Plays the big strong Fighter. Summonable weapon, does a ton of damage. Currently a mountain of muscle and man-meat.
Plays a Spell To Power Erudite, with Divine accessible as well. Recharges power points. Currently a herm with a full set of both.
MC. An immortal and invisible sneak with all the spells, all the time, much faster than they should be. Currently an outrageously proportioned woman.
The DM. As of Chapter 8, seems unchanged from his geeky self. An overweight, slightly balding man.
Girlfriend of Carl. We meet her in Chapter 11.
Lady running the brand-new lingerie store at the mall. Black hair, spiderweb tattoo, curious nose piercing.
Consists of the following spells, all applied with Fleeting Spell (adds the dismiss able tag) if the spell in question isn't already dismissable, and Invisible Spell (removes all visible effects of the spell)
Death Ward: Protects from negative levels and negative energy effects.
Freedom of Movement: Prevents most forms of restraining. Simple walls and doors still work, but can't be grabbed, stuck in netting, et cetera.
Energy Immunity: Five copies, one for each variety of energy it can do: Fire, cold, acid, electricity, and Sonic. Does what it says on the tin.
Life Bubble: Permanently surrounded by a shell of clean, fresh air. Also helps keep the temperature comfortable, and prevents pressure (up or down) from being a problem.
Delay Disease: Suspends any diseases the subject has or may catch. Effectively makes them immune to all diseases, but if I ever dismiss it, they may have a problem.
Delay Poison: As Delay Disease, but works on poisons and toxins of all kinds instead. This includes alcohol.
Delay Death: Prevents death by injury. But that's all this stops. They'll still get hurt, injury can still drive them unconscious, they can still starve to death, get choked out, and so on.
Protection From Evil: Stops most forms of magical mind control and possession.
Sheltered Vitality: Renders the subject immune to ability damage, ability drain, and fatigue.
Bull's Strength, Cat's Grace, Bear's Endurance, Fox's Cunning, Owl's Wisdom, and Eagle's Splendor: The basic stat boosting spells. Applied with Fell Energy Metamagic and Attuned Mysticism so it affects my target (whether humanoid or outsider), these spells add +6 Enhancement to all the basic ability scores. Note for comparison: Normal human range on stats is 3 (low) to 18 (high), with an average of 10.5. So this puts someone who's average into the "very naturally talented" category, and someone who's "very naturally talented" into the "slightly superhuman" category.
Improved Resistance (also with Fell Energy and Attuned Mysticism): +5 Resistance bonus on all saving throws.
Celestial Healing: Grants fast healing, so injuries do not stick for long. Combines well with Delay Death.
Status: Lets me know how the person is doing (injured, poisoned, cursed, and so on) as well as giving me direction and distance.
Mythic Fly: Grants a 120 foot fly speed, with Perfect manueverability
Swim: Grants a swim speed of 30 feet.
Fell Energy Mythic Haste: Grants: an extra move action each round; increases all movement modes by 50 feet per round (to a maximum of three times the base speed); a +3 bonus to: AC (Dodge), Reflex saves (Dodge), and attack rolls (untyped). Combined with Mythic Fly, will allow the subject to Hustle at up to 51 miles per hour.
Earth Glide: Can travel (slowly - with Haste, move of 15) through dirt and stone, but not metal.
Profane Gift: Gives a +2 Profane bonus to one ability score of the receivers choice, allows telepathic communication with me (including letting me hit the subject with Suggestion, but I don't like mind control), and in my case also lets them use a limited form of Shapechange (as the spell, but restricted to Large or smaller, does not give the ability score boosts, takes a standard action for them to change forms)
Sustain: Subject can survive without food or water
Dan's Mythic rings. Automatically revives Dan via Soul Safe, and up to 11 others he specifies via Flexible Bond. They're intelligent, and each can cast Wish and Silent Image three times a day. They also have the base abilities of the items themselves and, being Mythic, they're artifacts that are very difficult to destroy.
WARNING! Not for casual enjoyers of table-top RPGs. There's a huge barrier to entry on this one, so unless you're familiar with how sickos play DnD/Pathfinder this might not be fun for you.
A good hint for you will be whether half the following words make a lick of sense: "Down with the iron reign of WotC; long live our eternal Mommy Milker Goddess-Queen of Cheddar!"
For my fellow Power Gamers, Cheese Beards and Spikes, Rejoice! Our time has come at last. No longer must we exposit what the hell any/everything means for the sake of the pitiable ley-person. I say thee 'Nay'. It's all cheddar, all the time here, baby! So buckle up, crack open a couple of https://www.d20pfsrd. Com/ tabs and together we shall say "Huh? What were the details on Path/Feat/whatever just referenced again? Yo, that's some deep cuts right there, bro!" in beatific chorus.
(p.s. By ch11 there are some threads starting to come together that'll hopefully form a more centralized plot and/or adventure, but it's mostly been table setting, reverse-anti-nega-Rules Lawyering and initial characterization for the main cast. Overall it seems interesting so far. If you can penetrate the subject matter, it seems like a fun one.)
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