1d20 + 3 ⇒ (3) + 3 = 6. The goblin leaps out of the hole and Atalanta intercepts it with her fist, hitting with a 1d20 + 9 ⇒ (20) + 9 = 29 and literally knocking the goblin's head off his body. Combat over before anyone involved can blink.
Mythic uses: 23/23. Hit points: 61/61. Cash and gear: shuriken (20), monk’s kit, flask of acid (x2), potion of cure moderate wounds, 203 gp.
Shisumo
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Part Three: Glass and Wrath
Encounter One: Against the Goblins
Preferring to avoid violence, Atalanta decides to try to pick the locks on the Glassworks. Unfortunately, without thieves’ tools, her DCs are at +10. Her first attempt is a 1d20 + 9 ⇒ (16) + 9 = 25, which is pretty good, but not good enough; she goes ahead and spends a mythic surge to see if she can make up the difference. The d12 comes up 1d12 ⇒ 7, for a total of 32, and the Glassworks’ door smoothly opens. Still, Atalanta’s first foray into B&E draws a few worried bystanders, and she attempts to calm them down with a Diplomacy check: 1d20 + 3 ⇒ (6) + 3 = 9, which she knows is not enough to soothe the onlookers’ concerns, and so she adds another mythic surge, this time getting a 1d12 ⇒ 10 for a total of 19. Thus assuaged, the crowd waits anxiously while she steps inside.
Once inside, Atalanta quickly locates the goblins in the glassworking room, entering from the southernmost doorway. Seeing herself badly outnumbered but with surprise, she decides to take full advantage. During the surprise round she activates fleet charge to move to the nearest goblin, attack it and move on to the next nearest. The attack on the first goblin is 1d20 + 9 + 10 ⇒ (20) + 9 + 10 = 39 for her max 38 damage, killing it instantly and recovering a use of mythic power. She spends that use immediately to gain a standard action via amazing initiative, attacking the second goblin for 1d20 + 9 ⇒ (6) + 9 = 15 and 1d8 + 11 ⇒ (1) + 11 = 12 damage. Two down, six to go. Now well into the room, she lines up a partial charge and takes her actual surprise round action to launch an assault on a third goblin, hitting with a 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 and 1d8 + 11 ⇒ (3) + 11 = 14 damage.
Now that the surprise round is over, initiative is rolled; the goblins get a 1d20 + 6 ⇒ (6) + 6 = 12, while Atalanta gets a 1d20 + 12 ⇒ (5) + 12 = 17. Annoyed that she neglected to activate impossible speed before entering the Glassworks, Atalanta circles the longest table and heads back south again, attacking a fourth goblin there with a single strike and a 1d20 + 9 ⇒ (3) + 9 = 12 that she has to reroll to a 1d20 + 9 ⇒ (10) + 9 = 19; it’s enough, though, as the goblin takes 1d8 + 11 ⇒ (4) + 11 = 15 damage and falls. She then activates fleet charge again and runs down a fifth goblin, hitting with a 1d20 + 9 + 10 ⇒ (17) + 9 + 10 = 36 and dealing 1d8 + 11 ⇒ (1) + 11 = 12 damage to it. Only three remain when they finally get their turn.
One of the remaining three drops its dogslicer and shouts in Goblin, leading the other two to panic and all three to start running for the opposite door. The one closest to the door reaches it and flings it open, allowing the other two to dash through it. They reach, but can’t open this turn, the door to the basement. On her next turn, Atalanta spends a use of mythic power to give herself an additional standard action, which she then uses to activate impossible speed with another use of mythic power. Then, with a third use, she triggers fleet charge to run down the length of the room, hitting the goblin at the first doorway en passant with a 1d20 + 9 + 10 ⇒ (13) + 9 + 10 = 32 and dealing 1d8 + 11 ⇒ (2) + 11 = 13 damage to it, and ending up adjacent to the last two goblins. Now she finally takes her full action, using flurry of blows against the final foes: 1d20 + 9 ⇒ (9) + 9 = 18 for 1d8 + 11 ⇒ (6) + 11 = 17 damage and 1d20 + 9 ⇒ (8) + 9 = 17 for 1d8 + 11 ⇒ (4) + 11 = 15 damage. Combat is over… for now.
Curious about what is behind the door the goblins were fleeing toward, Atalanta opens the door and sees the stairs. She descends carefully, but not especially stealthily, so the GM sets the Perception DC to hear her coming at a 10. With the -10 for sleeping, Tsuto gets 1d20 + 11 - 10 ⇒ (7) + 11 - 10 = 8 to hear her, meaning he’s he's still asleep as she approaches his room.
Opening the door to find a half-Minkaian half-elf, Atalanta goes with her gut, assumes this is Tsuto Kaijitsu, and attacks nonlethally. Her nonlethal damage, in combination with a Stunning Fist, is 1d8 + 11 ⇒ (8) + 11 = 19; Tsuto's save against the stun is 1d20 + 4 ⇒ (19) + 4 = 23, but Atalanta spends a mythic power use to make him reroll, so he ends up with a 1d20 + 4 ⇒ (13) + 4 = 17. A another hit on the prone and stunned Tsuto with a 1d20 + 9 ⇒ (14) + 9 = 23 for 1d8 + 11 ⇒ (4) + 11 = 15 nonlethal knocks him out for good. Atalanta quickly strips him of anything that seems valuable, including another potion, masterwork thieves’ tools, a fine flute and some silver earrings, a handful of platinum coins, and his journal. She then proceeds to work her way through the rest of the basement, breaking in a couple more doors before she discovers Ameiko tied up in one. She uses the cure moderate wounds potion on Ameiko to help her recover.
Atalanta's Perception check to ID the potion she just found on Tsuto comes up 1d20 + 9 ⇒ (2) + 9 = 11, so she eventually winds up paying Ilsoari another 5gp to find out it is a potion of cure light wounds, but she makes up the loss by selling the masterwork flute and earrings for a total of 50 more gold.
Mythic uses: 15/23. Hit points: 61/61. Cash and gear: shuriken (20), masterwork thieves’ tools, monk’s kit, flask of acid (x2), potion of cure light wounds, 348 gp.
According to the adventure’s intro, this is the point where Atalanta should level, so she does. Taking another level in monk, she puts her skill points into Acrobatics, Diplomacy, Disable Device, Perception, and Spellcraft - that last in hopes of finding a way to stop having to pay for identifying magic items going forward. She picks up Improved Grapple. She also takes the opportunity to pick up a couple of useful oils - two each of bless weapon and magic weapon - before she descends into the Catacombs of Wrath.
Shisumo
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Atalanta
Female human Unchained monk 2 || mythic champion 10
LG Medium humanoid (human, mythic)
Init +12; Senses Perception +10
DEFENSE
AC 19, touch 19, flat-footed 15
(Dex +2, dodge +2, monk +5)
hp 68 (2d10+52)
Fort +4, Ref +5, Will +5
Defensive Abilities evasion, hard to kill, immortal, mythic saving throws, pure body, pure destiny, unchanging, unstoppable; Immune non-mythic curses, compulsions, disease, petrification, poisons, and polymorph
OFFENSE
Spd 60 ft.
Melee unarmed strike +10 (1d8+11, 20/x2) or
flurry of blows +10/+10 (1d8+11, 20/x2)
Ranged shuriken +4 (1d2+6, 20/x2) or
flurry of blows +4/+4 (1d2+6, 20/x2)
Special Attacks aerial assault, champion’s strike (fleet charge), critical master, fleet warrior, flurry of blows, force of will, ever ready, impossible speed, legendary champion, perfect strike, shatter spells, stunning fist 2/day (DC 21), surge +1d12
STATISTICS
Str 23 (+6), Dex 14 (+2), Con 13 (+1), Int 10 (+0), Wis 21 (+5), Cha 8 (-1)
Base Atk +2; CMB +8 (+10 grapple); CMD 27 (29 vs grapple)
Feats Dodge(M), Improved Grapple, Improved Unarmed Strike(M), Stunning Fist(M), Titan Strike(M), Weapon Focus (unarmed)(M)
Skills Acrobatics +9 (+20 jumping), Disable Device +12, Diplomacy +4 (+6 gather information), Knowledge (local) +4, Perception +10, Spellcraft +1.
Languages Common
SQ amazing initiative, dual talented, legendary hero, mythic power 23/day, recuperation
Traits Affable, Monster Hunter, Wisdom in the Flesh (Disable Device); Drawback Pride
Combat Gear flask of acid (x2), oil of bless weapon (x2), oil of magic weapon (x2), potion of cure light wounds; Other Gear shuriken (20), monk’s kit, masterwork thieves’ tools, 148 gp.
Shisumo
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Encounter Two: Guard Cave
Remembering her frustration in the Glassworks, Atalanta activates impossible speed before entering the Catacombs. As she enters the caves, the darkness means she needs to light a torch, limiting her visibility to about 40 feet total. The reflection of the light means the sinspawn standing on guard knows she is coming and prepares an ambush. The sinspawn rolls 1d20 + 7 ⇒ (2) + 7 = 9 for its Stealth and Atalanta rolls 1d20 + 10 ⇒ (16) + 10 = 26 for her Perception, so regular initiative is rolled as the sinspawn comes lumbering out of the cave to confront our hero. She gets 1d20 + 12 ⇒ (14) + 12 = 26 while the sinspawn gets 1d20 + 5 ⇒ (18) + 5 = 23. This is actually the first opportunity Atalanta has had to use her Monster Hunter trait, so when she moves up and attacks, she gets a +1 to attack and damage against the sinspawn. Her first attack roll is 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14, which barely hits, but she rolls just 1d8 + 11 + 1 ⇒ (3) + 11 + 1 = 15 for her damage. The sinspawn is still up.
Retroactively declaring this a flurry, her second attack is 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30 for 1d8 + 11 + 1 ⇒ (2) + 11 + 1 = 14 damage, enough to put the sinspawn down.
Mythic uses: 22/23. Hit points: 68/68. Cash and gear: shuriken (20), masterwork thieves’ tools, monk’s kit, flask of acid (x2), potion of cure light wounds, oil of bless weapon (x2), oil of magic weapon (x2), 148 gp.
Shisumo
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Encounter Three: Ancient Prison
Continuing along the entry passage, Atalanta comes across the statue holding a masterwork ranseur. Although she has no idea who the statue might represent, she has no problem taking the weapon. She continues onward, but the tunnel dead-ends at a hole that she's unwilling to risk at this time. Instead she backtracks to the intersection where the statue stood, turning left until she reaches the ancient prison. The GM again puts the DC at hearing her approach at 10, and the sinspawn are suffering a -5 for the closed door, giving them a total of 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13 and 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14. Forewarned, they hide beneath the platform just as Atalanta opens the door. With very solid Stealth rolls of 1d20 + 7 ⇒ (15) + 7 = 22 and 1d20 + 7 ⇒ (12) + 7 = 19 against Atalanta's really unimpressive Perception of 1d20 + 10 ⇒ (4) + 10 = 14, they get a surprise round as Atalanta approaches the stairs. One tries to pull her off the ledge with a Combat Maneuver check of 1d20 + 3 ⇒ (8) + 3 = 11; when that fails, the other stabs up at her around the edge of the platform - but with a 1d20 + 3 ⇒ (3) + 3 = 6, that fails too.
Now everyone rolls initiative. Atalanta gets 1d20 + 12 ⇒ (15) + 12 = 27, outstripping even the sinspawn's 1d20 + 5 ⇒ (18) + 5 = 23. Atalanta moves down the stairs, circles around to the closer sinspawn, and flurries on it with a 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28 for 1d8 + 11 + 1 ⇒ (4) + 11 + 1 = 16 damage and 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 that auto-confirms for 40 damage and a use of mythic power back. One sinspawn down, she spends the use of mythic power she just got on a fleet charge to move to the other and hit it with a Stunning Fist - the attack is 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27 for 1d8 + 11 + 1 ⇒ (4) + 11 + 1 = 16 damage and the sinspawn comes up with just a 1d20 + 3 ⇒ (11) + 3 = 14 for its Fort save. Her next round, another hit (1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23 attack, 1d8 + 11 + 1 ⇒ (7) + 11 + 1 = 19 damage) puts that sinspawn down as well, leaving the prison still and quiet once more.
Mythic uses: 21/23. Hit points: 68/68. Cash and gear: shuriken (20), masterwork thieves’ tools, monk’s kit, flask of acid (x2), potion of cure light wounds, oil of bless weapon (x2), oil of magic weapon (x2), masterwork ranseur, 148 gp.
Shisumo
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Encounter Four: Prisoner Pits
Atalanta moves on from the prison through the ancient study, where she makes a 1d20 + 10 ⇒ (8) + 10 = 18 Perception roll that just misses getting her a scroll.
When she moves on to the prisoner pits, she confronts Koruvus without a surprise round. Atalanta's initiative is 1d20 + 12 ⇒ (11) + 12 = 23; Koruvus' is 1d20 + 2 ⇒ (17) + 2 = 19. Maneuvering around the floor covers is not difficult, so Atalanta moves up to Koruvus and flurries. She attacks with 1d20 + 10 ⇒ (1) + 10 = 11 (rerolled to 1d20 + 10 ⇒ (17) + 10 = 27) and 1d20 + 10 ⇒ (9) + 10 = 19, for 1d8 + 11 ⇒ (3) + 11 = 14 and 1d8 + 11 ⇒ (2) + 11 = 13. That drops Koruvus, but on his turn he heals 1 hp and returns to 0. Still prone, Koruvus sprays his acid spray (knocking himself back to -1) in an attempt to do 2d4 ⇒ (2, 1) = 3 acid damage to Atalanta; her Reflex save is 1d20 + 5 ⇒ (11) + 5 = 16, and thanks to her evasion (not to mention her mythic saving throws) she takes no damage at all. Unamused by Koruvus' healing shenanigans, Atalanta performs a coup de grace, doing 38 damage and killing him for real.
She looks into the pits, pondering what to do with the contained zombies; killing them all from range would be a simple matter, but it would run her entirely out of shuriken; they don't seem to be causing much harm for the moment, and ultimately Atalanta decides to leave them for Sandpoint's militia. She does however scoop up Koruvus' masterwork longsword, masterwork handaxe, and alchemical silver dagger. Carrying them all is getting awkward, though...
Mythic uses: 21/23. Hit points: 68/68. Cash and gear: shuriken (20), masterwork thieves’ tools, monk’s kit, flask of acid (x2), potion of cure light wounds, oil of bless weapon (x2), oil of magic weapon (x2), masterwork ranseur, masterwork handaxe, masterwork longsword, silver dagger, 148 gp.
Shisumo
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Encounter Five: Washing Pool
Atalanta continues following this branch of the catacombs until she reaches a dead-end in the meditation chamber; she leaves the dead bird alone, but claims the rest of the room's contents as more loot. She has no way to determine what might be happening with the electric runes, although they do have an unsettling effect. She decides to move along quickly.
Backtracking, she returns to the intersection with the now-ranseur-less statue, and follows that passage straight east to the washing chamber. The closed door means her light doesn't give away her presence to the vargouille, but it habitually hides, so the GM gives it a Stealth check anyway; Atalanta rolls a 1d20 + 10 ⇒ (7) + 10 = 17 Perception against the vargouille's Stealth of 1d20 + 8 ⇒ (2) + 8 = 10, so the combat moves straight to combat.
Atalanta's initiative of 1d20 + 12 ⇒ (1) + 12 = 13 is completely dominated by the vargouille's 1d20 + 1 ⇒ (17) + 1 = 18; Atalanta debates on whether to use a mythic power use to reroll, but decides to let it be. The vargouille lifts into the air, pausing at about head height, and shrieks; against the DC 12 Fort save, Atalanta rolls a 1d20 + 4 ⇒ (11) + 4 = 15 and is mostly just angered that the rest of the complex might have been alerted by the noise. She counters with a flurry; however, for the first time since the game began, her first attack of 1d20 + 10 ⇒ (2) + 10 = 12, rerolled to another 1d20 + 10 ⇒ (2) + 10 = 12, misses the vargouille entirely. Her second attack is a 1d20 + 10 ⇒ (12) + 10 = 22 for 1d8 + 11 ⇒ (3) + 11 = 14 damage, but she has to spend a mythic surge for fleet charge to get a third attack of 1d20 + 10 + 10 ⇒ (7) + 10 + 10 = 27 for 1d8 + 11 ⇒ (5) + 11 = 16 damage to finish it off.
Mythic uses: 20/23. Hit points: 68/68. Cash and gear: shuriken (20), masterwork thieves’ tools, monk’s kit, flask of acid (x2), potion of cure light wounds, oil of bless weapon (x2), oil of magic weapon (x2), masterwork ranseur, masterwork handaxe, masterwork longsword, silver dagger, unknown wand, unknown scroll, Monster Book of Monsters, 148 gp.
Shisumo
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Encounter Six: Cathedral of Wrath
Atalanta eventually makes her way to the Cathedral. As she enters, a disembodied voice shrieks and berates her in a language she does not understand, then a spot of blood appears in the air and falls into the cauldron. Out crawls a sinspawn and initiative is rolled. Erylium, invisible, gets a 1d20 + 4 ⇒ (7) + 4 = 11, her pet sinspawn gets a 1d20 + 5 ⇒ (15) + 5 = 20, and Atalanta herself pulls a 1d20 + 12 ⇒ (12) + 12 = 24.
Atalanta moves to the sinspawn and flurries. Her attacks of 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 and 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21 do a total of 2d8 + 20 + 2 ⇒ (6, 1) + 20 + 2 = 29 damage, dropping the sinspawn before it can even move. She then spends a use of mythic power on amazing initiative to ready a shuriken attack with perfect strike if the owner of the squeaky flying voice becomes visible. Erylium doesn't oblige, however, instead beginning to cast summon monster II.
On her next round, since Erylium is still chanting, Atalanta spends another mythic power use on amazing initiative, this time trying a Perception check to try to pinpoint her location. The DC, including distance modifiers, is 21; Atalanta rolls a 1d20 + 10 ⇒ (7) + 10 = 17, then uses a mythic surge to add 1d12 ⇒ 9 for a total of 28. With the chanting quasit pinpointed, Atalanta takes her regular action as an aerial assault, attempting a grapple. Since she can hit targets 115 feet in the air without rolling, the relevant rolls are her grapple check with the charging bonus: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20, and more importantly still, her miss chance 1d100 ⇒ 8. The grapple hits, but the miss chance misses, and Atalanta lands on the other side of the chamber, frustrated. Suddenly, a fiendish hyena appears next to her and tries to bite her - it gets a 1d20 + 3 ⇒ (6) + 3 = 9, though, so nothing doing. Erylium immediately begins casting again, maintaining her invisibility.
Annoyed at the distraction, Atalanta attacks the hyena, hitting it once with a 1d20 + 10 ⇒ (5) + 10 = 15 and dealing 1d8 + 11 ⇒ (1) + 11 = 12 damage; when that doesn't drop it, the attack becomes a flurry and the second attack at 1d20 + 10 ⇒ (12) + 10 = 22 for 1d8 + 11 ⇒ (3) + 11 = 14 finishes the job. She then spends another pair of mythic power uses, on fleet charge - to get back to right beneath Erylium and throw a shuriken at her, using perfect strike to double the damage. The attack roll is 1d20 + 4 + 10 ⇒ (12) + 4 + 10 = 26, the miss chance is 1d100 ⇒ 78 - no miss this time! - and the damage is 2d2 + 12 ⇒ (2, 2) + 12 = 16, which ignores Erylium's DR. She is mathematically incapable of making the DC 27 concentration check to avoid losing her spell, and so stops chanting. Although she heals back 2 damage, Erylium is now out of ways to hurt Atalanta that won't break her invisibility. Instead, she drops her invisibility and casts hold person on Atalanta. Alas, Atalanta is completely immune to non-mythic compulsions.
Now that Erylium is visible, though, Atalanta has her number. She launches another aerial assault with grapple, getting a 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29 for the grapple check, easily snagging the quasit and landing on top of her as they hit the ground. The truly pathetic damage from the fall is only 2d6 ⇒ (1, 1) = 2, completely absorbed by Erylium's DR, but the grapple itself is the important part. Spending another mythic use on amazing initiative, Atalanta makes a second grapple check, looking to pin the quasit; she gets a 1d20 + 10 ⇒ (18) + 10 = 28, and now Erylium is in real trouble. The quasit heals slightly, putting her at 23 hit points, and attempts to escape the pin: 1d20 + 6 ⇒ (18) + 6 = 24 is pretty good, but not against Atalanta's CMD.
The monk spends another mythic use (she's finally gone through half of her total allotment in one day) for a standard action to maintain the pin, with the +5 bonus for maintaining the grapple over multiple rounds; she gets a 1d20 + 10 + 5 ⇒ (8) + 10 + 5 = 23 and deals 1d8 + 11 - 5 ⇒ (2) + 11 - 5 = 8 damage. She then follows it up with her regular action, unleashing a full flurry on the grappled quasit. Her two attacks of 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27 and 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21 deal a total of 2d8 + 22 - 10 ⇒ (2, 8) + 22 - 10 = 22 and the quasit goes limp. She heals to -5hp on her turn, but Atalanta performs a last coup de grace and ends her.
Mythic uses: 12/23. Hit points: 68/68. Cash and gear: shuriken (19), masterwork thieves’ tools, monk’s kit, flask of acid (x2), potion of cure light wounds, oil of bless weapon (x2), oil of magic weapon (x2), masterwork ranseur, masterwork handaxe, masterwork longsword, silver dagger, Tiny cold iron masterwork dagger, black gown, obsidian holy symbol of Lamashtu, tiara, unknown wand, unknown scroll, Monster Book of Monsters, 148 gp.
Shisumo
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Part Four: Thistletop
Encounter One: Refugee Nest
The next day, Atalanta takes the recovered loot from the Catacombs to Ilsoari to have any magic items ID'd and see what she doesn't need - which is basically all of it. The scroll is a scroll of burning hands, CL 3rd, worth 37.5 gp and the wand a wand of shocking grasp with 28 charges, worth 210 gp. Not bad, but both pale in comparison to the discovery that the quasit's dagger is a returning cold iron dagger, worth 1604 gp! She pays Ilsoari his 15 gp, then sells him the wand and scroll; the dagger and the masterwork weapons she recovered from Koruvus she takes to Savah's and sells there, and she finds other buyers for the rest of the loot she brought back. Altogether, she winds up with 2731gp added to her haul. Now flush, as it were, she decides to take a road trip to Magnimar to do some shopping; with impossible speed, she can do about 16 miles an hour on roads, making it an easy day trip for her. She heads to the big city and goes looking for a cloak of the hedge wizard, having already worked out with Ilsoari back in Sandpoint what she's looking for. The GM rolls a percentile chance to determine whether she can find one, gets a 1d100 ⇒ 50 on a 75% chance, and tells her she can indeed. She pays 2500gp and is now the proud owner of a cloak of the hedge wizard (divination).
She returns to Sandpoint, and then the next day sets out for Thistletop. Her untrained Survival gets her a 1d20 + 5 ⇒ (9) + 5 = 14 and takes 1d4 ⇒ 4 hours, during which the GM rolls four times for nettle scratching: 1d100 ⇒ 87, 1d100 ⇒ 41, 1d100 ⇒ 35, and 1d100 ⇒ 22. The GM asks for a Fort save in the last hour, and she gets 1d20 + 5 ⇒ (4) + 5 = 9, adding 1d12 ⇒ 9 to the save for a total of 18 to avoid the nettles' poison. At least she's found the path to Thistletop!
Finding the actual entrance is trickier: another untrained Survival check, but the DC is 10 higher. She gets a 1d20 + 5 ⇒ (10) + 5 = 15, throws another mythic surge at it, and comes up with a 1d12 ⇒ 4 for a total of 19; still not enough, and another 1d4 ⇒ 3 hours wasted, with another three rolls for scratches: 1d100 ⇒ 80, 1d100 ⇒ 60, and 1d100 ⇒ 42. Annoyed at wasting the day, Atalanta returns to Sandpoint to rest, deciding to come at the problem differently the next day.
This time she follows the coast, steep sea-cliffs notwithstanding. She easily reaches Thistletop, and scaling the cliffs turns out to be no problem either, since she can take 10 to climb them. Her 160 foot move speed means it only takes her two rounds to scale the 80 foot cliffs; when she arrives, a Perception check of 1d20 + 10 ⇒ (5) + 10 = 15 easily locates one of the thistle "doors" into the maze. She ducks into an empty watchpost, then squeezes into the narrow tunnel beyond. Normally she would turn left, but she can see a larger chamber filled with goblins - wide-eyes and staring at her - just to her right, so she decides to deal with them first.
Atalanta's initiative is 1d20 + 12 ⇒ (12) + 12 = 24 and the goblins are on 1d20 + 6 ⇒ (1) + 6 = 7; with fleet warrior, Atalanta moves into the larger chamber to take a flurry on the first two goblins on the right. Attacks of 1d20 + 10 ⇒ (3) + 10 = 13 (rerolls to 1d20 + 10 ⇒ (5) + 10 = 15) for 1d8 + 11 ⇒ (7) + 11 = 18 damage and 1d20 + 10 ⇒ (12) + 10 = 22 for 1d8 + 11 ⇒ (7) + 11 = 18 damage drop the first two; she spends a mythic use to use fleet charge and attacks a third with 1d20 + 10 + 10 ⇒ (5) + 10 + 10 = 25 for 1d8 + 11 ⇒ (3) + 11 = 14 damage, and then finally triggers amazing initiative for an extra standard action to attack a fourth goblin, hitting a 1d20 + 10 ⇒ (19) + 10 = 29 for 1d8 + 11 ⇒ (8) + 11 = 19 damage. Four down, six to go. The survivors swarm Atalanta, most getting flanks - she takes attacks from all of them, facing 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24 for 1d4 ⇒ 3 damage (crit doesn't confirm with a 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15); 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22 for 1d4 ⇒ 4 damage; 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14; 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16; 1d20 + 2 ⇒ (11) + 2 = 13; and finally 1d20 + 2 ⇒ (14) + 2 = 16. The onslaught deals a total of 7 damage to Atalanta, irritating but not really inconveniencing her.
Atalanta's second round is much like her first, but she is bedeviled by poor dice rolls: a flurry of 1d20 + 10 ⇒ (2) + 10 = 12, rerolled to 1d20 + 10 ⇒ (17) + 10 = 27, for 1d8 + 11 ⇒ (2) + 11 = 13 damage and 1d20 + 10 ⇒ (2) + 10 = 12, rerolled to 1d20 + 10 ⇒ (2) + 10 = 12, to put one down and miss the other; another extra standard action to attack the second goblin again with a 1d20 + 10 ⇒ (4) + 10 = 14, rerolled to 1d20 + 10 ⇒ (11) + 10 = 21, for 1d8 + 11 ⇒ (7) + 11 = 18 damage, and then finally a mythic use for fleet charge on a third with 1d20 + 10 + 10 ⇒ (17) + 10 + 10 = 37 for 1d8 + 11 ⇒ (1) + 11 = 12 damage. When she's done two of the goblins remain in flank, and they attack her along with their companion with rolls of 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15; 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15; and 1d20 + 2 ⇒ (6) + 2 = 8. This time, the monk remains unscathed.
The third round sees the end of the fight as Atlanta flurries to attack one goblin, rolling a 1d20 + 10 ⇒ (3) + 10 = 13, which she once again has to reroll to 1d20 + 10 ⇒ (8) + 10 = 18, for 1d8 + 11 ⇒ (5) + 11 = 16 damage, which drops it; the second attack is a 1d20 + 10 ⇒ (14) + 10 = 24 that deals 1d8 + 11 ⇒ (4) + 11 = 15 and puts it down as well. A final use of fleet charge tries to keep the bad mojo going and leave the last surviving goblin alive with a 1d20 + 10 + 10 ⇒ (1) + 10 + 10 = 21 to hit, but the reroll of 1d20 + 10 + 10 ⇒ (18) + 10 + 10 = 38 deals 1d8 + 11 ⇒ (4) + 11 = 15 damage and leaves her the only one standing in the circular chamber.
Mythic uses: 18/23. Hit points: 61/68. Cash and gear: shuriken (x19), masterwork thieves’ tools, monk’s kit, flask of acid (x2), potion of cure light wounds, oil of bless weapon (x2), oil of magic weapon (x2), cloak of the hedge wizard (divination), 379 gp.
Shisumo
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Encounter Two: Goblin Dog Kennel
Atalanta moves back into the narrow, short tunnels, eventually finding her way to a largish chamber holding four goblin dogs. She sighs and rolls initiative.
Atalanta goes on 1d20 + 12 ⇒ (16) + 12 = 28, while the goblin dogs go on 1d20 + 2 ⇒ (8) + 2 = 10. The monk moves into the kennel space and flurries, hitting the first dog with a 1d20 + 10 ⇒ (2) + 10 = 12 and the second with a 1d20 + 10 ⇒ (20) + 10 = 30; they take 1d8 + 11 ⇒ (4) + 11 = 15 and 38 damage respectively, the latter giving Atalanta back a mythic use as well. The goblin dogs' allergy is a disease from a non-mythic source, so Atalanta just ignores it. She spends the mythic use she just got back on amazing initiative for another standard action, declaring full defense for a +4 bonus to her AC. The remaining two goblin dogs both snap at her, but they are looking for natural 20s and instead get 1d20 + 2 ⇒ (7) + 2 = 9 and 1d20 + 2 ⇒ (6) + 2 = 8.
A second flurry from Atalanta earns one dog a hit with a 1d20 + 10 ⇒ (15) + 10 = 25 for 1d8 + 11 ⇒ (7) + 11 = 18 damage and the other a 1d20 + 10 ⇒ (3) + 10 = 13 for 1d8 + 11 ⇒ (5) + 11 = 16 damage. Both dogs drop, ending the fight.
Mythic uses: 16/23. Hit points: 61/68. Cash and gear: shuriken (x19), masterwork thieves’ tools, monk’s kit, flask of acid (x2), potion of cure light wounds, oil of bless weapon (x2), oil of magic weapon (x2), cloak of the hedge wizard (divination), 379 gp.
Shisumo
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Encounter Three: Gogmurt's Lair
Atalanta leaves the kennel and turns left, then left again, and finds herself staring out over the bridge to Thistletop. Aware that she hasn't explored the entirety of the nettle maze, though, she decides it's not time yet, turning around and following the passage back south and into Gogmurt's lair, where she catches up with him just as he finishes casting produce flame, Tangletooth at his side.
Everyone rolls initiative. Atalanta rolls a 1d20 + 12 ⇒ (15) + 12 = 27, Gogmurt a 1d20 + 3 ⇒ (10) + 3 = 13, and Tangletooth a 1d20 + 5 ⇒ (19) + 5 = 24. Atalanta decides the spellcaster is the greater threat, so she moves up to them and flurries, hoping to only attack Tangletooth once by using a Stunning Fist attempt on her along with the attack. Atalanta rolls a 1d20 + 10 ⇒ (5) + 10 = 15 to hit the flat-footed cougar, dealing 1d8 + 11 ⇒ (7) + 11 = 18 damage and forcing a DC 21 Fort save, against which Tangletooth rolls a 1d20 + 6 ⇒ (15) + 6 = 21 - Atalanta forces a reroll with a use of mythic power, hoping to change the outcome, but this time Tangletooth actually gets a 1d20 + 6 ⇒ (17) + 6 = 23. Accepting the inevitable, Atalanta finishes the flurry against Tangletooth by rolling a 1d20 + 10 ⇒ (14) + 10 = 24 and dealing another 1d8 + 11 ⇒ (8) + 11 = 19 damage, killing the cat. Having already used force of will, Atalanta no longer has a swift action to use on fleet charge, so she instead just buys an extra standard action with amazing initiative and adds perfect strike to the mix. Her attack roll is a 1d20 + 10 ⇒ (13) + 10 = 23 on the flat-footed druid, and her damage is 2d8 + 22 ⇒ (5, 2) + 22 = 29, laving him with just 10 hit points. Gogmurt, for his part, turns and flees, using the withdraw action to run into the nettles to the west.
Atalanta can't follow him right away, so she turns and runs back into the nettle tunnels, trying to follow his path. Forced to move at half speed, at the end of her first move, Atalanta is far enough to know he didn't take a northern path. She keeps heading south, and close to the end of her second move she spots him, just north of the C1 door. She spends a use of mythic power to use fleet charge and attacks, rolling 1d20 + 10 + 10 ⇒ (18) + 10 + 10 = 38 and dealing another 1d8 + 11 ⇒ (6) + 11 = 17 damage, leaving him dying in the nettle maze.
With that fight over, Atalanta finishes searching the nettle maze and finds no other enemies. She then collects some valuables off of Gogmurt's course and returns to Gogmurt's lair to activate recuperation, not so much because she needs the respite, but because it allows her to level up.
She gains another level in monk, picking up the Dragon Style feat along with ranks in Acrobatics, Disable Device, Knowledge (history), Perception, and Spellcraft. She gets a ki pool, ki strike (magic) and the resistance ability from the Automatic Bonus Progression rules.
Mythic uses: 12/23. Hit points: 75/75. Cash and gear: shuriken (x19), masterwork thieves’ tools, monk’s kit, flask of acid (x2), potion of cure light wounds, oil of bless weapon (x2), oil of magic weapon (x2), cloak of the hedge wizard (divination), two unknown potions, unknown wand, another unknown wand, 379 gp.
Shisumo
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Atalanta
Female human Unchained monk 3 || mythic champion 10
LG Medium humanoid (human, mythic)
Init +12; Senses Perception +11
DEFENSE
AC 19, touch 19, flat-footed 15
(Dex +2, dodge +2, monk +5)
hp 75 (3d10+53)
Fort +5, Ref +6, Will +7; +2 vs sleep, paralysis, and stunning
Defensive Abilities evasion, hard to kill, immortal, mythic saving throws, pure body, pure destiny, resistance +1, unchanging, unstoppable; Immune non-mythic curses, compulsions, disease, petrification, poisons, and polymorph
OFFENSE
Spd 70 ft.
Melee unarmed strike +11 (1d8+14, 20/x2) or
flurry of blows +11 (1d8+14, 20/x2) and +11 (1d8+11, 20/x2)
Ranged shuriken +5 (1d2+6, 20/x2) or
flurry of blows +5/+5 (1d2+6, 20/x2)
Special Attacks aerial assault, champion’s strike (fleet charge), critical master, ever ready, fleet warrior, flurry of blows, force of will, impossible speed, ki pool (6 pts), ki strike, legendary champion, perfect strike, shatter spells, stunning fist 3/day (DC 21), surge +1d12
Spell-Like Abilities
At will - detect magic, prestidigitation
1/day - detect secret doors, true strike
STATISTICS
Str 23 (+6), Dex 14 (+2), Con 13 (+1), Int 10 (+0), Wis 21 (+5), Cha 8 (-1)
Base Atk +3; CMB +9 (+11 grapple); CMD 28 (30 vs grapple)
Feats Dodge(M), Dragon Style, Improved Grapple, Improved Unarmed Strike(M), Stunning Fist(M), Titan Strike(M), Weapon Focus (unarmed)(M)
Skills Acrobatics +10 (+25 jumping), Disable Device +13, Diplomacy +4 (+6 gather information), Knowledge (history) +4, Knowledge (local) +4, Perception +11, Spellcraft +2.
Languages Common
SQ amazing initiative, dual talented, legendary hero, mythic power 23/day, recuperation
Traits Affable, Monster Hunter, Wisdom in the Flesh (Disable Device); Drawback Pride
Combat Gear flask of acid (x2), oil of bless weapon (x2), oil of magic weapon (x2), potion of cure light wounds; Other Gear shuriken (x19), cloak of the hedge wizard (divination), monk’s kit, masterwork thieves’ tools, two unknown potions, unknown wand, another unknown wand, 379 gp.
Shisumo
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Encounter Four: Thistletop
After leveling, Atalanta renews impossible speed and then returns to the end of the rope bridge. She eyes it mistrustfully. She's pondering whether she should just jump the distance (she can manage a 76-foot horizontal jump right now, if she takes 10) when the GM lets her makes a Perception check. She gets a 1d20 + 11 ⇒ (2) + 11 = 13 and comes up empty. The GM shrugs and waits for her to decide. She initially decides to make the jump, but the GM points out she can't get a running start out of the tunnels and she doesn't (yet) count as always having a running jump. She's forced to just cross the bridge... but of course nothing happens, since it's designed not to collapse until there are at least three people on it.
Once she reaches Thistletop proper, she sees the main doors are hanging open. With another Perception check, this time of 1d20 + 11 ⇒ (1) + 11 = 12, the GM notes that Atalanta can hear the goblin dogs barking at one another on the northwest corner of the island. She decides to sneak that direction and take a look. She rolls Stealth untrained for a total of 1d20 + 2 ⇒ (19) + 2 = 21 and peeks - the goblins and their mounts are both mathematically incapable of spotting her. She creeps along the edge of the the brush until she gets about 40 feet away from the killgull players, then prepares her ambush. Another Stealth roll, this time of 1d20 + 11 ⇒ (17) + 11 = 28, and she's ready for the sneak attack!
During the surprise round, a swift action activates Dragon Style, and she partial charges the nearest foe, which happens to be one of the goblin dogs. Her charging attack roll is 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 for 1d8 + 14 ⇒ (8) + 14 = 22 which completely annihilates a goblin dog.
On the first round of combat, Atalanta rolls a 1d20 + 12 ⇒ (6) + 12 = 18 for initiative, while the goblins get 1d20 + 6 ⇒ (11) + 6 = 17 and the goblin dogs get 1d20 + 2 ⇒ (12) + 2 = 14. Since the goblins are still-flat-footed, she reckless moves right into the middle of them and flurries. Goblin #1 takes 1d20 + 11 ⇒ (16) + 11 = 27 for 1d8 + 14 ⇒ (7) + 14 = 21 and goes down; Goblin #2 takes 1d20 + 11 ⇒ (12) + 11 = 23 for 1d8 + 11 ⇒ (2) + 11 = 13 and goes down; and Goblin #3 (courtesy of a ki point) takes 1d20 + 11 ⇒ (8) + 11 = 19 for 1d8 + 11 ⇒ (4) + 11 = 15 and goes down. She spends a use of mythic power to buy another standard action and hits the final goblin with a 1d20 + 11 ⇒ (4) + 11 = 15 for 1d8 + 11 ⇒ (3) + 11 = 14 damage and drops it as well. With just goblin dogs left, she activates fleet charge, targeting the most distant, and hits it with a 1d20 + 11 + 10 ⇒ (18) + 11 + 10 = 39 and a completely overkill 1d8 + 11 ⇒ (4) + 11 = 15 damage. The two goblin dogs both run and try to hit her, but a 1d20 + 2 ⇒ (11) + 2 = 13 and a 1d20 + 2 ⇒ (9) + 2 = 11 don't get the job done.
On the second round, Atalanta lets loose with another flurry (hitting with 1d20 + 11 ⇒ (11) + 11 = 22 and 1d20 + 11 ⇒ (6) + 11 = 17) and once again her minimum damage is enough to end them both. The killgull game is over, permanently.
Mythic uses: 9/23. Hit points: 75/75. Ki points: 5/6. Cash and gear: shuriken (x19), masterwork thieves’ tools, monk’s kit, flask of acid (x2), potion of cure light wounds, oil of bless weapon (x2), oil of magic weapon (x2), cloak of the hedge wizard (divination), two unknown potions, unknown wand, another unknown wand, 379 gp.
Shisumo
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Encounters Five and Six: Pickle Thieves and Exercise Yard
The Pickle Thieves encounter is hardly even worth talking about, so it's just getting folded in with the goblin dogs in the Exercise Yard.
After looping around the rest of the outside of the stockade to make sure there are no more enemies outside of it, Atalanta steps inside the stockade and finds herself inside the trophy room. Glancing around, she does lay claim to the masterwork dagger in the wall before heading left. She notes with some curiosity the boarded up door on her right as she goes, but decides she doesn't want to spare the time it will take to get the door open right now. Instead, she sneaks up the stairs to the first guard tower. With a 1d20 + 2 ⇒ (16) + 2 = 18 on her Stealth, the two sleeping goblins have to roll a 28 to wake up by hearing her, and cannot mathematically do better than a 19. With two sleeping goblins in front of her, Atalanta performs two quick, painless coups de grace and moves on.
See?
Going back downstairs, Atalanta next heads outdoors again, into the exercise yard. Here she finds four more goblin dogs, and although they are lying around in the shade when she opens the doors, they quickly stand and begin to growl when they smell her. Initiative is rolled.
Atalanta gets 1d20 + 12 ⇒ (6) + 12 = 18, while the dogs go on 1d20 + 2 ⇒ (4) + 2 = 6. Now that she has three Ranks in Acrobatics, fighting defensively gets Atalanta a +3 dodge bonus to her AC, which is what she does when she moves to the nearest goblin dog and attacks it. She gets a 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14 against the dog's AC of 13 (11 flat-footed) even with the penalty, and her minimum damage of 12 drops the dog so she doesn't bother rolling. Then she waits for the dogs to come to her, which they do. Each is charging from a different angle, so each actually gets to charge, for attack rolls of 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7, 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8, and 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8, but all miss wildly.
Now that the dogs are all right next to her, Atalanta flurries, buying an extra attack with her ki points. Her first attack is 1d20 + 11 ⇒ (10) + 11 = 21, her second is 1d20 + 11 ⇒ (5) + 11 = 16, and her third is 1d20 + 11 ⇒ (8) + 11 = 19. As before, her minimum damage drops out each dog, and that's it for the goblin dogs of Thistletop.
Mythic uses: 9/23. Hit points: 75/75. Ki points: 4/6. Cash and gear: shuriken (x19), masterwork thieves’ tools, monk’s kit, flask of acid (x2), potion of cure light wounds, oil of bless weapon (x2), oil of magic weapon (x2), cloak of the hedge wizard (divination), two unknown potions, unknown wand, another unknown wand, masterwork dagger, 379 gp.
Shisumo
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Encounter Seven: Throne Room
Having dealt with the goblin dogs in the exercise yard, Atalanta examines the nailed-shut door curiously, but as with the other nailed door in the previous hallway, the monk decides that it's not worth the time taken until she has reason to think the area is secure. She does examine the dead goblin bodies, getting a 1d20 + 5 ⇒ (6) + 5 = 11 on her untrained Heal check, but learns nothing of value. Instead, she moves on to the north exit. She discovers the meeting room and the latrine, but the 1d20 + 11 ⇒ (8) + 11 = 19 for her Perception check just barely misses the DC to find the hidden door, and Atalanta decides that a mythic use isn't worth getting more information on the stinking refuse box. Finally she discovers a set of stairs heading down, but isn't interested in the descent until she knows there's nothing left up here to threaten her or Sandpoint. She reverses course and eventually ends up back in the trophy hall. Her next exploration is a set of important-looking double doors, and listens to hear anything beyond them: her roll of 1d20 + 11 ⇒ (1) + 11 = 12 is basically irrelevant, because there's nothing to hear. She opens the door, and makes a face when she sees another set just behind them. Again, she listens at the door, and this time her roll is 1d20 + 11 ⇒ (19) + 11 = 30, allowing her to easily make out the sounds of several goblins calling out war cries and chants. Nodding to herself, she applies her oil of magic weapon to her fists and pushes open the door.
After a brief parlay, during which threats are exchanged, initiative is rolled. Atalanta gets a 1d20 + 12 ⇒ (17) + 12 = 29, with Ripnugget getting a 1d20 + 2 ⇒ (9) + 2 = 11, the commandos going on 1d20 + 3 ⇒ (13) + 3 = 16 and the warchanter on 1d20 + 4 ⇒ (11) + 4 = 15. (Stickfoot, for the moment, goes on 1d20 + 6 ⇒ (17) + 6 = 23.) Atalanta decides that Ripbugget is clearly the primary threat, and spends two uses of mythic power to make a fleet charge with perfect strike and Stunning Fist. Her attack roll is 1d20 + 11 + 1 + 10 ⇒ (6) + 11 + 1 + 10 = 28 and her damage is 2d8 + 28 + 2 ⇒ (7, 2) + 28 + 2 = 39, and Ripnugget's Fort save against the stun is 1d20 + 6 ⇒ (6) + 6 = 12. Seeing the goblin still up, she takes her regular action, her first attack hitting with a 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31 for 1d8 + 11 + 1 ⇒ (1) + 11 + 1 = 13, enough to put him down, no flurry needed. She then moves over adjacent to the warchanter, and buys another standard action with amazing initiative. This time she attacks defensively, getting a 1d20 + 11 + 1 - 4 ⇒ (8) + 11 + 1 - 4 = 16 for 1d8 + 11 + 1 ⇒ (5) + 11 + 1 = 17 and adding +3 to her AC. That drops the flat-footed bard as well. Only Stickfoot and the commandos are left, and the gecko won't seek combat without a rider, so it's basically out of the fight. The three commandos move up to try to surround Atalanta, each striking out with their horsechoppers. They roll 1d20 + 4 ⇒ (1) + 4 = 5, 1d20 + 4 ⇒ (12) + 4 = 16, and 1d20 + 4 ⇒ (8) + 4 = 12, respectively, none of which would hit even without the fighting defensively bonus.
On her turn, much like against the goblin dogs, Atalanta takes advantage of having all the remaining combatants right around her to flurry, buying an extra attack with ki. Her first attack is 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16, rerolled to 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21, for 1d8 + 14 + 1 ⇒ (8) + 14 + 1 = 23 damage and her second and third attacks are 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31 for 1d8 + 11 + 1 ⇒ (3) + 11 + 1 = 15 damage and 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19 for 1d8 + 11 + 1 ⇒ (3) + 11 + 1 = 15 damage. Each hit drops a commando, and then there is a moment of silence. Only a moment, though...
Mythic uses: 6/23. Hit points: 75/75. Ki points: 3/6. Cash and gear: shuriken (x19), masterwork thieves’ tools, monk’s kit, flask of acid (x2), potion of cure light wounds, oil of bless weapon (x2), oil of magic weapon, cloak of the hedge wizard (divination), two unknown potions, unknown wand, another unknown wand, masterwork dagger, 379 gp.