What to say about March, we have a very peculiar Dutch saying; 'March stirring its tail' meaning that you can expect all temperatures and weather types this Month. It should be spring-ish, but instead, we currently are dealing with hail, snow, and freezing cold.
It's weather to stay inside, grab your laptop and..... start nominating!!!! Hopefully, lots of great posts will be written and/or already have been written, show them, share them, put it in the spotlight.
Remember: please only nominate ONE post and only provide ONE reference/link to the excellent awesome post.
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Rime of the Frostmaiden | What Can Good Girls Do for the Devil?
Nothing Ever Happens in the North | Coppernight Hold | Gates of Paradise
Anya | Mercy | Jane | Bingle | Josie | Strip-the-Willow | The Bwbach
The Amazing RPG Race | Exquisite Corpse
Last edited by lostcheerio; Mar 8th, 2023 at 10:35 PM.
Player: ElderOblex Game: Tales from the Fen: Red Claw (Crimson Claw Team) System: Dnd5e GM: The fool who didn't think naming conventions through for his game; Retry Post: > LINK <
Context: We're at the very end of a Lv10 one-shot. The group has infiltrated a dragon-run beer distillery and have actually started an impromptu corporate take-over. Each of them claiming or earning their own titles along the way. I have encouraged off-the-wall antics from them as they moved through the place. They are now fighting the dragon and still mixing in silly moves to entertaining effects.
Reason: I originally was going to nominate Yoshimi as well for a lovely song named "Countercharm Rocks," but lostcheerio beat me to the punch to nominate them
LUCKILY, ElderOblex provided such a left-field post also housing his own song and playing haunting pipes in the heart of a volcano while fighting a dragon. His character, Uzza, is the smartest person you'd ever meet. However he has a unique way about him that only adds to his charm, take a look below and see what I mean!
Quote:
Originally Posted by ElderOblex
"AS CHIEF INNOVATIVE ARTIFICIATION OFFICER", Uzza continued in his statement for the weasel who by now fell into the dizzyingly hot soup with a soft plop. "UZZA HEREBY DECLARE YOU OFFICIALLY FIRED."
His attention - which somehow missed the fact that he had needed to concentrate on the Fire Protection Spell he had cast a few moments ago on Ace, which was now no longer active; sorry Ace! - then turned to the quickly deflating draco-loon, and the real red one that had just materialized from invisibility. The sight of such a draconian reptile that spewed flames from its toothy maw would’ve intimidated the weakest kobold or human of course, but not Uzza. Not his friends. Thanks to Stew’s Countercharm rocks, their resolve stood solid as… granite. "HEHE. SMART TO HAVE PROXY, DUMB TO HAVE BALLOON PROXY. UZZA SCORE YOU 6/10. NAUGHTY BOY!"
Shearlucc went toe to toe with the dragon, keeping him busy. Stew was exhilirated, from what Uzza could tell. He even commands Beavis the barrel to engage, and digs into another cittern solo. This inspired Uzza to add a tune of his own.
Before he could do that though, the dragon suddenly flapped its oversized wings, knocking Uzza on one knee and humbling him some. "HEH," the goliath mused, "TUCK NOT GOING DOWN WITHOUT FIGHT! GOOD!"
Maintaining the weave of his web spell - for contrary to popular opinions, this CIAO’s mental fortitude was prodigious - Uzza was suddenly de-materializes from the small island then re-appears at the central platform, specifically at the head of the upright dragon emblem on the floorthirty feet away. He then strolls west, making sure that the half-dragon-half-mediocre archer was in hearing of his tsuur, which he had just now taken out from a skirt pocket. Uzza started to play haunting, discordant, almost jarring melody, subtle and barely noticeable from the thrum of the lava and the sounds of battle; but it was there. And those who had ears to hear, heard it. From time to time Uzza would pause, to belt out the words; it was almost a chant, coming from his prodigious, thick-veined throat, guttural and ululating.
"WHAT DO DRAGONS FEAR?
NOT SWORD, NOT BOW, NOT SPEAR;
THEY RAIN FIRE FROM THE SKIES;
NO FEAR IN THEIR EYES.
BUT THIS ONE DRAGON HERE,
ONE DRAGON WAS NO MERE
REPTILE, HOARDIN’ COIN ALL YEAR;
NOOOO. BOY STARTS BREWIN’ BEER!
BUT BIG BOY MADE IT CLEAR,
BUSINESS NOT HIS SPECIAL BREW;
NOW THE FEARED ONE WILL FEAR,
WHEN HE UP AGAINST STEW AN’ CREW!!!"
What do dragons fear, truly? Or half-dragons, for that matter? Uzza’s song that came from a magical musical instrument, less versatile than Stew's but just as potent, was inexorably begging for an answer.
Turn Summary Saves: Uzza failed his Dex save and took the bludgeoning damage, but maintained concentration Bonus Action: Misty Step Movement: get up, Misty Step, move 10' west so both Tuck and Half-D are in 30' of Pipes Action: Activate Expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours.Pipes of Haunting, Tuck and Half-Daddy need to make DC15 Wis save or be frightened of Uzza; friends are exempt
More Movement: Additional (object interact, reaction): drop wand after movement; draw Pipes of Haunting Current effects/status: Conc on Web, 1hr. - ; w/ Mote of PotentialBardic Inspiration from Stew
Oola's Movement: - Oola's Action: -
UZZA HP: 78/from 77, thanks to Level 5 Aid97 | Armor Class:w/ shield21 | Saves: Str +1 ; Dex +3; Con +8; Int +10; Wis +4; Cha +1 Senses: Passive Perception 17 (+7); Passive investigation 15 (+5) | Move: 30' | Conditions: (None)
Default melee:+9 to hit, 1d8+5 bludgeoning- (+extra attack) | Default ranged attack:-Acid Splash/Thorn Whip Expendables:Gain fly speed equal to walk speed, up to 4 hours per day, divided as I like.Winged boots 4/4 hrs | When Uzza or another creature he can see within 30 feet of him makes an ability check or a saving throw, he can add his reaction to add his Intelligence modifier to the roll. Flash of Genius: 2/5 LR | Passives:...Feat: 1) +1 WIS 2) Can cast Misty Step 0/1 LR and Gift of Alacrity 1/1 LRFey-Touched | With 10 minutes, I can turn my existing tools into any type of artisan tools.Right tool for the job | Armor is infused. +1 ACEnhanced defense | Have 8 infusions, may infuse up to 4 items at once. Armor is Enhanced Defense. 2/4 Replicate Magic Items attunedInfuse item | Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8+1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8+1d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).Eldritch Cannon | - The cannon's damage rolls all increase by 1d8.
- As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.Explosive Cannon
Player: Alemar Game: The Closing Calamity in the Crags System: D&D 5e GM: Drachenspirit Post:Link
Context: Isabella tries to open up to a replacement, after half of her Adventuring Party were killed in a Dungeon.
Reason: The RP of this short scene is very powerful in my opinion; as Isabella tries to warn Remy, a new Replacement Character, about the dangers of joining their group. Not only does she give a brief glimpse of mournful appreciation to the characters that had previously fallen, she also references been nearly killed herself in an earlier post. Which had left her soul floating in the Astral Sea as it tried to pass to "The Hunting Grounds" her version of the Elysian Fields. And how at being brought back from the precipice, now a physical chill lingered in her body that she had begun to try and self-medicate with Alcohol to cope with.
Isabella had returned early in the afternoon with her new armor, so had a little time to kill before the group was to leave in the morning. She spent most of her time in her room; writing letters to her parents, and a few friends back home. When her stomach finally told her it was time to go back downstairs for some food, she was surprised to see Remy there as well. Deciding to be nice, she wandered up to catch a seat next to the strange halfling, and break the ice a little more.
"Hey there newbie... Seems just like yesterday I was right there in your shoes. The "new girl" on the team. Scared about fitting in, scared about whether or not I'd have the skills required to help a bunch of cold blooded killers get their mark... We started with seven? I think? Now there's only three of us left! That should tell you about the line of work you just signed up for."
Isabella motioned for a drink from Sevillia, she never used to handle hard liquor before... But now? She noticed she had started to almost crave it. Floating in the Astral sea had left a chill in her bones that the burning liquid relieved, at least for a time, and it helped with masking the faces of 'the others' as well. "The Others, Gres with his silly little pig-nose, and absolute dedication to his one eyed God, Grit with that obnoxious "Yaaargh" warcry, Den and the countless tips on the proper way to hold a crossbow. I don't even USE a crossbow" Isabella gave a heavy-hearted laugh as her mind continued to wander back over the adventures. "Then, there was Barbardos, and the story of his missing friends... We found him naked, strapped to a table in that place. Then he just... disappeared one night." Her voice caught in her throat as she went over the list. She never thought she'd miss seeing those people, she hadn't even really gotten to know them. But it felt almost like she was obligated to mourn them now... If she didn't feel for them, who would?
"...Everybody deserves to have somebody miss them, you know?" She absentmindedly asked Remy, not even really paying attention to his answer. 'Will I have to mourn for you too?' She wondered as she looked into his eyes 'Or will it be you, telling the next hapless Sods all about the once carefree girl who took you under her wing. Only to fall a few days later in front of your eyes? The cycle shall continue, as only it can I suppose...'
"I'm sorry... this wasn't supposed to be a downer conversation. So, Tell me more about yourself... these card flippers, that's like a trick where you can find the hidden aces, or cause the cards to go flying in all different directions right?"
Before long, Isabella had fed well, joked and talked with their new Cleric, and returned to her room. She was not exactly feeling better, but she knew she would eventually... She just had to live long enough for the pain to go away. Hopefully this next mission would replace some of the bad memories, with happier ones. The next morning, a quiet knock on her door roused the young Huntress from her bed. And soon enough she was dressed, and waiting in the stables as the others arrived to begin the next leg of their journey.
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We will break away Together... I'll be the Shadow, You'll be the Light. Nothing ever lasts Forever... We will go softly into the Night.
Player: MoldyNolds Game: Denizens of Dread: The Witch-Finder Chronicles System: D&D 5e GM: DaniLore Post:Here
Context: Denizens of Dread is a homebrew exploration game set in Ravenloft; and, despite the heavy themes the setting can invoke, my Ravens never cease to surprise me with their creativity and devotion to the story. Often I am blown away by the thought and effort they've put into bringing their characters to life. Though we've lost a few players and gained new friends since we began in October 2022, for a first-time GM I feel very fortunate to have such a tight-knit group that love to world-build as much as I do. MoldyNolds is one of our newer additions and has really been a good sport about being at the mercy of a devious villain. MoldyNold's character, Haas, joined the group on the manhunt for a lost NPC. The search brought them to an old ruin, the site of a cursed Fane of power, where they stumbled across a mage named Firan, who appeared to be in the middle of some kind of black ritual. Leading up to this scene, in an attempt to learn more about their potential enemy, Haas tried to sneak up behind Firan but was himself blindsided and caught under a powerful enchantment. Frankly, Firan is a high-level spellcaster with access to Dominate Monster. With his willpower broken and his mind regressed to that of a rat, Haas was paraded as a hostage in front of the rest of the group in an effort to force at least one of them to participate in the ritual—as a pinch of blood is all Firan supposedly needs. As you can imagine, the group chose the path of resistance, leaving poor Haas as Firan's last resort. The dark mage left Haas with some grisly instructions should negotiations turn violent, as they certainly did, which culminates with simply superb roleplaying from Haas' perspective.
Reason: It's not easy surrendering control of your character to the GM, knowing full well they are in dire straights. Yet, Moldy has been nothing but a team player which is a quality that should be recognized. It would be just as feasible to question the GM as to why they were singled out or why such a high-level villain crossed their path in the first place, but I think his post best emphasizes the fact that some of the most memorable moments are built on mutual trust. Also, although the penalty of failing his WIS Save was given to him in advance, MoldyNolds turned what was otherwise a cut-and-dry consequence into a gut-wrenching moment of personal crisis that I believe speaks for itself as to why it deserves a nomination.
Haas could see it all from his mind's eye. Nikol and Gold-Skull bickering over wells and blood. Stefan, never far from Nikol. Those two... closer than the others. Never thought I'd see such intimacy again. The arrival of the others; shielded red-head, blooded paladin, silent mist-eyes... everyone except the dry-witted pistoleer. A number of them spoke up in defense of Haas and demanded his release. It was... surprising. It evoked a feeling from within the hunter that struck him sideways. Unexpected and unfamiliar, he had a hard time even defining it. However, having been shunted into a dark corner of his mind, he was coincidentally within arm's reach of the unexpected and unfamiliar. Camaraderie. The willingness to act on someone else's behalf. These people were strangers by all rights, they hadn't known Haas long enough to break bread with him and yet here they were, standing against an arcanist of unknown but significant danger. The emotion was too much to process, would have been too much even if he weren't mentally manipulated.
And then an owl became a woman.
Many of the others seemed shocked, though Haas had encountered a changeling or two during his time in the Gravelands. If this particular one was recognized by the others, her identity meant nothing to Haas. What did catch his attention was her hatred for the doodads hanging from the trees. Hnn... Had a feeling about those things. He made a mental note to crush the rest just as soon as he was freed from this hellish psychic restraint.
His body moved against his will once more. It was a maddening, infuriating sensation, like an burning rash flushing your entire body. Bugs crawling all over your skin... itching... biting... burning... drowning... He stood over the altar now, his master's mental command ringing in his ears, the words deafening, nearly shutting out all other sensation. Rodent-Haas gripped the dais with his entire body, every muscle and every joint straining against the stone to fulfill the command as wholly and completely as possible.
And then Nikol did something that sent ice through Haas' veins.
Gold-Skull wasn't truly in pain, was he? It didn't count if he savored the pain, did it? It was just a simple pinned arm. An inconsequential hand around the throat. The hunter scrambled desperately, pleading with his other self. The self that was firmly and undeniably in the grip of Gold-Skull. No... NO! That did NOT fulfill his requirements. You don't need to do this! A twitch of the neck and both Haas' watched a knife flit past their vision. There! Stefan just attacked us! You need to defend yourself, don't you? Go after that foolish knife-thrower! He begged with himself, looking for any kind of loop-hole to bypass what he knew was coming next.
Hunched over the alter, Haas watched his white-knuckled right hand release its death grip from the altar.
You. Don't. Have. To. Do this!
His hand raised up towards his face.
No, please... don't... DO NOT!
Haas opened his mouth and inserted his first digit.
No. No. Nonononono--
And Haas bit down. WIS Save: 17. Failed!
Haas suffers 1 point of damage.His incisors pierced through his own flesh. Blood filled his mouth. His own blood. Haas had tasted blood before, of course. He had eaten his share of wriggling critters in order to survive, but this was something different. The warm, metallic liquid tinged against his tongue and like a lightning bolt he could inherently sense... power. There was power there in his own life force, untapped. Calling out to him. Eager to be made manifest.
But that epiphany was forced aside in the wake of the ocean of pain washing over him. His jaws crunched down. Past skin and muscle. Past the tendons and cartilage that connected finger bone to knuckle. Each jaw was possessed by supernatural will to meet each other, finger be damned.
Haas, the Haas that remained himself shuttered up in his tiny mind prison, felt sick to his psychic stomach. He wasn't sure if he wanted to wretch or savor the flavor. What he really wanted was to force Gold-Skull to endure what he had just endured, except with each and every finger on both hands. Slowly. Excruciatingly.
Of course he did none of these things, because Rodent-Haas was still calling the shots. So he simply watched from his tiny window as blood fell in a steady stream from both his mouth and his now-four-fingered hand...
Straight into the emerald basin topping the dais...
Context: After a day of forestry, flirtation, evicting animals, and accidental poisoning, Krow Munday attempts to sleep so he can set off with everyone to the nearby town the next morning. Unfortunately, it's hard to get much sleep with that much on his mind.
Reason: Okay, so I have a fondness for using bits of everyday routine that might otherwise be glossed over to reveal character, and Strangemund does that so much and so well here. The first section adroitly sums up where things left off in the previous thread, giving us insight into Krow's complicated feelings about all of that and how it affects his ability to rest. Then, with a delicious bit of irony in Krow's attempt at optimism, Strangemund segues to the current day, where Krow shows the effects of poor sleep in a variety of ways. I particularly like the vivid detail in that first paragraph of the second section, evocatively conveying just how very tired Krow is after a sleepless night, punctuated by the wave and back popping. I'm sure absolutely nothing bad is going to happen as a result of Krow trying to operate under such little sleep.
Sleep was a fool’s errand for Krow Munday last night. Nunya knows he tried to catch a wink– a handful of zzz’s for the Big Day in Husherman’s Hill that all were excited for– but he just couldn’t pull it off. Too much was on his mind that night. Excitement that he done ‘made it’ somewhere cozy, somewhere that wasn’t a cesspool for crime and unwelcomed mischief. He hadn’t been here but a day, but it felt like a home. Or at least a start of one. And the folks didn’t seem to mind him too much, even if he was still reeling with guilt over how he tricked poor Edward.
Krow Munday watched from his bunk on how the little feller was doing that night. Praying for that first start of twilight that Edward wouldn’t be tossing and turning from possum-laden nightmares. Didn’t seem the case. Probably because the old cat Krow Munday seen wandering around the farm had decided to use Edward as a pillow for the night, rumbling up a storm on his softly heaving chest. Which was not a lonesome in the bunkhouse, as just about everybody fell into that deep, good sleep.
Except him, and his wandering mind, which switched gears over and over again in the passing hours. That excitement bleeding into fear, then into curiosity about Husherman’s Hill and its many sites and its many more people, then… quiet embarrassment about all the dumb stuff he said to Variel just before they called it a night at the farm.
’I can’t believe I told them they could throw me around and tie me up…’ groaned Krow Munday softly, pulling his pillow over his face to smother the shame out. ’Maybe if I am lucky, they’ll have forgotten all that nonsense by tomorrow.’ Yeah. Yeah! By tomorrow, everything outta be running a bit more smoother for Krow Munday, surely.
–
Krow Munday walked out of the bunkhouse looking like death. Where his squinty eyes once laid were deep dark circles that hung heavy over his weary face. One would almost think he’d burst into fire and ash the moment that bright morning light touched his haunted face, but Krow Munday just grunted, stretching as he met up with the others, worn out long before their journey began.
,,,and feeling woefully out-of-place at the sea of bushy-eyed, sunshine faces that seemed to greet him just everywhere he looked.
He gave a weak wave, holding his back as he gave it one good hard twist to make it pop back into place. His long peppered hair just hung loosely around his squared jaw and face. Krow Munday choosing for whatever reason to wear it like a mop today. That leather band he buried from Variel nowhere to be found. "Grnt. Mornin’ all. I see you are all feelin’ peppy this day. They say only good things come from greetin’ the day with a smile and a beamin’ spirit." He let out a sleepy yawn. "I wish I coulda done the same, but shoot, I couldn’t catch me a wink if it had fallen right in my hands."
Talk of getting a cart and hitching Kevin the…Not-Cow-But-Maybe sounded all swell to him. He gave Usu a thumb’s up. "Sounds swell to me. Guessin’ since Edward is, uh, fetchin’ the horse, I outta make myself useful and fetch Kevin. He’s one of the friendly ones, right?" Poor sleepy Krow Munday did not stick around to find out, which he should have given the fact that they had yet to discover the shape of the farm cart. No, his brain was like that golem they done dug up from the mine. Completely autopilot, and eager to please, even if it meant not quite thinking everything through.
Player Battlechaser Game: The Knick Knacks of Doom: Fated Children System: Pathfinder GM: DraconigenaArma Post:#57
Context: Trapped in a tournament hosted by the gods to choose members for their pet non-ecclesiastical gangs, the heroes are confronted with a series of physical and mental challenges meant to weed out the week and prepare only the most capable for the actual battle royal. The tests are grueling, and to all but the most powerful of characters, seemingly impossible feats. In this particular example the players are asked to break various objects of increasingly insane break DCs, and the punishment for failure is not just losing points in the contest but ever increasingly dangerous amounts of physical damage.
Reason: Epic characters don't tend to fail a lot, and while Eurydice does not necessarily fail in this post, she doesn't succeed with the ease an epic level, and freshly demigodded, has grown accustomed to when confronted with challenges. Raw strength is not this bard's forte, and so this round was particularly difficult for her (as the contestants were strictly prohibited from breaking the objects with anything but physical strikes.) The way Battlechaser was able to describe the difficulty of what was otherwise a "roll five dice and move on" style obstacle is one of my favorite parts of BC's writing ability. Doubly so with the way social competition and rivalry with an NPC was worked in to increase the in-world-realness of the PC's actions. Bonus feature, the beginning of the post is exposition on how Eurydice spent the night before the first day of the tournament, and the morning of, which was a pleasure to read.
Quote:
Originally Posted by Battlechaser
After their talk Eurydice decided Alloran was a slippery piece of **** that could only be trusted as far as she could throw him. In other words, not at all. Especially with his clunky armor. Why do some men feel the need to compensate their micro- She smiled. personalities? So unlike Orpheus who virtually oozed righteous confidence. A well-known hurt blossomed in her heart. Her easy demeanor stilled as she let the familiar feeling carry her back to better times. Looking at her companions, her friends and the fact that they were about to compete for the favor of the gods, the bard corrected herself. Simpler times."If you’ll excuse, I’ll retire for the night." Eurydice said as she got up.
After a night plagued with dreams, both joyous and monstrous, she expected to feel like a trainwreck, but ever since they defeated Mephistopheles her vigor had increased immensely. So fresh as a daisy, the bard sang under the shower. It was a song that reflected both her hope and her troubled past. The breakfast was wonderful and heartening and the walk to the arena only served to heighten her anticipation. "I wonder what the day has in store for us." Eurydice stated as they entered the tournament box and looked out over the amphitheater.
She was a bit disappointed that the first test was a mere test of strength, somehow she had expected something more … elaborate. Sure, she could easily find the right note to break the items, but this was definitely not her forte. Pointing at the breakables, Eurydice said. "I can easily break the board and mayhap the door, but for the rest I need help. Is there something that you can do?"
As Jarmuld worked his primal magic, the lithe half-elf felt energy coursing through her veins. Closing her eyes Eurydice tried to focus on the feeling and then it was gone. As she opened her eyes again, she found herself literally looking down on the others. "Thank you. This will make it easier." And help it did. The board snapped as easily as a toothpick the door flew several meters backwards and the bard recreated Ode an die Freude with the chain’s whistles before it shattered into several pieces. Yet, she should have know it was too easy. The damned sturdy chest resisted every kick, uppercut, slam and anger Eurydice threw at it.
As the young woman admitted defeated pain lanced through her essence making her nerves feel like she was on fire. Gasping the bard tried to clear her head as aides rushed in to open the chest. One of them frowned at the contents and an enormous hand appeared that took a block of stone of the chest and deposited it at Eurydice’s feet. "How the hell am I going to break that?" She muttered. "I have to do this." The bard knew she had to try or be disqualified. The initial pain was slowly abating as her body had started to mend itself, so Eurydice bent her knees with a straight back and gripped the block. "You can do it." With all her might the Half-elf heaved and succeeded in lifting the stone several inches. Her hands had started to sweat, making her grip slippery and she could feel the block sliding away, first slowly, then inexorably till it landed on the ground with a dull thud. Once again fire seared her body, only this time it left visible gashes on her limbs as the malignant energy sought to escape the confines of her flesh. Eurydice gasped and staggered, but she refused to sit down, refused to give that smug son of a bitch Alloran the satisfaction of her weakness.
Eurydice
Half-elf bard 20(dirge bard, sound striker)VMC Juju Oracle -Zealot 5 (discordant crusader)
Mythic Marshal
Demigod (DvR 0)
NG; M humanoid (human and elf subtype) + fey
Init: + 6
Senses: lowlight vision, dark vision 60 ft, Perception +38, constant see invisibility
Stats: STR 22, DEX 23, CON 25, INT 25, WIS 24, CHA 42
Defense
AC: 34, Touch: 21, FF: 28
CMD 37
HP: 336/336
F/R/W: 22/24/28
SR: 27
DR: 10/cold iron
Immunity mind-affecting spells and effects, sustained without air
DvR 0: immortal, no longer age, no eat, sleep, breathe, spell resistance 20, regeneration (divine) 1, immune: polymorph, petrification, hostile form-changing, energy drain, ability drain, ability damage, mind-affecting, disease, poison, sleep, paralysis, stunning, death effects, disintegration, divine weapons,
Salient ability: speak with everything.
Regenerate 1HP/10 minutes
+4 ST fear, energy drain, death effects, necromantic effects
-2 to concentration checks Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.Hard to kill You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.Surge +1d6
Offense
Speed 40ft/60 ft fly, ignore difficult terrain
Mythic power 5/5
Melee: Ghost touch rod of subtle menace, 27/22/17/12, 1D6+7, x2
Space 5ft Reach 5ft
Ranged: Ghost touch composite short bow + 5, Tuned bowstring, 31/26/21/16, 1D6+3, X3, 70 ft
Wordstrike (Su): 1d4+20 sonic damaga, half to living beings. costs 1 round of performance
Weird words (Su): +27, RTA, 30ft, 4d6+16 sonic damage, up to 5 words, up to 5 targets, standard action, 1 round of performance per word.
Sun’s gleam: as part of strike, +26 RTA, 75 ft, 1d6+15 force damage + effects strike
Command undead 19/19, will save 36, Range 30ft, max 20 HD
Scare'm shitless: use perform in place of intimidate with +10 bonus. ST against fear effect created by her made with -5 penalty, can intimidate animals and vermin, always count as larger as your opponent for intimidating
Can affect undead with mind affecting spells and performances
Intimidating performance: When starting performance as swift action, DC:10+HD+WISdemoralize all foes within 30 FT with perform check (+57). Effects of signature skill intimidate As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn’t count toward the ally’s actions on its turn.Decisive strike
Zealot abilities
Burning contemplation
compartimentalized aid
zeal +2
conviction
martyrdom 3
commitment
telepathy
collective
echos of steel
grey aura
paired weapons
power points 34/34
Bardic performances
started as a swift, maintained as a free action (unless noted otherwise)
if fire arrow: don't expend performance round
Persist for 2 rounds after stopping perform
Maintain 3 at a time: self, virtuoso performance, shadow bard
Performance rounds: 93/93
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.Countersong:
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.Distraction
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.Fascinate range 90 ft, up to 7 creatures, will save DC 38 negates. If negated immune for 24 hours. If ST failed: - 4 made to skill checks as reaction. Threat grants new ST.
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.Inspire courage: +5 morale ST charm and fear, competence attack and damage rolls. With dervish sikke and mythic ability: +6 to all ST, +6 to attack and damage
A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.Dirge of Doom: Range 30 ft, only shaken.
At 10th level, a dirge bard can use his bardic performance to cause dead bones or bodies to rise up and move or fight at his command. This ability functions like animate dead, but the created skeletons or zombies remain fully animate only as long as the dirge bard continues the performance. Once it stops, any created undead collapse into carrion. Bodies or bones cannot be animated more than once using this ability. Unlike animate dead, dance of the dead requires no components and does not have the evil descriptor.Dance of the Dead: 50 HD reanimated per casting. Up to 100 HD of creatures reanimated as long as you play. skeletons, zombies, exoskeletons. CL 25, juju: 150 HD controlled. Zombies and juju max HP. - CR+1: doubling of HD
- CR +2: tripling of HD
- CR +3: quadrupling of HDMore HD if CR +1. Mythic: +1 CL
A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.Inspire greatness: target: herself and up to four allies. 2d10 bonus hit dice, temp hit points, +2 competence attack rolls, +1 competence fortitude saves.
A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.Soothing performance Heals 3d8+25 HP on up to 25 targets. Remove fatigued, sickened, shaken. Requires 4 rounds continuous performance.
A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 38) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.Frightening tune Will save DC 35 or flee for as long as they hear the bard play.
A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.Inspire heroics target: up to 3 (she counts as a target), +4 morale ST, +4 dodge AC
This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.Mass Suggestion standard action, will save dc 38, any number of fascinated creatures
Deafening song: as part of a bardic performance deafen creatures in 30ft burst centered on you. Fort DC 38 negates. Deaf as long as you perform + 1d4 rounds. exclude as many creatures as you want.
Bardic Masterpieces
Will save DC 38 unless otherwise noted
Banshee's requiem: Start 1 full round action, maintain free, cost: 3 performances rounds per round, effect: all living creatures within 30 ft gain 2 negative levels unless Fort save DC 38, death and sonic effect.
Battle Song of The People's revolt: start swift action, maintain free, cost: 1 round of performance per round, effect: allies within 30 ft gain Ensemble (up to 4 allies can aid you with perform check), extended by lingering performance
Clamor of the Heavens: start 3 full rounds, maintain free, cost: 3 performance rounds + 1 round per round, effect: evil creatures that hear performance and fail save are blinded and deafened (if save successful: shaken), undead and creatures with evil subtype are stunned, (if saved: staggered)
Dirge of the torn sail start with swift action, maintain free, cost 1 round/round, all creatures within 30 ft save or flee, extended by lingering performance
Life budding in salted earth: start as swift, maintain as free, cost: 1 round/round and increase fast healing by 1 for 1 extra round to round (max 10), all allies within 30ft gain fast healing 1
Symphony of the dark prince: start as swift, maintain as free, cost 1 round/round, effect: reverse gravity 1 creature
Wildsoul aria: Start 3 full rounds, cost: 10 performance rounds (20 to affect 6 creatures), Fort save DC 38, effect: 1 creature beast shape I or baleful polymorph. Or 6 creatures beast shape II
Spells/SLA
Caster level 25
SLA: read magic at will
Spells per day
Cantrips: at will, DC 26
Level 1: 9, DC 27
Level 2: 9, DC 28
Level 3:9, DC 29
Level 4: 8, DC 30
Level 5: 8, DC 31
Level 6: 8, DC 32
Tome of influence and leadership
Ioun, normal pearlescent
Ioun, normal orange
Ioun, normal pearly white
Ioun, iridescent,
Ring of protection + 5,
Ring of spell knowledge III (resist energy)
Gloves of swimming and climbing
Dervish sikke
Rod of metamagic, lesser extend
Rod of subtle menace
Belt of physical perfection +4
Eyes of the eagle
Headband of of mental superiority+ 6 (skills heal, disguise, survival)
page of spell knowledge (1-6)(deja vu, heroism, bit of luck, mass charm person, mind fog, waves of ecstasy)
voidstick
Bracers of armor +8,
Robe of the fairie queen
Bag of endless holding
Tuned bowstring
Composite shortbow +5
Boots of the elven spirit
Wand of restoration 50/50
Free: rolls
Board: 21, succes
Door: 24, succes
Chain: 28, succes
Chest: 14, failure
Stone: 19, failure
Swift:
Move:
Standard: take 23 damage from chest and 40 damage from stone (DR 10/cold iron)