If crossbow bolts count as metal:
And we know we're up against (shadow) demons ahead of time:
Give (invisible) Mina the Cloak of The Hedge Mage.
She uses True Strike on herself.
She shoots at the demon with a crossbow.
---- Assuming the demon does not teleport away, but instead uses Deeper Darkness, Sirim or Kori use the Daylight spell via Mythic Power before Mina's next turn.
She uses this Hex on the demon.
Abeyance (Blood Hex) You can disrupt your opponent's connection to its own magical power.
Benefit(s): As a standard action, you can drain the innate magical ability of a creature you've dealt damage to with a metal weapon since the beginning of your last turn. That creature must succeed at a Will save or be unable to access any spell-like abilities it can use more than once per day, until it is healed of all hit point damage, or up to a maximum duration of 1 minute.
Special: If a shaman or witch uses this blood hex, the target is unable to use any of its spell-like abilities for the hex's duration
----
Fun fact: With her Mythic ability, there is no roll for the first turn of the Hex. The save attemp happens at the start of Mina's next turn.
That means that if the Demon is still alive after a few hits, before Mina's turn comes round again, someone should use Shadow Enchantment to cast Ill Omen on the demon, so it is more likely to fail its save.
----
That or hit it with slumber?
But it's not really necessary against a Shadow Demon now. It's a tactic that could work well against more serious enemies in the future, though.
Mina can use Slumber to put it to sleep for at least one round, then cast Daylight (if it's not already dead before her next turn) or use Abeyance.
Once it's asleep, Cob Shadow Teleports to it as a Move Action, then uses Surprise Strike as a Swift Action to perform a guaranteed Sneak Attack, then keeps on Sneak Attacking it as a Full Attack.
Gorok uses Fleet Charge to close the distance and attack as a Swift Action, then keeps on attacking using a Full Attack.
Sirim and Kori hit it with whatever spells float their boat, assuming it's still alive at this point.
Shadow Demons aren't very beefy, so even with DR and being Incorporeal, it would die fast. If it has any sense, it would never attack us head on.
True, it won't. Also, if it has any sense it'll not attack directly when we get level 4 spells, If it sees us use them, because that's when Wizards get Dimensional Anchor.
Regarding action economy, there's also this spell l forgot about last night.
It can't be used for spells or supernatural abilities (Hexes). But I think it can be used for "At the start of Mina's turn, if she is under the effect of True Strike, she fires a bolt at [target]"
This attack is an immediate action, allowing her to use her Abeyance Hex straight away, provided no foes have relevant immediate actions/contingencies of their own.
Edit: With a casting time of one minute, Sirim can't just Wild Arcana the spell Contingent Action; he has to cast the spell directly (two slots as it's evocation), or use a scroll.
Edit edit: A Wild Arcana'd (and thus swift action) Dimensional Anchor spell is available to Sirim at level 7 (costs two MP points), or Kori at level 8, so this Contingent Action idea and Abeyance Hex stuff is mostly for before Sirim levels up/if we have limited resources/are concerned about spell resistance.
Adhoc vote count started by DragonParadox on Sep 19, 2024 at 3:12 AM, finished with 32 posts and 8 votes.
[X] Plan: Before she escapes with her loot!
-[X] Ask Sylestrix if she would be willing to exchange some more of her horde for items of equivalent value.
--[X] Trade to be finalised with playerbase/depends on what she's offering, but I want that Prism, at least one set of Cords, and maybe a Djezet-Skin for the diplo boost on Mina. We can offer gems and the sorcerer's robe we took from the fey lord.
-[X] Ask Sylestrix if she would be willing to allow us to do a fully-buffed investigation of the Mind-Core, and we shall share all we learn of it with her in return - mention that the tea we need to use requires a long rest before re-attempting the check. Mina uses her Fortune Hex on Sirim for this request.
-[X] Before Sirim tries to persuade Sylestrix about the Mind-Core, Pepper changes his Racial Bonus (Full round action) to Diplomacy, for a total of +8 -2 (cha) = +6 and attempts to Aid Another Sirim (DC 15) (But only if Pepper has not already changed his bonus today)
-[X] Also let her know that a tribe of Kobolds are looking to meet her, a survivor of a scouting band killed by these ogres is at the caravan and it was he who warned us of these foes, and we told him we'd let her know about the tribe. (This is not to try and convince her of anything in particular, just something that she might like to know - though it is worded to paint the kobolods in a good light.)
I kinda hope the Shadow Demons are smart enough to just go bother someone who isn't aware of them and less dangerous in a fight than our group, or a Dragon.
They are free to do harm and chaos all over the world, no need to mess with one particular issue that is likely to get them killed.
Between the lure of mystery, and comforting weight of gemstones and gold in at your belt, you choose to side with Sirim. If there is any truth of what you heard of Aroden's scriptures, he would wish to aid the last of his descendants.
Speaking of hallow duty, once all the bodies had been piled on a makeshift pyre and set ablaze, your friend takes the chance to speak to Sylestrix of the Soot Eyes and their desire to serve her. Indeed, he makes the point that they had served her already by passing on the warning to the caravan of the ogres and thus to her. It takes a while to pick up on the threads he's weaving; the kobolds are dedicated of course and sure to be useful if she wishes to establish herself, but they are unlikely to be wealthy, having been driven off their territory. They would have needs for food and shelter, weapons and armor perhaps, all things that can be bought with gold in the markets of Fusil or elsewhere within reach of a dragon's flight.
By the time the young dragon is wondering, all of her own accord of course, how much the remainder of her lesser treasures might be worth to a collector and where such a mortal might be found, he helpfully offers to cut out all the searching and haggling, and trade whatever she might be inclined to for gold and gems with them. The latter she can sell over the border in Taldor at a premium, since they usually go downriver into into Andoran and not over tens of miles of unguarded forest paths.
"Show me these gems," she asks, stretching in front of the fire like a well-fed spider-lizard, you think very quietly indeed, as she inspects them. "They do not seem very bright. Are you sure they are worth that much to the Taldan humans?"
After learning considerably more about polishing and faceting gemstones than you had expected to today, she raises a talon, content with the logic and the price Sirim had named. Either gold or gemstones will do for this. A moon dragon, you gather by implication, might mourn the loss of interesting treasures, but not as much as she would be shamed by ill-fed servants shivering in the cold.
Pepper Aid Another: 1d20+6 = 22 (Success)
Sirim Diplomacy: 1d20+13+2+1d6 = 30 (Success)
vs
Sylestrix Sense Motive: 1d20+17 = 18 (Critical Failure)
Total Funds for the Trade: 5,000 gp (Gemstones) + 1,574 gp (Coin) = 6,574 gp
Costs: As Market Standard
OOC: A very short update, but given the diplo roll up there Sylestrix is going to be doing quite a lot of expositing and I did not want to mix that in with the trade update or vote, as it doesn't really fit the tone. And yes, I realize market standard wouldn't look very attractive in a market with those rolls, but this is a dragon exchanging interesting objects from her nascent hoard for boring gold and gems. If she did not already respect you this would not have been something you could roll.
I forgot about Mythic Surge. Ah, being Mythic rocks!
Also, christ but these items are expensive. I was hoping that Sylestrix would be willing to trade unique sorcerer's robe for one of her multiple Djezet-Skins (3140 gold) (and maybe some gold-value, since I think the robe is worth more than the armour).
----
I want the Focusing prism (2400) and one set of Cords.
@DragonParadox, does the Muleback Cords being slotless double the cost from 1000 gold to 2000 gold?
Soot Eyes are sure to be super happy once we let them know that Sylestrix will be happy to have them serve her, and even wants to take care of them as proper minions! Truly a good dragon boss.
I forgot about Mythic Surge. Ah, being Mythic rocks!
Also, christ but these items are expensive. I was hoping that Sylestrix would be willing to trade unique sorcerer's robe for one of her multiple Djezet-Skins (3140 gold) (and maybe some gold-value, since I think the robe is worth more than the armour).
----
I want the Focusing prism (2400) and one set of Cords.
@DragonParadox, does the Muleback Cords being slotless double the cost from 1000 gold to 2000 gold?
It is around that time that Sylestryx herself shows up with a pair of ogre bodies in her claws, which she drops by Gorok before circling back for more.
Alright, forget the Prism. It can't make learning spells from scrolls faster, and its utility is fairly niche. (I have no idea how common/useful 'magic tomes' are)
I would like Mina to have an additional Hermean Potential prepared in place of Mage Armour (Or Sirim having two more level one slots in place of his Mage Armour), though I should note that a Djezet Skin is one AC less than the Mage Armour spell.
Also, Mina has been making Diplo rolls with people already well disposed to her on occasion, so I want the +5 Circumstance bonus.
(My read of the Djezet Skin is that it does not need Light Armour proficency, but if it does then I no longer want it.)
(Edit: Is there anything stopping Sylestric from using one? I don't often think of dragons wearing armour.)
[X] As the party members most likely to be at the opposite end of a blade, claw, or other such threat, Cob and Gorok will each take one of the Rings of Protection we looted from the Ogres.
[X] Plan: Reading's for nerds anyway. LET'S LIFT!
-[X] 1x Muleback Cords (Slotless) (2000 gold)
-[X] 1 x Djezet-Skins (3140 gold)
-[X] Total: 5140 gold spent, 1434 gold remaining.
I like how this trade lets us use the full 5k the gems were to be worth if we sold them well.
A moon dragon, you gather by implication, might mourn the loss of interesting treasures, but not as much as she would be shamed by ill-fed servants shivering in the cold.
Are... are you saying that these Kobolds might benefit from some stone shaped shelters? And an additional 90 cubic feet of stone nearby (second casting from Sirim, if he has the Surge points) for handy hewing for later construction?
Are... are you saying that these Kobolds might benefit from some stone shaped shelters? And an additional 90 cubic feet of stone nearby (second casting from Sirim, if he has the Surge points) for handy hewing for later construction?
They would yeah,m though you will have to do with gratitude for that, she is not paying extra for you to cast spells, this is already pushing how much trading a dragon is willing to do in the span of three days.
Also Djezet Skin does not need light armor yeah, it is literally as light as cloth.
Edit edit: A Wild Arcana'd (and thus swift action) Dimensional Anchor spell is available to Sirim at level 7 (costs two MP points), or Kori at level 8, so this Contingent Action idea and Abeyance Hex stuff is mostly for before Sirim levels up/if we have limited resources/are concerned about spell resistance.
Djezet-Skins is something I want, yes, though I wonder on the utility of Muleback Cords compared to healing Vials, especially with the hangover cure loophole allowing us to use them as healing potions.
Just think about the -- 9d8+45? -- HP we could heal with three of those, completely renewable.
Djezet-Skins is something I want, yes, though I wonder on the utility of Muleback Cords compared to healing Vials, especially with the hangover cure loophole allowing us to use them as healing potions.
Just think about the -- 9d8+45? -- HP we could heal with three of those, completely renewable.
I would get the other two vials as well, if they were actually only 700 gold each. That would be a great deal.
Unfortunately, the link @DragonParadox used for them has a typo in the price. Rather than 700 gold, each Vial is worth 7000 gold.
Vial of Efficacious Medicine
SourcePPC:AM Price 7,000 gp; Slot none; CL 5th; Weight —; Aura faint conjuration
This bulbous bottle is crafted of smoked glass and causes any liquid contained within to take on a significantly darker cast and twinkle with motes of beautiful white light.
A vial of efficacious medicine can hold a single dose of an alchemical remedy, such as antitoxin or antiplague. Loading a remedy into the vial is a standard action that provokes attacks of opportunity. When an alchemical remedy is imbibed or applied from the vial, any alchemical bonus it grants on saving throws or checks or to AC or CMD increases by 2. Treat this increase as an enhancement bonus. In addition, the user is healed of 1d8+5 points of damage. A vial of efficacious medicine can be used up to three times per day.
I'm not actually too enthusiastic about buying any of this stuff for gold/gems. We still have the Pathfinder payment coming up, and hopefully the adamantine will sell well, but we are pretty cash poor all things considered. I want us to start saving up for bigger and better purchases; more stat boosters, better armor for Gorok and Cob, various enchanted gear, etc.
I'm going to look at this as an investment opportunity, however, in that by giving Sylestrix some cash to spend on herself and her new minions, that will further ingratiate her to us and help establish herself against future threats so that we might be able to work with her again later on instead of her getting killed off like most young Dragons do.
We don't need the Muleback Cords right now. Yes, they're neat, but we can get by with Ant Haul spells for now. If we ever need a set, such as for Warty, we can see about buying or having crafted a regular, non-slotless version for half the price. We're just too poor to spend this much gold on something of such minor usefulness.
[X] As the party members most likely to be at the opposite end of a blade, claw, or other such threat, Cob and Gorok will each take one of the Rings of Protection we looted from the Ogres.
They would yeah,m though you will have to do with gratitude for that, she is not paying extra for you to cast spells, this is already pushing how much trading a dragon is willing to do in the span of three days.
Also Djezet Skin does not need light armor yeah, it is literally as light as cloth.
I'm only in it for the sake of using magic to build/repair infrastructure, just to be nice. If it and we're at the tower anyway, and have the Surge points available, and it wouldn't be awkward, I think it'd just be... nice
@DragonParadox, I'm assuming both of the Rings of Protection we looted from the Ogres were +1?
I haven't had a chance to update the character sheets with everyone's new Mythic stuff yet, but I should be able to get that taken care of this evening or tomorrow morning.
@DragonParadox, I'm assuming both of the Rings of Protection we looted from the Ogres were +1?
I haven't had a chance to update the character sheets with everyone's new Mythic stuff yet, but I should be able to get that taken care of this evening or tomorrow morning.
Can we please not get the Muleback Cords, y'all? We just don't have any realistic need for them, and 2000 gold could be spent elsewhere in much more relevant gear.
If not for our Mythic Power spells allowing for replication of the spell Any Haul/Communal Ant Haul, I'd feel kinda bad about this. (I prefer for Gorok to not have to cast it, but not a huge deal).
[X] As the party members most likely to be at the opposite end of a blade, claw, or other such threat, Cob and Gorok will each take one of the Rings of Protection we looted from the Ogres.
If not for our Mythic Power spells allowing for replication of the spell Any Haul/Communal Ant Haul, I'd feel kinda bad about this. (I prefer for Gorok to not have to cast it, but not a huge deal).
[X] As the party members most likely to be at the opposite end of a blade, claw, or other such threat, Cob and Gorok will each take one of the Rings of Protection we looted from the Ogres.
SAVES: FORTITUDE: 2 + 2 (CON) + 1* (Resistance) = +4/+5* (In a Forest or Swamp, or when Cloak of Resistance is worn) REFLEX: 2 + 2 (DEX) + 1* (Resistance)= +4/+5* (In a Forest or Swamp, or when Cloak of Resistance is worn) WILL: 5 + 0 (WIS) + 1* (Resistance)= +5/+6* (In a Forest or Swamp, or when Cloak of Resistance is worn)
Special:
+5 bonus to Will saves vs Enchantment effects
(M) Denotes a Mythic Spell
(DS) Denotes a spell learned using the Dark Secrets Revelation
Special Abilities:
Fate's Favored: Whenever you are under the effect of a Luck bonus of any kind, that bonus increases by 1.
See in Darkness: You have the See in darkness special ability allowing them to see perfectly in darkness of any kind, including that created by Deeper Darkness.
Cloak of Darkness (Su): You conjure a cloak of shadowy darkness for up to 10 hours per day that grants you a +6 Armor bonus to AC and a +4 Circumstance bonus on Stealth checks. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Dark Secrets (Su): You can add a number of Sorcerer/Wizard spells equal to your Charisma modifier (minimum 1, maximum equal to half your Oracle level) to your list of spells known as Divine spells. You can only add spells from the Illusion (Shadow) subschool or with the Darkness descriptor.
Mythic Abilities: Mythic Power (5/Day)
Mythic Traits:
Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
Inspired Spell (Su): You can expend one Mythic Power to duplicate any Divine spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
Mythic Path Abilities:
Mythic Spellcasting: You can learn a number of Mythic spells equal to your tier and can expend Mythic Power when casting them to enhance the results. Every time you gain a new tier, you can select an additional mythic spell.
Mythic Domain: Shadow Mystery (Su): Your effective Oracle level is increased by 4 (up to 10 currently) for the purpose of determining the effects of your Revelations. 1/Day as a Standard Action, you can expend one use of Mythic Power to regain all uses of your Revelations as if you had rested for 8 hours.
Curse & Drawbacks:
Light Sensitivity: You are Dazzled in areas of bright light.
Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by Misdirection, Nondetection, or illusions, except those that also affect shadows (such as Invisibility).
Friendless:You do not gain your Charisma bonus to Diplomacy checks, and if you use Diplomacy to make a request of someone, their attitude worsens one step (but no worse than unfriendly) after the request succeeds or fails.
5th Level: You gain a +3 Morale bonus to Disguise, Intimidate, and Stealth checks, and always treat those as class skills.
Band of Clarity (Slotless) Description: This crescent of barely solid moonlight merges with the head of the bearer, opening their mind to the song of the world, that they might know the hearts of those nearest to them. Once they were as common as lanterns on a dark street in the hands of those blessed by the moon above, but the world was changed, the sky blackened and all were extinguished... all but one it seems. Ability: Can cast Detect Thoughts 3/Day
Cloak of the Hedge Wizard Description: Patched together from dozens of different materials and inscribed with snippets of spells in almost as many tongues. Drawing the cloak over one's head allows simple mage-sight, which can be briefly sharpened to look for more particular treasures. Ability:Cloak of the Hedge Wizard (Divination)
Cloak of Human Guise
Aura faint illusion; CL 1st Description: This plain cloak alters the wearer's appearance similarly to a hat of disguise, but only to the extent that it conceals or alters the wearer's nonhuman physical traits so the creature appears fully human. Any feature that is plausibly human remains. The wearer has no control over the specific guise, and those familiar with his normal appearance can recognize him in his human guise.
Druidcraft Talisman: Description: This simple wooden bangle carved in the shape of a spiral looks to have been carved with simple stone tools, or perhaps even claws. Ability: Only functions within Forest or Swamp areas. While in those areas, the wearer gains a +1 Resistance bonus on all saves and animals, even trained ones, have to make a DC 11 Will save to attack user, unless they attack the animal first.
Pathfinder Pouch
Aura none; CL 9th
Slot none; Price 1,000 gp; Weight 1 lb. Description: This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials.
Ability: Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet). With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their non-magical auras, these pouches sometimes hold secret treasures for generations.
Spindle Solution Pendant Ability: The wearer of this pendant can use the Automatic Writing ability. Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination spell with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.
Equipment of Note: Band of Clarity (Slotless), Cloak of Human Guise, Cloak of Resistance (+1), Cloak of the Hedge Wizard (Divination), Drow Spidersilk Armor, Druidcraft Talisman, Gloom Blade, Headband of Alluring Charisma (+2), Heavy Crossbow, Masterwork Dagger, Masterwork Light Steel Shield, Spindle Solution Pendant, Wand of Dispel Magic (24 Charges).
Switchblade: 4 (BAB) + 1 (Size) + 5 (DEX) + 1 (WF) + 1 (MW) = +12, Special: +1 attack bonus when facing a larger foe with no allies nearby)
Damage: 1d4+5 [19-20/x2], +3d6 damage with Sneak Attack
Alchemical Silver Dagger (+1): 4 (BAB) + 1 (Size) + 5 (DEX) + 2 (WF) + 1 (Enhancement) = +13, Special: +1 attack bonus when facing a larger foe with no allies nearby)
Damage: 1d4+5 [19-20/x2], +3d6 damage with Sneak Attack
Bane Dagger: 4 (BAB) + 1 (Size) + 5 (DEX) + 2 (WF) + 1 (Enhancement) = +13, Special: +1 attack bonus when facing a larger foe with no allies nearby)
Damage: 1d4+6 [19-20/x2], +3d6 damage with Sneak Attack
Special vs Devils:
Attack: 4 (BAB) + 1 (Size) + 5 (DEX) + 2 (WF) + 3 (Enhancement) = +15, Special: +1 attack bonus when facing a larger foe with no allies nearby)
Damage: 1d4+2d6+8 [19-20/x2], +3d6 damage with Sneak Attack
Deft Maneuvers: You do not provoke an Attack of Opportunity when performing a Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.
Weapon and Armor Proficiencies: Unchained Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Dampen Presence: Cob may use the Stealth skill to hide from any creature attempting to perceive him using Blindsight or Blindsense.
Trapfinding: Cob adds 1/2 his level on Perception checks to locate traps and on Disable Device checks. He can use Disable Device to disarm magic traps.
Finesse Training(Ex): In addition to applying his Dexterity bonus on attack rolls instead of his Strength bonus when wielding daggers, Cob also applies his Dexterity bonus on damage rolls instead of his Strength bonus.
Evasion (Ex): Cob can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Danger Sense (Ex): Cob gains a +1 bonus on Reflex saving throws to avoid traps and a +1 Dodge bonus to AC against attacks made by traps. He also gain a +1 Perception bonus on checks to avoid being surprised by a foe.
Uncanny Dodge (Ex): Cob can react to danger before his senses would normally allow him to do so. He cannot be caught Flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. He can still lose his Dexterity bonus to AC if an opponent successfully uses the Feint action against him.
Rogue's Edge:
Stealth: Reduce the Stealth penalty from sniping by 10 (down from -20 to -10).
Debilitating Injury (Ex): When Cob deals Sneak Attack damage to a foe, he can also debilitate the target of his attack for 1 round. These penalties do not stack with themselves, but additional attacks that deal Sneak Attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Bewildered: The target takes a -2 penalty to AC. Against Cob, the penalty is instead -4 to AC.
Disoriented: The target takes a -2 penalty on Attack Rolls. When targeting Cob, the Attack Roll penalty is instead -4.
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Mythic Abilities: Mythic Power (5/Day)
Mythic Traits:
Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
Surprise Strike (Ex): As a Swift Action, you can expend one use of Mythic Power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a Surprise Strike, the target is considered Flat-Footed regardless of any class features or abilities it might have, and you add your Mythic tier to the attack roll. Damage from this attack bypasses Damage Reduction.
Mythic Path Abilities:
Mythic Weapon Focus (Light Blades): As a Swift Action, you can expend one use of Mythic Power to gain a +1 bonus (Mythic tier, rounded up) on attack rolls with light blades until the end of your turn.
Shadow Stealth (Ex): Whenever you're in darkness, you can move at full speed within that area without taking a penalty on Stealth checks. As a Move Action, you can expend one use of Mythic Power to teleport from one area of darkness to another within 100 feet as if using greater Greater Teleport. You must have line of effect to the destination.
Tracker's Friend Description: Made of bone, though of what origin none can say, these spectacles have in place of glass a dark oily film that clings to the frame. Colors are muted in their sight, contours blurred, except the target, the thing most sought. Ability: These Spectacles let their wearer detect minute details, gaining a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking. Secondary Ability: When worn by someone with the Light Sensitivity weakness, these spectacles negate the penalties of being in bright light.
Devil Bane Dagger (+1)
Description: This plain steel dagger has seemingly nothing to recommend it beyond solid workmanlike construction, perfect for slitting throats, but it resonates destructively with some distant sphere.
Ability: +1 Enchantment, Bane Devil
Launcher: Description:Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube. Abilities:
This device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Scoundrel's Cloak Description: This dark burgundy cloak shifts its hue and pattern to blend in against its surroundings Abilities:
Grants the wearer a +5 competence bonus on Stealth checks. The cloak holds a concealed scabbard in which a light blade (as defined in the fighter weapon group) can be hidden.
The wearer can draw the blade as if from a normal scabbard, but anyone searching the wearer for the item must succeed at a DC 20 Perception check, as if they were looking for a secret door.
If a swashbuckler is wearing the cloak, they can spend 1 panache point to vanish, just like the spell.
Seal of Infernal Judgement Description: This ring is made of red gold of a tint bloodier than most, set with a single ruby cut into a pentagon shape
Abilities:
+2 Enhancement Bonus to Reflex Saves
The wearer may use Arcane Mark at will, but only on objects and willing creatures (The mark is the glyph on the ring)
Traveler's Any-Tool
Aura moderate transmutation; CL 9th
Slot none; Price 250 gp; Weight 2 lbs.
Description:
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.
The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.
Special: Each time an arrow from this bow strikes a creature, its magic designates the target. Allies gain a +2 Morale bonus on melee attack and melee damage rolls against the designated target for 1 round.
Special: Ignores the miss chance for Concealment against most living targets. This does not apply against aberrations, oozes, plants, outsiders with the elemental subtype, or any creature specifically noted to lack a heart.
Weapon and Armor Proficiencies: A Ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Poison Resistance (Ex): Gorok gains a +4 bonus on saving throws against poison.
Track (Ex): Gorok adds half his level to Survival skill checks made to follow tracks.
Hunter's Bond (Ex): Gorok has formed a bond with Warty, making him into an Animal Companion. Gorok's effective level for his Animal Companion ability is equal to his Ranger level -3.
Favored Terrain [Underground] (Ex): Gorok benefits from a +2 bonus on Initiative checks, and Knowledge (Geography), Perception, Stealth, and Survival skill checks when underground (in caves or dungeons). He also leaves no tracks while underground and cannot be tracked.
Shield of Swings: When you take a Full-Attack Action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 Shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
Favored Enemies:
Magical Beasts: Gorok gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Magical Beasts. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Magical Beasts.
Evil Outsiders: Gorok gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Evil Outsiders. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Evil Outsiders.
Mythic Abilities: Mythic Power (5/Day)
Mythic Traits:
Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
Fleet Charge (Ex): As a Swift Action, you can expend one use of Mythic Power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding +1 (Mythic tier) to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all Damage Reduction.
Sudden Block (Su): As an Immediate Action, you can expend one use of Mythic Power to hinder a melee attack made against you or an adjacent ally. Add +1 (Mythic tier) to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all Damage Reduction.
Mythic Path Abilities:
Endless Hatred (Ex): You can expend one use of Mythic Power as a Free Action to increase all of your Favored Enemy bonuses by 2 for 1 minute. When you use this ability, for the rest of your turn any attacks you make against a Favored Enemy bypass all Damage Reduction.
Link (Ex): Gorok can handle Warty as a Free Action, or push him as a Move Action.
Share Spells (Ex): Gorok may cast a spell with a target of "You" on Warty (as a touch range spell) instead of on himself. He may cast spells on Warty even if the spells normally do not affect Magical Beasts.
Tricks: Aid, Attack, Come, Defend, Guard, Heel, Sneak, Stay, Work
Hunker (Ex): The slurk gains a +4 bonus to its CMD to avoid Bull Rush or Overrun attempts.
Evasion (Ex): Warty can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Belly Grease (Ex): The slurk exudes a slippery grease from its belly that grants it a +4 bonus on Escape Artist skill checks and to its CMD versus grapples. Once per minute, a slurk may wallow on a solid surface as a full-round action to coat the floor in a 5-foot radius with this grease. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.
Slime (Ex): Warty's back is crusted with thick, dry slime and dozens of nodules. As a Standard Action at will, Warty can squirt a jet of this slime from one of these nodules as a ranged touch attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, Entangling the foe. Anyone Warty successfully Bull Rushes or Overruns is automatically squirted with back slime. The hardened slime can be removed as a Full-Round Action with a DC 15 Strength check. Warty's back slime grants a creature riding it a +8 bonus on Ride checks made to stay in the saddle, but a –8 penalty on Ride checks to dismount.
Lantern's EyeBow Description: Grown from sun-wood which, according to legend, was planted and then promptly forgotten about by the Lantern King himself. This bow draws ever the eye of the archer to targets they have struck before.
Ability: +1 Designating Composite Longbow (Small)
Pendant of the Third Scroll Description: Forged of humble tin this amulet bears the mark of Iori, usually found in the possession of those who take up the path of the wandering sage in his image. According to Triss it's hollow, containing prayer scrolls written in an imposibily fine hand, though she has never tried to take them out. Ability:AgileAmulet of Mighty Fists +1
Buckler of Eagle's Honor Description: A small round buckler, finely made of steel bearing the symbol of the Eagle Knights, this workmanship is likely to be recognized throughout Andoran and beyond for good and for ill.
+2 Circumstantial Bonus to Diplomacy with those well disposed to the Eagle Knights/-2 to Diplomacy with those ill disposed to the order
Wasp's Kiss Description: Forged of brass and the the bone of some titanic poisonous predator of the First World this sword hums in the hand, eager to taste the blood of foes, though never so much as when it has first drank poison. Abilities:
Any creature struck by a wasp's kiss suffers a –4 penalty on saving throws against the poison applied to the weapon. The frequency of any poison applied to the weapon increases by 2 (for example, black adder venom lasts 8 rounds instead of 6, and arsenic lasts for 6 minutes instead of 4). Attempts to cure the poisoned target with a skill or magic take a –4 penalty.
Equipment of Note: Belt of Incredible Dexterity (+2), Bone Earthbreaker, Buckler of Eagle's Honor, Cloak of Resistance (+1), Lantern's Eye Bow, Masterwork Chainmail Barding (Warty), Pendant of the Third Scroll, Ring of Protection (+1), Scale Mail, Wasp's Kiss
Staff of Radiance (Charges: 10/10): This silver-tipped willow staff constantly emits light, as if from a Light spell—the radiance is emitted from the staff's metallic end and flickers as if with flame. The staff's wielder can deactivate or activate this glowing light as a Swift Action. In addition, a Staff of Radiance allows use of the following spells:
Ever Shifting Tongue: The Changeling will address any intelligent interlocutor in their native tongue unless blocked by Mind Blank or equivalent magic. The effect does not trigger on writing or any recording that does not have an intelligence behind it.
Mythic Abilities: Mythic Power (5/Day)
Mythic Traits:
Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
Wild Arcana (Su): You can expend one Mythic Power to duplicate any Arcane spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
Mythic Path Abilities:
Mythic Spellcasting: You can learn a number of Mythic spells equal to your tier and can expend Mythic Power when casting them to enhance the results. Every time you gain a new tier, you can select an additional mythic spell. If it succeeds at this saving throw, it breaks free of the hex; otherwise, it's affected as normal.
Mythic Hexes (Su): When you use a Hex that requires a saving throw against a non-Mythic target, that target is automatically affected for 1 round (which doesn't count toward the Hex's duration) and can't attempt a saving throw to resist the Hex. On your turn the next round, the creature attempts its saving throw as normal.
Curse & Drawbacks:
Uncanny Seeming : Your eyes are grey as polished moonstone and when you close them strange runes can be read upon the lids. You take –2 penalty on Bluff, Diplomacy, and Disguise checks
Spellguard Bracers Aura faint abjuration; CL 4th Description: Made of some manner of blue scaled leather dyed blue and decorated with star-shaped studs, these bracers are two light to be armor yet still meant for those who wade into battle Abilities
+2 bonus on concentration checks made to cast defensively.
The wearer can choose to roll a concentration check to cast defensively twice and take the better result (3/Day)
Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment's master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day.
Manifest Dream (Su): Each time Mina awakens from a full night's rest, she can apply to the figment 1 evolution point's worth of Eidolon evolutions that don't have a base form requirement.
Current Evolution:
Skilled (Knowledge: The Planes): Pepper becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill.
Dazzling Intellect (Ex): A sage's Intelligence score is always equal to 5 + its master's class level, but it gains natural armor increases as if its master's class level were half what of the actual class level.
Sage's Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master's class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master's class level.
Cloying Shade (Su) A smokeshade's tendrils deal negative energy damage. A creature that takes damage from a smokeshade's tendril attack is surrounded by a haze of cloying shadow for 1 round. This cloying shade imposes a -2 penalty on attack rolls and Perception skill checks and grants the target concealment from attacks made by opponents that are not adjacent to it. This ability does not give the target concealment against the smokeshade.
Hide in Plain Sight (Su) A smokeshade can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, a smokeshade can hide itself from view in the open without anything to actually hide behind. A smokeshade can hide in the shadows of other creatures but not in its own shadow.
Misty Form (Ex) A smokeshade's body is composed of a semisolid black mist similar in consistency to thick foam. In addition to the incorporeal subtype, the smokeshade's misty form grants it the amorphous defensive ability. The creature cannot speak or make other sounds beyond a low rumble. Unlike a normal incorporeal creature, a smokeshade cannot enter water or other fluids, and it is always treated as a Tiny creature for the purposes of how wind affects it, even if it increases in size.
Book of Shadows (Ex): Having internalized his knowledge of wizardry in a desperate attempt to escape capture the wizard no longer has need of, nor can he made use of an external spellbook. Due to the added complexity of inscribing entire spells within his shadowy form the wizard requires twice as much time to inscribe a new spell. This class feature replaces Arcane Bond.
Extended Illusions (Su): Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of "concentration" become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Mythic Abilities: Mythic Power (5/Day)
Mythic Traits:
Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
Wild Arcana (Su): You can expend one Mythic Power to duplicate any Arcane spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
Mythic Path Abilities:
Mythic Spell Focus (Illusion): You can expend one use of Mythic Power as part of casting an Illusion spell to force any of the spell's targets to roll their saving throws twice, taking the lower result.
Mythic Spellcasting: You can learn a number of Mythic spells equal to your tier and can expend Mythic Power when casting them to enhance the results. Every time you gain a new tier, you can select an additional mythic spell.
Curse & Drawbacks:
Weight of Smoke (Ex): Cannot make use of any equipment that is not specially designed for him, even Ghost touch weapons cannot be technically used by a smokeshade as it does not impinge upon the material, rather it is but smoke and shadow. Additionally the smokeshade wizard cannot use any item creation spells that require interactions with material reality
Paranoid (Ex): Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Warded Against Nature (Su): Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.
[X] As the party members most likely to be at the opposite end of a blade, claw, or other such threat, Cob and Gorok will each take one of the Rings of Protection we looted from the Ogres.