I was trying to find a balance between maximum buffs and keeping enough back that if something attacked you the party would still have plenty of resources. Rod uses are a lot more scarce than spell slots
My thoughts, at least in regards to the rod, are that Mina can only reasonably cast so many Mythic Heroism spells per day anyway, so when she does we might as well always use the Encouraging Spell rod on them. She has two Heroism spells prepared and cast both of them with Mythic power to buff Kori and Cob, so she might cast one more during the day if she uses her Pearl of Power to recover the spell at some point.
The only other spell we use on a semi-regular basis which gives Morale bonuses is Bless.
I agree about using Shadow Enchantment and Channel Vigor for the other spells I mentioned, though. Probably better to keep two 3rd level slots available in most circumstances.
My thoughts, at least in regards to the rod, are that Mina can only reasonably cast so many Mythic Heroism spells per day anyway, so when the does we might as well always use the Encouraging Spell rod on them. She has two Heroism spells prepared and cast both of them with Mythic power to buff Kori and Cob, so she might cast one more during the day if she uses her Pearl of Power to recover the spell at some point.
The only other spell we use on a semi-regular basis which gives Morale bonuses is Bless.
I agree about using Shadow Enchantment and Channel Vigor for the other spells I mentioned, though. Probably better to keep two 3rd level slots available in most circumstances.
For now, I'm going to go with risking it. Within reason, of course.
Depending on how powerful she is, or how much she has invested in security, the Arclord could potentially see through our disguises quite easily, or just Dispel them out of hand. It's hard to say given how little we know of her.
[X] Approach Eshe to try to buy the spell scrolls, but only after all of our other preparations have been made and we are ready to depart. Kori will attempt a Divination to get an understanding of how she will respond to our arrival.
-[X] Under our assumed guises, but we will drop them once we are in her shop and have verified there are no others nearby to notice. Sirim's Draconic Ally will keep watch on the exterior to let us know if anyone is approaching so that we can restore our disguises if necessary.
-[X] We will examine the location before entering, searching for wards, such as Teleport Trap or Forbiddance, and other effects which could prove problematic and change our plans accordingly based on what we learn.
-[X] Pepper will be hiding in Mina's Handy Haversack with two Deeper Darkness pebbles, ready to drop them off at a moment's notice, while Mina uses Dimension Door to teleport us to safety.
If she's friendly, or at least neutral in regards to us, it could be very helpful to have an Arclord willing to do business with us. On the other hand, however, if she chooses to be an enemy, things could get rough if we aren't able to escape quickly enough.
Barter is always on the table when dealing with high level people, they can trade in favors as often as they do in currency, but I don't want to end up running errands for her.
Ah, I missed Anippe. She and Cob would hit it right off, I can tell. I like that we have a chance to pick up that thread again.
[x] Approach Eshe to try to buy the spell scrolls, but only after all of our other preparations have been made and we are ready to depart.
-[x] Under our assumed guises, but we will drop them once we are in her shop and have verified there are no others nearby to notice.
I hope we can eventually find what enemies may plague her that she is so wary about, and offer our services to deal with them securing her long-term cooperation and expertise.
Ah, I missed Anippe. She and Cob would hit it right off, I can tell. I like that we have a chance to pick up that thread again.
[x] Approach Eshe to try to buy the spell scrolls, but only after all of our other preparations have been made and we are ready to depart.
-[x] Under our assumed guises, but we will drop them once we are in her shop and have verified there are no others nearby to notice.
I hope we can eventually find what enemies may plague her that she is so wary about, and offer our services to deal with them securing her long-term cooperation and expertise.
Yeah, she was an interesting character. A precocious personality without being obnoxious. Hopefully the way we treated her and our parting message will have lead to her mother forming a positive opinion about us.
@DragonParadox, with the group laying low for 5 days while the spell foci are crafted, can we assume that Mina and Sirim were able to learn all of their new spells?
@DragonParadox, with the group laying low for 5 days while the spell foci are crafted, can we assume that Mina and Sirim were able to learn all of their new spells?
Honestly, the potential funnies of meeting with daughter again and apologizing for our earlier intrusion leaves too many fun chances to turn this down, lol.
[X] Goldfish
Considering we are rich now we can easily pay for any damages our first encounter didn't cover.
(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.
Umbral Evolution: You possess control over the shadow you cast. By manipulating it precisely, you can increase the DC and caster level of two (Oracle level / 3) Illusion (Shadow) spells; Currently Searching Shadows & Shadow Enchantment.
Cloak of Darkness (Su): You conjure a cloak of shadowy darkness for up to 11 hours per day that grants you a +8 Armor bonus to AC and a +6 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 + 2) to your list of spells known as Divine spells. You can only add spells from the Illusion (Shadow) subschool or with the Darkness descriptor.
Shadow Projection (Su): You can possess and control your own shadow, as if using the Shadow Projection spell. Rather than become an Undead Shadow, however, your Shadow is considered a Native Outsider, does not register as Evil, and cannot create spawn. Your Shadow's Hit Points are not replenished between uses, but it can be healed in the same manner as any other living creature. When not in use, any healing done to you also heals your Shadow for an equal amount. You can use Shadow Projection for up to 11 hours per day. These hours don't need to be consecutive, but they must be spent in 1-hour increments.
STATISTICS Str --, Dex 14, Con 18, Int 12, Wis 10, Cha 22 Base Atk +5; CMB +7; CMD 17 Skills:Stealth +24 (28 in dim light, 20 in bright light) Racial Modifiers: +4 Stealth in dim light (–4 in bright light)
SPECIAL ABILITIES Strength Damage (Su): Your touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
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 11 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.
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. However, you gain your Charisma bonus to Sense Motive checks and saving throws versus spells and spell-like abilities of the enchantment school, in addition to your Wisdom.
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
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.
Weapons:
Dagger (Adamantine)
Dagger (Masterwork) Gloom Blade
Heavy Crossbow
Damage: 1d4+2d6+9 [19-20/x2], +4d6 damage with Sneak Attack
Special: Additional +1 attack bonus when facing a larger foe with no allies nearby)
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.
CrypticPsionic Powers (ML 7):
0 Level: Use any Talent at will
1st Level: 3/Day use any 1st level power
Power Points: 12
Special Abilities:
Spontaneous Psionics: Cob can use psionic Talents from the Cryptic power list at will, and 1st level powers 3/Day (Rogue level / 2).
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.
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 +2 bonus on Reflex saving throws to avoid traps and a +2 Dodge bonus to AC against attacks made by traps. He also gain a +2 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.
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.
Dampening Strike: The target takes a -2 penalty on saving throws against psionics, spells, and spell-like abilities for 1 round. Against Cob's psionic powers, the penalty is instead -4.
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.
DEFENSE AC 19, 16 touch, 17 flat-footed (+2 Dex*, +3 Natural, +4 Size) HP 37 Fort *, Ref *, Will * – * as Cob's saves, Hardness 8
OFFENSE Speed 30 ft., climb 20 ft.* Melee – Space 1 ft.; Reach 0 ft.
STATISTICS Str 1*, Dex 15*, Con -, Int 9, Wis 10, Cha 10 BAB +0; CMB -9; CMD +3 Feats – Skills: As Cob, but uses the Psicrystal's attribute modifiers.
SPECIAL ABILITIES
Personality (Ex): The psicrystal has a Resolved personality, granting it's master a +2 bonus on Will saving throws.
Alertness (Ex): The presence of a psicrystal sharpens its master's senses. While a psicrystal is within arm's reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
Telepathic Speech (Ex): The psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.
Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Self-Propulsion (Su): As a Standard Action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
Deliver Touch Powers (Su): The owner's psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the "toucher." The psicrystal can then deliver the touch power just as the owner could.
Sighted (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can't discern invisible or ethereal beings. A psicrystal's sighted range is 40 feet.
Telepathic Link (Su): The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal's senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does.
Construct Traits: A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
Armor of the Kyonin Marchguard Description: Wrapped in living vines seemingly designed to pierce foes who come to close with its spikes this armor has one more secret to it, each bud hides an eye of bright gold within.
Abilities: +1 SensingRosewood Armor
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.
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.
Weapons:
x4 Dagger
x2 Dagger (Adamantine)
Dagger (+1; Alchemical Silver)
Dagger (+1; Devil Bane)
x6 Darts coated in Giant Wasppoison Final Word (+1 War Razor)
Launcher
Stonebow Switchblade
Armor:
Chain Shirt (Mithral)
Armor of the Kyonin Marchguard
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
Cavern Stride (Ex): Gorok's movement is unimpeded by non-magical Difficult Terrain underground and non-magical webs.
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.
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.
Hunker (Ex): The slurk gains a +4 bonus to its CMD to avoid Bull Rush or Overrun attempts.
Devotion: Warty gains a +4 Morale bonus on Will saves against Enchantment spells and effects.
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.
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
Greater Horn of Fog Description: A thrice twisted horn not of any land-bound beast, the rim of this instrument is carved with scenes of battle between faceless gangling giants and many armed monstrosities whose forms are more guessed at that fleshed out, as though the maker had disdained to show them in full, or feared to do it. Ability: This functions like a Horn of Fog, but the user may also choose to call a Fog Cloud that lasts for 30 minutes and either stays around the user as long as he moves less than 20 ft per round, or remains stationary.
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 ofthe 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 impossibly fine hand, though she has never tried to take them out. Ability:AgileAmulet of Mighty Fists +1
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.
Weapons:
Dagger (Adamantine) Bone Earthbreaker
Elven Curve Blade (Adamantine)
Lantern's Eye Bow
Pendant of the Third Scroll (Warty)
Tusk Caps (Warty; Adamantine)
Wasp's Kiss (w/3 doses of Fire Jackal Saliva loaded)
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.
Figment's Fluidity (Su): 2/Day as a full-round action, Pepper can manually reshape himself, reassigning 1 Evolution point of Eidolon Evolutions.
Recurring Dream (Su): Pepper has a total number of Hit Points equal to 1/4 of Mina's total Hit Points. If he dies, he vanishes, appearing again with 1 Hit Point after Mina awakens from a full sleep.
Dazzling Intellect (Ex): Pepper's Intelligence score is 16 or 5 + Mina's Witch level (whichever is higher), but he gains Natural Armor increases as if its master's class level were half what of the actual class level.
Breath Weapon (Su): 5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. Pepper can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Sage's Knowledge (Ex): Pepper stores information on every topic and is happy to lecture on the finer points of a subject. He can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half Mina's Witch level. Additionally, he gains 2 skill ranks each time Mina gains a Witch level.
Manifest Dream (Su): Each time Mina awakens from a full night's rest, she can apply to Pepper 2 Evolution point's worth of Eidolon Evolutions that don't have a base form requirement.
Current Evolution:
Extra Feat (2-Point Evolution): Pepper learns the Shapeless Familiar feat to gain the Change Shape ability. His alternate form matches his previous appearance, before he had wings.
Name: Pepper
N Tiny "Cat" (Guardian Spirit) - Empowered by Mina casting a Summon Monster IV spell on Pepper; transformation lasts for 7 minutes Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +15
DEFENSE AC 22/26*, touch 16, flat-footed 18/22* (+4 Dex, +6 Natural, +2 Size, +4 Mage Armor*) HP 48 (5d12+10) Fort +6, Ref +8, Will +8 Immune paralysis, sleep; SR 15
OFFENSE Speed 30 ft., fly 60 ft. (perfect), swim 30 ft. Melee 2 Claws +10 (1d2), Bite +10 (1d3) Space 2-1/2 ft.; Reach 0 ft. Special AttacksBreath Weapon (5-ft. cone, euphoria, Fort DC 13 negates, usable every 1d4 rounds) Spell-Like Abilities (CL 5th; concentration +10)
STATISTICS Str 11, Dex 19, Con 15, Int 18, Wis 16, Cha 20 Base Atk +5; CMB +7; CMD 18 (24 vs. trip) Feats: Figment's Fluidity, Spell Focus (Conjuration), Spell Specialization (Stone Discus) Skills: Climb +8, Fly +21, Knowledge (Arcana) +19, Knowledge (Dungeoneering) +17, Knowledge (Local) +13, Knowledge (Nature) +17, Knowledge (Religion) +19, Knowledge (The Planes) +19, Perception +15, Sense Motive +9, Spellcraft +13, Stealth +24, Survival +7, Swim +8, Use Magic Device +13 Languages Common, Dark Folk, Draconic, Goblin; Telepathy 100 ft.
SPECIAL ABILITIES
Fated Guardian (Su): 1/Day as a Standard Action, for 1 round Pepper can allow a target within 30 feet to roll twice on attacks and saving throw, then use the better results.
Smite Threat (Su): 1/Day as a Swift Action, Pepper can add his Charisma bonus on attack rolls and his HD on damage rolls against a foe that threatens Mina or who has attacked her within the past 24 hours. This Smite persists until the target is dead or Pepper's empowerment ends.
Level
0th
1st
2nd
3rd
4th
5th
5 HD/CL (w/SM IV spell)
5
3
2
—
—
—
7 HD/CL (w/SM V spell)
5
4
3
1
—
—
9 HD/CL (w/SM VI spell)
5
4
3
3
—
—
11 HD/CL (w/SM VII spell)
5
5
4
3
2
—
13 HD/CL (w/SM VIII spell)
5
5
4
4
3
1
15 HD/CL (w/SM IX spell)
5
5
5
4
3
3
Visage of the Bound
Description: Crafted from gold and lacquer, these elaborate masks resemble the agonized faces of whichever unfortunate spirit has been summoned within.
Ability: Once per day, when the wearer casts a summon monster spell, he may choose to house the summoned outsider within the Visage of the Bound rather than conjuring it onto the Material Plane. For the spell's duration, the wearer can use of any of the bound outsider's spell-like abilities as if they were his own. A Visage of the Bound has no effect on outsiders already summoned or on summoning spells cast by other creatures. Removing the mask immediately releases a bound outsider.
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.
DEFENSE AC 22, touch 14, flat-footed 20 (+2 Dex, +2 Natural, +6 Natural via Customized, +2 size) HP 4 [(2d12+4) / 5] Fort +5, Ref +5, Will +4; additional +4 Resistance bonus vs Evil spells & effects Immune paralysis, sleep; SR 12
OFFENSE Speed 15 ft., fly 60 ft. (good) Melee sting +6 (1d3 plus poison), bite +6 (1d3), 2 claws +6 (1d2), 2 wing attacks +1 (1d2) Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
STATISTICS Str 11, Dex 15, Con 15, Int 10, Wis 12, Cha 10 Base Atk +2; CMB +2; CMD 12 (16 vs. trip) FeatsWeapon Finesse SkillsDiplomacy +5, Fly +15, Perception +6, Sense Motive +6, Stealth +19 (+23 in forests), Survival +6; Racial Modifiers +4 Stealth (improves to +8 in forests) Languages Draconic; telepathy (60 ft.)
SPECIAL ABILITIES Poison (Ex): Sting—injury; save Fort DC 15; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus. Breath Weapon (Ex): 1/Day, 6d8 damage, DC 13 Reflex save for half damage. Damage type and breath weapon range (line or cone) vary depending on which spell effect was chosen when the Draconic Ally was Summoned. Customized: When Summoned, the Draconic Ally is given the special abilities from one of the following spells: Form of the Alien Dragon I, Form of the Dragon I, or Form of the Exotic Dragon I.
Current Dragon Type (Occult): Breath Weapon (30-foot cone of cold or fire), +4 Resistance bonus on saving throws against evil spells and effects, Natural Armor bonus to AC increases from +4 to +6.
@DragonParadox, I've updated the Goods and Provisions page, removing used scrolls and adding new ones. Also updated our funds after buying new scrolls and commissioning the Summon Ship spell foci.
Metamagic Rods
Lesser Metamagic Rod of Encouraging Spell
Lesser Metamagic Rod of Piercing Spell: x2
Lesser Metamagic Rod of Enlarge Spell
Lesser Metamagic Rod of Extend Spell
Lesser Metamagic Rod of Silent Spell
Lesser Metamagic Rod of Still Spell
Wands
Wand of Ill Omen (50 charges)
Wand of Cure Light Wounds (50 charges)
Abductor BeastFigurine Description: This strange statuette is unlike any beast seen on the surface of Golarion, breeding a nagging fear in those who walk under the light soon to avert their gazes. They have never experienced those tendrils first hand. Ability: Same as Serpentine Eagle Figurine (Greater Power Usable 8 hour/Month in one hour increments)
Altar of Mind Flame Description: A collection of brass and crystalline knobs that can produce hot focused flame excellent for cooking and alchemical work, though it has far too many knobs and canisters of gas, all marked with obscure occult symbols to serve only that purpose. Under witch sight it glows in colors other than the primary auras of magic Ability: ???
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.
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)
Crystal Staff:
Description: Seemingly carved and polished from a single piece of blue-green crystal, the same color as the ghost's vessel, this staff answers to neither your hand nor Mina's
Ability: ???
Gem of Foe's Pyre: Pried from the work of ancient dwarf artisanship this gem once had the power to summon a large fire elemental to protect the hold in which it had been forged. Through crude enchantments best left unmentioned the gemstone can still summon this protector, but filled with loss and rage. The elemental may only attack one target against which it is directed on conjuring which it must be allowed to consume utterly or else it will turn on the summoner with its full ferocity until destroyed. If it is instead destroyed it returns to the stone quiescent (1/day)
Looter'sSatchel Description: A large leather bag marked with smoldering runes and a few fades spotches of what might have once been blood before an alchemical cleaning Ability: The satchel functions as a bag of holding (type I). Additionally, as long as the satchel is not overloaded, the bearer can hold it over an adjacent creature that is dead or unconscious and speak a command word. When the command word is spoken, the satchel removes any magic items from the creature's person (such as magic weapons and armor, potions, scrolls, and wondrous items) and deposits them into the bag. This process takes 1 uninterrupted round. If the bearer moves into a different space while the satchel is gathering items in this way, no items are moved into the satchel and the bearer must start the process over. If the satchel would become overloaded from the creature's magic items, it transports as many magic items as it can, from smallest to largest, until it would become overloaded, at which point it stops gathering items. CL 9th Weight 15 lbs.; Aura moderate conjuration
Sleeping Cocon:
Description: Appearing less like something that has been sown of silk and more like the cocoon of a man-sized insect this sleeping bag seems 'perfect' from the inside, allowing in neither hot, nor cold, noise nor distraction
Ability: While in this heavy sleeping bag, the owner suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. Any of the creature's equipment in the sleeping bag is likewise protected. The user can also choose to use the bag to nullify sound while they rest.
The bag doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Symbiote Mask (x8) Appearance: Appearing as the unusual admixture of cephalopod and jellyfish, these odd living breathing apparatus recall the works of Drow Flesh-smiths, though the slow blinks of their many eyes and the playful waves they exhibit when sated certainly do not match the temperament of those warped and tormented beasts. Ability: Grant the user the Amphibious Universal Monster Rule. It cannot be dispelled and is not affected by the anti-magic fields
Documents
Nemiziah Sparn's Exploration Journal
Map of Longacre and its Surroundings
Map of Augustana
Map of Almas
Map of Cassomir
Writ of Free Trade from Court of Blood in Zirnakaynin
Sirim's Collection:
Demon Summoner's Spellbook
The Thousand Faces of Arad Lili (Book of Occult Rituals)
Stained and... furry formula book, no one can tell why it's grown a coat of fur, but it is apparently most similar to bear's pelt.
Dero Research Notes, mostly insane ramblings pitted here and there with morsel of brilliance
Arcane Curiosities
1,000 gp worth of Demon Hide, Bones, and Horns
1x Inner Circle Greatsword of the Knights of Ozem (Currently serves as a +2 Greatsword)
3 lbs of Throneglass
Trade Goods
N/A
Valuables
N/A
Coin
Total: 849.241 gp
51.500 gp, held in Bags of Holding
797.741 gp deposited with the Bank of Abadar (5x Magical keys linked to 1/5th of the deposit)
Adhoc vote count started by DragonParadox on Jan 5, 2025 at 11:27 AM, finished with 18 posts and 6 votes.
[X] Approach Eshe to try to buy the spell scrolls, but only after all of our other preparations have been made and we are ready to depart. Kori will attempt a Divination to get an understanding of how she will respond to our arrival. -[X] Under our assumed guises, but we will drop them once we are in her shop and have verified there are no others nearby to notice. Sirim's Draconic Ally will keep watch on the exterior to let us know if anyone is approaching so that we can restore our disguises if necessary. -[X] We will examine the location before entering, searching for wards, such as Teleport Trap or Forbiddance, and other effects which could prove problematic and change our plans accordingly based on what we learn. -[X] Pepper will be hiding in Mina's Handy Haversack with two Deeper Darkness pebbles, ready to drop them off at a moment's notice, while Mina uses Dimension Door to teleport us to safety.
[x] Approach Eshe to try to buy the spell scrolls, but only after all of our other preparations have been made and we are ready to depart. -[x] Under our assumed guises, but we will drop them once we are in her shop and have verified there are no others nearby to notice.
A dozen voices rise in boasts and arguments, the clink of arcane instruments from Absalom to the clang of Varisian glasswork, there's plenty to be bought and sold yet in Fleet, but what your company is after is most particular. She had fixed the door at least... you think, noting the unfamiliar runes marking the lintel, the thickness of the threshold, blue granite that must have been dragged here from hundreds of miles for arcane purposes. At first you had reasoned that Sirim should linger and keep watch, both for any who might meddle in the trade and in case of a poor reaction from the arch-lord. Mina had proposed 'arch-lady,' though apparently the Nexian dialect of Osiriani preserves the term as male in all cases due to the original arch-lords all being men.
Thoughts of etymology do not last long as Sirim motions to a rain gutter high up above the tea-shop across the way. At first it just seems the shadow of a weathervane moves then, seemingly gaining couture and substance the more you look at it. Lithe it is, like smoke, and yet sharp-edged as though it alone is cast by the light of a single wavering candle, seeming to slip in and out of existence as the shadows around it move, though the experience of many battles tell you not to doubt the substance of those dagger-sharp claws.
"Behold, our watcher."
"Dragon?" Gorok asks, though he sounds unsure of the prospect, less at its strange guise perhaps and more at the notion that a dragon would deign to play guard duty because your friend wishes it.
"More like the dream of one, or perhaps a nightmare. Dragons claim to be the first mortal creatures given breath upon this plane. Whether that be true or not it cannot be denied that they are ancient and long in dreams of mortal man. Some of the insights I gained at the temple of Abadar allowed me to summon this one as more than simply shape or a puppet to my will."
"What do you mean some of the insights? Does it have a soul or not?" you ask, fighting the urge to look up for a wrathful draconic parent looking to free their get from bingings. The watcher, while impressive, is only about seven feet at its greatest extent.
"Were I a touch younger I would leave that question with a 'yes'." Even for you, having known him this long, it is difficult to read the shade's alien mannerisms, but in this case you are reasonably confident the slow blink of ember-eyes is a wink. "Alas that time has robbed me of the simple pleasures of a young wizard. It has the semblance of a soul derived from my own and thus perfectly loyal. True, it requires a sacrifice, but I will hardly miss my capacity for avarition. There are far more precious things than gold to be found and treasured."
"You broke your soul again?" Mina's scandalized question earns a giggle from Cob, but you do not miss the worry in her eyes.
In response Sirim muses slowly: "Come now, do you think I will miss the urge to pinch pennies? Why now that I think of it, wouldn't Desna approve of excising that part of myself? That and a quarter thousand golden sails."
"By being more generous, not soul surgery!" she exclaims. "Gorok tell him..." the iruxi looks intrigued, most likely weighing the worth of this new and unexpected asset to the Ghosts.
She then turns to you, almost pleading. "Kori?"
[] You do not see the problem, seems to have worked fine
[] Sugest that Sirim consult with the rest of the party before he does more soul surgery
[] Write in
OOC: The reason I did not do the draconic ally last update is because this conversation would not fit with all the rest. Enjoy.
@DragonParadox, since the spell is cast using Shadow Conjuration, there shouldn't be a material component cost. It would only cost 250 gold if he used the legit Conjuration version of the spell. Only needs a standard action to cast, too, rather than 10 minutes.
This seems like a bigger character moment for Sirim than might be obvious at first glance. He had to rely on himself for so long in Nidal, never being able to trust anyone else with his plans to escape from that shit hole. Things have changed, however, and he has trustworthy and capable friends to help, and maybe talk him out of doing reckless stuff.
[X] Suggest that Sirim consult with the rest of the party before he does more soul surgery
-[X] "It's your soul to tamper with as you please, but you have friends who you can rely on now. You're not in Nidal any longer, and there is no need to go it alone.
--[X] "And it would perhaps be advisable to have us present so we can provide assistance the next time you make an alteration, assuming you ever feel the need to make additional changes. The magic we have at our disposal can improve the likelihood of your success and help to fix anything that goes wrong."
@DragonParadox, since the spell is cast using Shadow Conjuration, there shouldn't be a material component cost. It would only cost 250 gold if he used the legit Conjuration version of the spell. Only needs a standard action to cast, too, rather than 10 minutes.
That's just how the Illusion (Shadow) spells have always been. They don't use material components and are cast as a standard action, regardless of the regular versions of the spells.
It's part of the trade-off for using higher spell slots, being vulnerable to disbelief, and so on. Sirim's Draconic Ally, for example, only has 4 HP.
That's just how the Illusion (Shadow) spells have always been. They don't use material components and are cast as a standard action, regardless of the regular versions of the spells.
It's part of the trade-off for using higher spell slots, being vulnerable to disbelief, and so on. Sirim's Draconic Ally, for example, only has 4 HP.
Yeah, it's very fragile. A single hit from pretty much anything could pop it like a balloon.
The only way his Draconic Ally is likely to see combat is if we're surprised or it's poking it's head out of a Handy Haversack to use its breath weapon before ducking back in for safety.
Yeah, it's very fragile. A single hit from pretty much anything could pop it like a balloon.
The only way his Draconic Ally is likely to see combat is if we're surprised or it's poking it's head out of a Handy Haversack to use its breath weapon before ducking back in for safety.
I am going to say he would have to pay for it the first time just because it's thematic and he did get a custom spell, this is the cost of splitting his soul... again. After that is it free.