MaleosTaylan_v1_0_12_Archive

Level 12 Mage

Mythic Tier 6

Isle of Mist Campaign
62,602 XP
+4073
66675 XP
4/4 trials completed for Tier 7

  • TODO:
    • LEVEL to 12 ( skill points, hit points, saves, BAB, spells, feat )
    • Tier to 7
  • FallsDeep stuff
  • Spending money/research
  • Update character sheet in Roll20
    • Mythic Tier to 6 (Except for Mythic Feats, consult Chris to determine what is up with feat audit. Maybe also check page history.)
    • Format Mythic Tiers to account for past choices (also audited Feats, added all the Mythic Tier choices from emails, integrated collapsible menus.)
    • Solid Snake - Maleos used Detect Thoughts, learned that Winged Snakes are animal-like and don't Fear intuitively. Maleos made one his Familiar. If this works how I think it does, Maleos loses a little of his inherent paranoia.
    • MYTHIC TEIR 3.5 ( 1 Mythic Feat, Recuperation, Choose 1 )
    • Cast Silent Image to show the town guardsman in charge of the case what Abenner Botterill looked like.
    • Enquire with GM about that one spell I saw Abenner Botterill cast three times in a row, once upon my very body. Nope. I was druuuuuugged.
    • Seeking Enlightenment - Ask Darius how bright a forge is and ask Esme how bright lava is. Sun is brighter.
    • Equivalent Exchange - Ask GM about literally using money in place of a spell component, on the grounds that it is worth the appropriate amount of GP, and that my character already thinks of money as a symbolic representation of magical power. (Sympathetic Magic.) Nice try. No.
    • All the Maneuvers Talk Aida into drilling. When Maleos says "Sledge," she pauses between blows so Maleos can tap her weapon and trigger the Elemental Weapon spell. (Actually casts Resistance during drills.) We're working on it. :) Made obsolete by Throw Spell feat; Aida and YM still drill to this day.
    • No Need for Alarm Try to cast an Alarm spell in such a way that I can feed THAT to the Compass instead of creating a magical item. Nope.
    • No More Names If we can track our enemies using their names, they can do the same. Spellcraft check: Would changing our names help? Probably not without some sort of ritual. Ask GM: has Maleos ever heard the thing about not saying a god or a powerful enemy's name? Everyone already knows our names. Second part is completely unheard-of.
    • Is it Safe…? Surreptitiously discuss with Aida and Darias whether or not we feel like it's safe to tell Saul about Isle. No! Fuck it! Never. Not ever! I don't know what I was thinking. NEVER!
    • "An old human custom…" Play "Is there something in my Hand" with Darias. Focus on trying to hide the compass from Darias as well as from Saul. Tuck a gold coin under the compass. Approach Darias. Ask him what he sees in his hand. If a gold coin, tell him he can have it if he wants it. Observe results. Darias saw the compass, not the coin.
    • You gonna craft some shit or what? - Learn Heat Metal Spell while traveling. Use compass to find granite while traveling. Begin carving a granite cube while traveling. Enchant Phase 1 of Pocket Forge while traveling. Look at me, ma! All it took was giving up sleep.
    • Know Your Audience - Try to learn more about aelphen culture through YM. Ideally at some point when he's not accusing her of being evil, geeking out over dreams, blowing himself up with backlash, or grilling Aida about YM's mental state. That should leave a window of approximately 20 minutes on day 3. Led to the events of I'm a Fighter, Not a Philosophizer.
    • DO YOU COMPREHEND!? Find a way to cast Comprehend Languages on others. (Mythic Variant?) Watch the look on Saul's face as Maleos goes into battle chanting "Dark. Light. Dark. Light. Dark. Light." and enemies fall over. Tricking "you are being watched" into casting Detect Magic or Comprehend Languages failed. More likely to work with larger groups of opponents?
    • How are the troops holding up? - Chris gave me a heads-up on this. YM gets increasingly pensive as we return to AR, especially when we talk about where we're going next. I'm sure Aida will know what to do. Apparently this was her first time out of the village. The people she met today and the impressions we made on them could affect her reputation for centuries. I'm so sorry, YM. YM clarified that it embarrasses us more than it embarrasses her. Well good then.
    • Sneak Attack! Start using wand of Improved Invisibility on Darias (ideal use rate: once per fight, conserve 3 charges for research. Maybe even open with this so Darias can just go nuts.) Touch-range poses some problems. Learn this spell ASAP. Learned after intercepting the Tragn attack on the aelphin village.
    • Maleos's Mollification Research from scratch a spell to feed to the compass.
    • Surprise Ambush Suggest that the group begin playing a little game Maleos calls Surprise Ambush.
    • Moar Machinations! Heat Metal (2) (learn from Saul), Sound Bubble (2), Haste (3), Tongues (3) (has notes from Kaede), Shield of Faith (1) (learn from Saul), Improved Mage Armor (3), Mythic Improved Mage Armor (3), Improved Invisibility (4) (learn from wand), Mythic Improved Invisibility(4), Dimensional Anchor (4), Modify Memory (5), Stone Shape(5), Telekinesis(5)
    • Lost my Direction Resolve outstanding Compass searches.
    • Cooler Crystals Invent Memory Prism, Memory Prism Editor, and perhaps Memory Stage. May have prerequisite spells (Modify Memory and possibly Stone Shape for Memory Prism Editor, Major Image for Memory Stage.) Apparently I can just put these types of spell effects into the cold crystals, or make them editable, just by spending more money. 750gp gets you four rounds of Greater Image level quality. 50gp gets you one round of Silent Image. More in conversation.
    • Pounding the Dirt Try to find a good solid furrow at the next farming community we come to. Test on a waterfall to see which style of farming implement makes the biggest splash while still passing through cleanly. Ask Darias if he can blacksmith up a heavier version, maybe mount it on a proper haft like a mace, or even increase the splash further or channel the water away from the wielder with some clever alterations.
    • Just Plane Stupid Enquire about The Planes at the first opportunity. Ask what would happen if people were sent to a random nearby fetus rather than sent off to the Hall of Judgement, buried amid a bunch of other hypothetically questions and near the front of the list in case the person I'm talking to gets impatient.
    • Delaying the Inevitable If Y-M's vision leads to anything, it's only a matter of time until Saul and YM find out about Isle. Do we just wait for it to happen? Or start thinking about how we're going to get out in front of it and tell them on our own terms?
    • So very sorry Talk to Aida about how to be more respectful.
    • Say that to my face! Invent a "Pronounce Foreign Languages" spell. When cast upon a page of text, it reads it aloud in its native tongue.

Physical Description

HackerMage
Human Male
Age: 19
5"9', 140lbs
On a good day, he's all smiles and manners and charm, perhaps with a slight edge of wit bubbling below the surface. Catch him when the chips are down, though, and you might glimpse a different side of him— An assertion of raw willpower against the universe itself as he picks a small piece of it apart, alters it, and puts it back together again.

He dresses to suit the occasion and the company, with the goal of social positioning. But if nothing special is going on, he'll typically wear a casual tunic made of *nice* material and a matching cloak. (Simultaneously signalling both "I'm an average joe, just like you" and "I can afford nice things" at the average middle-class townsfolk.)

Statistics

Character Progression
Spell Progression

Attributes

Attribute Score Tier Net Score Special Circunstamces Net Mod
STR 10 0 + 0
DEX 18 +4 +4
CON 10 0 +0
INT 18 +8 26 +8
WIS 10 0 +0
CHA 16 +3 + 3

Combat Statistics

BAB +6, +1
Melee +6, +1
Missile +6
Initiative +3
HP ( 3 + con mod per level ) 36
AC 26 ( Dex 13, Amulet of Natural Armor +3, Mythic Mage Armor +6 & Moderate Fortification, Shield +4 & blocks Magic Missile )
Save Base Ability Magic Total
Fortitude +4 +0 m +4
Reflex +4 +4 m +8
Willpower +8 +0 m +8

Spell Save DC = 10 + Spell Level + Int Mod (Currently Spell Level + 18)

Weapon Size Type Attack Damage Range/Reach Ammo
weap size type atk dmg rng ammo
Armor Type Weight L/M/H AC Max DEX
armor wt lmh ac dex

Skills

Word of GM 4-27-14:

First level: (4 + int mod + 1) * 4
Non-first levels: (4 + int mod +1)
( int mod INCLUDES the Mythic Tier bonus!)
Therefore the correct skill formula for Maleos is ( (4 + int mod + 1) * 4 ) + ( ( level - 1 ) * (4 + int mod +1) )
+1 rank in Handle Animal learned in Sundtar Ahgam.

Max ranks: (level + 3); (To keep maxed, add 1 each level-up. )

( (4 + 8 + 1) * 4 ) + ( (12 - 1 ) * (4 + 8 +1) )
( 13 * 4 ) + ( ( 12 - 1 ) * 13 )
52 + ( 11 * 13 )
52 + 143
195

Current Skill points: 195 (+1 Handle Animal)
Current Spent: *161*
Current max ranks: 15**
34 unspent

Skill Ability Class? Abil Mod Points Spent Ranks Learned from NPCs Class Bonus Racial Bonus Magic Total
Appraise Int +6 15 +6 +12
Autohypnosis * Wis +0
Balance+ Dex +4 +4
Bluff Cha yes +3 15 +13 +15
Climb+ Str 0 0
Concentration Con yes +0 15 +13 +1 (1 points spent from winter in SA) +13
Control Shape Wis +0 +0
Craft ( jewelry ) Int yes +6 15 +13 +18
Decipher Script * Int yes +6 15 +13 +18
Diplomacy Cha +3 6 +3 +6
Disable Device* Int +6
Disguise Cha +3 +3
Escape Artist+ Dex +4 0 +4
Forgery Int +6 +6
Gather Information Cha +3 +3
Handle Animal* Cha +3 4 +2 +1 ( Nashorn trainer in SA ) +6
Heal Wis +0 8 +4 +4
Hide+ Dex +4 +4
Intimidate Cha +3 +3
Jump+ Str 0 0
Knowledge* Religion Int yes +6 2 +2 +8
Knowledge* Across Int no +6 15 +6 +12
Listen Wis +0 4 +2 +1 ( 2 points spent from SA winter ) +2
Move Silently+ Dex +4 +4
Open Lock* Dex +4
Perform (something) Cha +3 +3
Profession: Merchant * Int yes +6 15 +13 +18
Psicraft* Int +6
Ride (something) Dex +4 +4
Search Int +6 +6
Sense Motive Wis yes +0 15 +13 +12
Sleight of Hand*+ Dex +4 2 +1 +5
Speak Language* N/A
Spellcraft Int yes +6 15 +13 +18
Spot Wis +0 +0
Survival Wis +0 +0
Swim+ Str 0 0
Tumble*+ Dex +4
Use Magic Device* Cha +3
Use Psionic Device* Cha +3
Use Rope Dex +4 +4

* denotes a trained-only skill
+ denotes armor check penalty applies

Speak Language details

Spells/Powers

Rituals Known

  • Identify
  • Augment Magical Item (pile on cumulative metamagic feats or additional low-level spell instances, must "make" multiple magic items consecutively, chance for failure increases the more you add to the ritual.)
  • Auto-Repair Large Structure (Developed with Saul in Dharven lands, then sold to them. Structures in the warded area continually regenerate.)
  • Patch Dimensional Barrier (Improvised ritual to keep the Usurper's tentacles from breaking through a metal cage over a portal to its realm. Involved Maleos spewing magical molten metal from the Pocket Forge and Darias hammering it into place.)
  • Quadruple Colossal Resist Energy (Fire) ritual. Covers the Thunderhead; lasts for almost 2 hours (Could do this with Invisibility, too, but it lasts 1/10th as long.)

Spells Known
( 3 + 4( int bonus ) level 1s at first level, +2 new spells per level, plus spells acquired from sources in-game, plus bonus spells.)

  • (0) Resistance (+1 on saving throws)
  • (0) Detect Poison
  • (0) Read Magic
  • (0) Cone of Confetti (conj)
  • (0) Summon Ants (conj)
  • (0) Conjure Raindrops (conj, 1m-5m disk shaped area of effect)
  • (0) Daze (creature of 4HD or less loses next action)
  • (0) Hesitation (Ench, Will Save or target acts last this round.)
  • (0) Dancing Lights
  • (0) Clean Self
  • (0) Heat/Chill Food and Drink
  • (0) Mage Hand
  • (0) True/False
  • (0) Peppershot Close range, 1 creature, 1 round, Fort negates; causes target to sneeze loudly (Learned from a scroll taken from Iealdith's hoard.)
  • (0) "Over Here!" (ench) Short range, compell one target to look you in the eyes. (Will negates) (Learned from Istvan Dextro)
  • (1) Silent Image
  • (1) Grease
  • (1) Identify Magic Item
  • (1) Mage Armor
  • (1) Shield (+4 AC, blocks Magic Missiles)
  • (1) Sleep
  • (1) Charm Person
  • (1) Burning Hands
  • (1) Comprehend Languages
  • (1) Expeditious Retreat
  • (1) Feather Fall
  • (1) Identify Corpse - Gives name, face, and brief description of the person a corpse was in life.
  • (1) Auric Aura - 60’ emanation; concentration up to 1 rnd/lv; detects presence of 1 type of metal, chosen at casting. Glows with faint aura visible only to caster. Mental impression if present w/in spell’s area unless blocked by stone/lead/metal (Learned from a scroll taken from Iealdith's hoard.)
  • (1) Guilt - 1 creature w/in medium range; 1d4 rounds; Will negates; forces creature to think of past transgressions, denying it any but defensive actions for 1d4 rounds (Learned from a scroll taken from Iealdith's hoard.)
  • (1) Mythic Mage Armor (+6 AC, Moderate Fortification)
  • (1) Magic Missile
  • (2) Cure Light Wounds cures 1d8 points of damage +1 point per caster level (maximum +5).
  • (2) Energy Weapon (+1 to hit, +1d6 damage, +elemental type, touched weapon)
  • (2) Resist Energy (learned from Gorounaka in Kaede )
  • (2) Invisibility
  • (2, 2 Mythic Surges ) Augmented Mythic Invisibility (works against scent, tremorsense, blindsight, and blindsense)
  • (2) Detect Thoughts
  • (2) Heat Metal
  • (2) Darkvision (learned from Zuniga , darven city of Halvar)
  • (2) Skill Sharing (Caster and target both use whoever's bonus is higher. Deja Vu.)
  • (2) Fox's Cunning ( Learned from Buff specialist on the surface in Geskas Andan )
  • (2) Bull's Strength (Learned from Saul on the road from A-R to the northwest.
  • (2) Cat's Grace (Learned from Saul on the road from A-R to the northwest.
  • (2) Bear's Endurance (Learned from a spellbook.)
  • (2) Mythic Invisibility ( Immune to detect auras & detection spells < lv2)
  • (2) GlitterDust ( Outline invisible characters, -40 to hide checks )
  • (2) Arcane Lock (Learned from Library) 25gp to Permanently lock a door, except for caster. +10 DC to break. Knock or Dispell Magic negates.
  • (2) Knock (Learned from Library) opens stuck, barred, locked, held, or arcane locked doors.
  • (2) Rapturous Touch (Renegade Wizards) Touch attack to enchant, target percieves future touches as extremely pleasurable. 1d4 nonlethal damage and 1 point wisdom damage every touch thereafter (1 round/level) (learned from spellbook)
  • (2) Drunkenness V/S/M, CT 1 action, close range, 10 min/lv, Fort negates, SR applies. MC is a drop of alcohol. - target gets temp damage -2 Dex, -2 Int, -2 Wis, restored when spell ends. Use double Cha mod when trying to influence a drunk person.
  • (3) Fireball ( by default, cast Merciful )
  • (3) Dispell Magic (learned from Zuniga , darven city of Halvar)
  • (3) Water Breathing (learned from Geghard (specializes in buffs) Geghard's Grove (magic shop) darven city of Geskas Andan)
  • (3) Protection from Energy ( absorbs 12 * caster level points of damage of one energy type )
  • (3) Illusory Script (Unauthorized reader triggers a Suggestion lasting 30 minutes.)
  • (3) Arcane Sight
  • (3) Shrink Item
  • (3) Make Whole (Learned from Saul in Sundtar Agamm, week 9, day 5)
  • (3) Durability (Trans) A single object up to 10 cubic foot per caster level gains hardness of 10 for the duration of the spell, without changing any of its other properties. The armor bonus of nonmetallic armor increases by +1, but its armor check penalty increases by 1 and its arcane spell failure chance worsens by 5%. Durability may be made permanent.(Learned from Istvan Dextro)
  • (3) Minor Reflection (Abj) As the spell is cast, a brief shimmering appears around the caster. For the duration of the spell, the caster is protected against ranged touch attacks, including any ray spells and creature ray attacks. The first ranged touch attack directed at the caster is automatically reflected back at the original caster.(Learned from Istvan Dextro)
  • (3) Haste(Learned from Istvan Dextro)
  • (3) Major Image(Learned from Istvan Dextro)
  • (3) Clairvoyance/Clairaudience (Learned from Istvan Dextro)
  • (3) Lesser Telepathic Bond (Learned from Istvan Dextro)
  • (3) Heroism (learned at CL 10)
  • (3) Mythic Heroism (Learned at CL 10) Morale bonus: +4 to all checks, attack rolls, saves, and weapon damage rolls. Allies Adjacent to target get +4 vs fear. Augmented: Target may attempt [caster mythic tier] extra attacks per round.
  • (3) Master of the Game (Renegade Wizards) - Allows caster to foresee future possibilities of a simple action. Good for gambling. Doesn't deal well with other peoples' actions. (Learned from a spellbook.)
  • (3) Rage One willing target/3 levels gets: +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, -2 AC. The effect is otherwise identical with a barbarian’s rage, minus fatigue.
  • (3) Absorb Infromation (Renegade Wizards, mistakenly thought it was bard-only) - Suck 10 pages per caster level worth of information out of a book into your brain, recall perfectly at will normally, basically no limit to how many times you can cast it. (Learned from a spellbook.)
  • (3) Lesser Restoration Removes ability score debuffs, Cures 1d4 points of temporary ability damage, fatigue, improves an exhausted condition to fatigued.
  • (4) Improved Invisibility ( Learned by studying Wand. 4 days > 8 days while travelling and 400 gp )
  • (4) Mythic Improved Invisibility ( Learned by applying Mythic Spell Lore to existing spell. 4 more days > 8 more days while travelling and another 400 gp. )
  • (4, 2 Mythic Surges ) Augmented Mythic Improved Invisibility (works against scent, tremorsense, blindsight, and blindsense)
  • (4) Detect Scrying ( Learned from achieving CL 7)
  • (4) Stone Skin ( Learned from achieving CL 7) Ignore 10 points of damage per attack.
  • (4) Dimensional Anchor (Learned from Istvan Dextro)
  • (4) Dimension Door Move to within 400 feet + 40 ft/level. Bring one willing medium sized creature / 3 levels
  • (4) Polymorph ( Basically, turn into a Dragon. :P )
  • (4) Summon Monster IV - Differs from SDR. Generate a magical construct analogous to a creature native to the area. Generally fights on your side to the best of its ability.
  • (4) Stone Shape
  • (4) Charm Monster - It won't attack you if you don't attack it.
  • (4) Lesser Globe of Invulnerability (Learned from Library) Stops 1st- through 3rd-level spell effects.
  • (4) Secure Shelter (Learned from Library) - 20-ft square stone cottage.
  • (5) Teleport (Makes that airship look better and better the more you use it!)
  • (5) Telepathic Bond - Linked creatures can communicate mentally over any distance, regardless of languages
  • (5) Sending - Send a message of 25 words or less to someone you know. 5% chance it does not arrive if recipient is on other planes.
  • (5) Persistent Image - Basically works the way I expect an illusion to work. (Learned from a spellbook.)
  • (5) Mathemagic Principle - DC 15 + level of next spell. Fail = backlash. Success = Maximized Empowered <That Spell>.(Learned from a spellbook.)
  • (5) Cure Critical Wounds 4d8+ 1/level (Learned from Saul)
  • (6) True Seeing - See things as they truly are, out to 120 feet. Doesn't penetrate fog/walls/concealment. (Gained upon reaching CL 11)
  • (6) Greater Skill Sharing - Up to 4 people (may or may not include caster) each pick one skill to contribute to the rest of the group. (Gained upon reaching CL 11)
  • (6) Round 'em Up - Conjuration - Shackles shoot out from one target (person or location) towards 1 per 3 levels other targets. (4 secondary targets at level 12) Ranged touch attacks at up to Medium range. If these hit, secondary targets get grappled and dragged up to 30 feet per round towards first target. Secondary targets need to make a STR/Esc artist DC= 20+ Int Mod. Lasts 1 round / level.
  • (6) Demonic Aura - Makes someone seem like a demon. (Mythic characters already read as tainted/godtouched.)

TOTO: Sort these spells by level.
(5) Divination (learned from Saul)
Communion (Learned from Saul)
(2) False Life (Learned from Shaman on Dino Island?)
(4) Enervation (Learned from Salvatrix)
(5) Soul Jar (Learn from Shaman on Dino Island)

Favorite Metamagic Combos

  • (6) Chain Mythic Heroism
  • (5) Chain Bear's Constitution
  • (6) Chain Haste
  • (6) Chain Rage
  • (5) Chain Resist Energy
  • (6) Chain Protection from Energy
  • (6) Chain Lesser Telepathic Bond
  • (5) Chain Augmented Mythic Invisibility (Takes Two Mythic Surges)

Spells Prepared

Spells per day: 4/4/4/4/3/3/2 as of Character Level 12

  • ++ Travel/Combat with party
    • 0 Clean Self
    • 0 Dancing Lights
    • 0 True/False
    • 0 Detect Poison
    • 1 Magic Missile
    • 1 Magic Missile
    • 1 Feather Fall
    • 1 Mythic Mage Armor
    • 2 Resist Energy
    • 2 Bull's Strength
    • 2 Cat's Grace
    • 2 Fox's Cunning
    • 3 Fireball
    • 3 Fireball
    • 3 Minor Reflection (remember to cast!)
    • 3 Arcane Sight
    • 4 Mythic Improved Invisibility
    • 4 Mythic Improved Invisibility
    • 4 Stone Skin
    • 5 Chain Bear's Endurance
    • 5 Chain Augmented Mythic Invisibility (Takes Two Mythic Surges)
    • 5 Chain Augmented Mythic Invisibility (Second Surge)
    • 6 Chain Haste
    • 6 Alacritous Cogitation
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Compass Surge
    • Compass Surge
  • ++ In town / Downtime
    • 0 Clean Self
    • 0 Read Magic
    • 0 "Over Here!"
    • 0 Mage Hand
    • 1 Charm Person
    • 1 Expeditious Retreat
    • 1 Comprehend Languages
    • 1 Feather Fall
    • 2 Invisibility
    • 2 Knock
    • 2 Detect Thoughts
    • 2 Skill Sharing
    • 3 Major Image
    • 3 Dispell Magic
    • 3 Water Breathing
    • 3 Arcane Sight
    • 4 Absorb Information
    • 4 Absorb Information
    • 4 Absorb Information
    • 5 Dimension Door
    • 5 Persistent Image
    • 5 Sending
    • 6 Chain Lesser Telepathic Bond
    • 6 Alacritous Cogitation
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Mythic Surge
    • Compass Surge
    • Compass Surge

Feats

  • Feat progression rules
    • All characters at least get 1 Feat at first level. If Human, +1, if Fighter +1. (Source), double-check with Chris if humans are still like this.
    • Unlike SRD, in this campaign, a classed character gains a feat every other character level. E.G. +6 standard level gain feats by level 12. Source, above
    • Instead of Scribe Scroll, wizards get Craft Single-use Item at first level, and there are fewer item creation feats. So +1
    • Wizard Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. (Source) So at level 11, Mal has +2
    • Mythic Feats: So far, we've gotten one mythic feat every Mythic Tier. Oddly enough, these don't always seem as OP as Mythic Spells tend to be, though a feat is a feat. Can take Metamagic or Item Creation feats instead. At Tier 7, Mal gets +7.
    • So at level 12, Tier 7, Mal should have exactly 18 feats below, including Craft Single-Use, up to 7 Mythic Feats, and at least 2 Wizard feats, E.G. metamagic and/or item creation.
  • Extra Class Skills - Bluff and Sense Motive are now class skills for this character. (Character creation)
  • Alacritous Cogitation - "Prepare" one spell slot per day as a wild card; Spontaneously use that slot to cast any one spell you know as a full-round action. (Character creation, specifically remember I got this before becoming Mythic)
  • Silent Spell: - +1 to Spell Level, no Verbal Component. (Character Level 2 feat)
  • Still Spell: - +1 to Spell Level, no Somatic Component. (Wizard Bonus Feat level 5)
  • Merciful Spell: - +0 to Spell Level, Subdual Damage instead of Lethal Damage. (Character level 4 feat)
  • Chain Spell: - +3 to Spell Level, Affects one extra target per caster level. Secondary targets take half the dice of damage, or have save DCs 4 points lower if non-damaging spell. (Character level 10 feat)
  • Mythic Spell Lore: - Gives you the ability to learn a Mythic Spell. For example, Silent Image with duration and size expanded, expend Mythic Power to extend it even further. Can learn new Mythic Spells in the usual manner. (Mythic Feat Tier 1)
  • Mythic Crafter: - Lets you make Mythic magic items. Also gives you a +5 to crafting normal magical items. (Mythic Feat Tier 2)
  • Throw Spell: - Touch Range spells are now 10'/Mythic Tier (Mythic Feat Tier 3)
  • Selective Spell +1 to Spell Level, exclude up to (Character Level) allies from Instant AoE spells such as Fireball.
  • Englarge Spell - +1 to Spell Level, Doubles spell range. (Wizard Bonus Feat level 10)
  • Craft Single - Use Magical Item - (Flavor: Twists spell components together with his bare hands to make crude, ugly, functional Kludges that activate when smashed.) (freebie from Wizard class at character creation)
  • Craft Reusable Magical Item (Flavor: Uses a stone disk, reminiscent of Darven Wands, as a key component.) (Learned after/at Halvar. Character level 6 feat.)
  • Craft Permanent Magical Item (Flavor: Uses a small stylized star somewhere in the design.) (Learned from Zyngia, Character level 8 feat.)
  • Extra Path: Eldritch Flight **(Mythic Feat Tier 4)
  • Extra Path: Tangible Illusion (Mythic Feat Tier 5)
  • Extra Path: Channel Power **(Mythic Feat Tier 6)
  • Extra Mythic Power 2 extra Mythic Surges per day. (I.E. At Tier 7, Maleos gets 2xtier = 14 + 2 + 2 from compass + Alacritous Cogitation) (taken as Mythic Feat, for achieving Tier 7)
crappy%20handmade%20bowldirtynaturerubbingsstickballwtf
Emby Mockmar would cry if you told her that a wizard crafted any of these things.

Mythic Properties

  • Mythic Tier 1
    • Mythic Feat: Gain 1 new mythic feat.
    • Hard to Kill: Automatically stabiilize at negative HP. Live until negative double CON score HP.
    • Mythic Power: 3 + double tier per day (e.g., 5/day at 1st tier).
    • Surge: Use mythic power to increase any d20 roll by 1d6 at 1st tier.
    • Archmage Arcana: Wild Arcana: Swift action, expend one use of mythic power to cast one arcane spell without expending a prepared spell or spell slot. Must be a spell that you know, but does not need to be prepared. Treat caster level as 2 levels higher for level-dependent > effects. Can apply metamagic feats, but total adjusted level cannot be higher than the highest-level spell you can cast.
    • Choose One:
      • Abundant Casting: Add tier to number of creatures affected by spell limited to "one creature/level" or similar. For single-target spells, can expend use of mythic power to increase by 1 target. Must hold charge in order to make second touch attack to expend second spell.
      • Competent Caster: Auto-succeed at concentration checks for all spells except of highest level you can cast.
      • Crafting Mastery: Can automatically craft any magic item as if you had that feat. If you do have the feat, roll twice and use the higher result, and time to craft is halved.
      • Deep Understanding: Automatically identify any spell cast within 60' of you if you can cast it. Using detect magic on an item tells you its properties and command words on first round without spellcraft check required, but cannot automatically determine cursed items (still requires spellcraft check).
      • Energy Conversion: Use mythic power to switch energy type of any spell you cast to a different energy type.
      • Enhance Magic Item: Add half tier, round up, to caster level of potions, scrolls, staves, and wands you use. Can use mythic power instead of item charge for staff or wand activation.
      • Perfect Preparation: Can prepare spells without referencing spellbook.
      • Rapid Preparation: Can prepare single spell in 1 minute instead of 15, all spells in 15 minutes instead of 1 hour. Can use mythic power to prepare one spell in open spell slot as swift action.
      • Spellbane Counterstrike: Can move up to speed as part of counterspell action so long as you end movement threatening spellcaster. This movement doesn't count against total move for round. If spellcaster's casting would have provoked AoO, you can immediately attack.
      • Telekinetic Master: Can use mage hand or open/close at will as standard action. Weight limit +5 lb/tier. Spells such aslevitate and telekinesis are treated as caster level +2 when casting.
      • Throw Spell: Melee touch spells can be turned to ranged touch (10'/tier) with use of mythic power. Can split between melee and ranged touch if spell allows multiple targets with single use of mythic power.
      • Extra Feat: Select a feat instead of a listed ability.
      • Extra Mythic Power: Gain additional 2 uses of mythic power per day.
      • Mythic Craft: Use craft skill at double normal rate, and can make item masterwork by just paying for the better materials. Add tier for any checks related to crafting magical items.
      • Mythic Sustenance: No longer need to eat, drink, or breathe to live. Immune to inhaled poisons and spells/effects that require breathing. Still affected by any food or drink you intake.
  • Mythic Tier 2
    • Mythic Feat: Gain 1 new mythic feat.
    • Ability Score Bonus: +2 to chosen ability score at every even tier.
    • Choose One:
      • Abundant Casting: Add tier to number of creatures affected by spell limited to "one creature/level" or similar. For single-target spells, can expend use of mythic power to increase by 1 target. Must hold charge in order to make second touch attack to expend second spell.
      • Competent Caster: Auto-succeed at concentration checks for all spells except of highest level you can cast.
      • Crafting Mastery: Can automatically craft any magic item as if you had that feat. If you do have the feat, roll twice and use the higher result, and time to craft is halved.
      • Deep Understanding: Automatically identify any spell cast within 60' of you if you can cast it. Using detect magic on an item tells you its properties and command words on first round without spellcraft check required, but cannot automatically determine cursed items (still requires spellcraft check).
      • Energy Conversion: Use mythic power to switch energy type of any spell you cast to a different energy type.
      • Enhance Magic Item: Add half tier, round up, to caster level of potions, scrolls, staves, and wands you use. Can use mythic power instead of item charge for staff or wand activation.
      • Perfect Preparation: Can prepare spells without referencing spellbook.
      • Rapid Preparation: Can prepare single spell in 1 minute instead of 15, all spells in 15 minutes instead of 1 hour. Can use mythic power to prepare one spell in open spell slot as swift action.
      • Spellbane Counterstrike: Can move up to speed as part of counterspell action so long as you end movement threatening spellcaster. This movement doesn't count against total move for round. If spellcaster's casting would have provoked AoO, you can immediately attack.
      • Telekinetic Master: Can use mage hand or open/close at will as standard action. Weight limit +5 lb/tier. Spells such aslevitate and telekinesis are treated as caster level +2 when casting.
      • Throw Spell: Melee touch spells can be turned to ranged touch (10'/tier) with use of mythic power. Can split between melee and ranged touch if spell allows multiple targets with single use of mythic power.
      • Extra Feat: Select a feat instead of a listed ability.
      • Extra Mythic Power: Gain additional 2 uses of mythic power per day.
      • Mythic Craft: Use craft skill at double normal rate, and can make item masterwork by just paying for the better materials. Add tier for any checks related to crafting magical items.
      • Mythic Sustenance: No longer need to eat, drink, or breathe to live. Immune to inhaled poisons and spells/effects that require breathing. Still affected by any food or drink you intake.
  • Mythic Tier 3
    • Mythic Feat: Gain 1 new mythic feat.
    • Recuperation: At 3rd tier, restored to full HP after 8h rest. Expend use of mythic power and rest 1 hour to regain up to 1/2 HP and any use-per-day-limited class features (reated as 8h rest).
    • Choose One:
      • Arcane Metamastery: Expend mythic power and pick 1 known metamagic feat that increases spell level by 0 or 1 levels. Can apply this freely for next 10 rounds without increasing spell level of spell cast (including using it on spells cast from scroll, staff, or wand). Can't have more than one use active at a time. Selecting this power more than once increases the spell level of the metamagic feat by 1.
      • Eldritch Flight: Gain bonus of Fly checks equal to tier. Can use mythic power to fly as fly spell for number of minutes equal to tier. At 6th tier, increases to supernatural fly speed of 60' (or 40' if encumbered beyond medium or wearing medium armor).
      • Mirror Dodge: If hit by attack, expend one use of mythic power immediately to replace self with illusory duplicate and teleport to any open square within 30'. Take no damage from attack; instead, illusory duplicate is destroyed. Requires line of sight to target square.
      • Tangible Illusion: Can temporarily turn illusory object into real one. Full-round use of mythic power temporarily transforms single object created by illusion spell you cast into physical, nonmagical version of that object. Lasts 10 minutes/tier, after which it reverts or vanishes. Must touch the illusion to activate this ability, and object can be no larger than 5' cube per tier.
      • Enhanced Ability: Gain another +2 to any selected ability score.
      • Pure Body: Gain immunity to all non-mythic diseases and poisons.
      • Sleepless: No longer require sleep. Abilities and class features that require rest to refresh can be regained after 1 hour of meditation.
      • Abundant Casting: Add tier to number of creatures affected by spell limited to "one creature/level" or similar. For single-target spells, can expend use of mythic power to increase by 1 target. Must hold charge in order to make second touch attack to expend second spell.
      • Competent Caster: Auto-succeed at concentration checks for all spells except of highest level you can cast.
      • Crafting Mastery: Can automatically craft any magic item as if you had that feat. If you do have the feat, roll twice and use the higher result, and time to craft is halved.
      • Deep Understanding: Automatically identify any spell cast within 60' of you if you can cast it. Using detect magic on an item tells you its properties and command words on first round without spellcraft check required, but cannot automatically determine cursed items (still requires spellcraft check).
      • Energy Conversion: Use mythic power to switch energy type of any spell you cast to a different energy type.
      • Enhance Magic Item: Add half tier, round up, to caster level of potions, scrolls, staves, and wands you use. Can use mythic power instead of item charge for staff or wand activation.
      • Perfect Preparation: Can prepare spells without referencing spellbook.
      • Rapid Preparation: Can prepare single spell in 1 minute instead of 15, all spells in 15 minutes instead of 1 hour. Can use mythic power to prepare one spell in open spell slot as swift action.
      • Spellbane Counterstrike: Can move up to speed as part of counterspell action so long as you end movement threatening spellcaster. This movement doesn't count against total move for round. If spellcaster's casting would have provoked AoO, you can immediately attack.
      • Telekinetic Master: Can use mage hand or open/close at will as standard action. Weight limit +5 lb/tier. Spells such as levitate and telekinesis are treated as caster level +2 when casting.
      • Throw Spell: Melee touch spells can be turned to ranged touch (10'/tier) with use of mythic power. Can split between melee and ranged touch if spell allows multiple targets with single use of mythic power.
      • Extra Feat: Select a feat instead of a listed ability.
      • Extra Mythic Power: Gain additional 2 uses of mythic power per day.
      • Mythic Craft: Use craft skill at double normal rate, and can make item masterwork by just paying for the better materials. Add tier for any checks related to crafting magical items.
      • Mythic Sustenance: No longer need to eat, drink, or breathe to live. Immune to inhaled poisons and spells/effects that require breathing. Still affected by any food or drink you intake.
  • Mythic Tier 4
    • Mythic Feat: Gain 1 new mythic feat.
    • Ability Score Bonus: +2 to chosen ability score at every even tier.
    • Surge: Surge bonus increases to 1d8.
    • Choose One:
      • Arcane Metamastery: Expend mythic power and pick 1 known metamagic feat that increases spell level by 0 or 1 levels. Can apply this freely for next 10 rounds without increasing spell level of spell cast (including using it on spells cast from scroll, staff, or wand). Can't have more than one use active at a time. Selecting this power more than once increases the spell level of the metamagic feat by 1.
      • Eldritch Flight: Gain bonus of Fly checks equal to tier. Can use mythic power to fly as fly spell for number of minutes equal to tier. At 6th tier, increases to supernatural fly speed of 60' (or 40' if encumbered beyond medium or wearing medium armor).
      • Mirror Dodge: If hit by attack, expend one use of mythic power immediately to replace self with illusory duplicate and teleport to any open square within 30'. Take no damage from attack; instead, illusory duplicate is destroyed. Requires line of sight to target square.
      • Tangible Illusion: Can temporarily turn illusory object into real one. Full-round use of mythic power temporarily transforms single object created by illusion spell you cast into physical, nonmagical version of that object. Lasts 10 minutes/tier, after which it reverts or vanishes. Must touch the illusion to activate this ability, and object can be no larger than 5' cube per tier.
      • Enhanced Ability: Gain another +2 to any selected ability score.
      • Pure Body: Gain immunity to all non-mythic diseases and poisons.
      • Sleepless: No longer require sleep. Abilities and class features that require rest to refresh can be regained after 1 hour of meditation.
      • Abundant Casting: Add tier to number of creatures affected by spell limited to "one creature/level" or similar. For single-target spells, can expend use of mythic power to increase by 1 target. Must hold charge in order to make second touch attack to expend second spell.
      • Competent Caster: Auto-succeed at concentration checks for all spells except of highest level you can cast.
      • Crafting Mastery: Can automatically craft any magic item as if you had that feat. If you do have the feat, roll twice and use the higher result, and time to craft is halved.
      • Deep Understanding: Automatically identify any spell cast within 60' of you if you can cast it. Using detect magic on an item tells you its properties and command words on first round without spellcraft check required, but cannot automatically determine cursed items (still requires spellcraft check).
      • Energy Conversion: Use mythic power to switch energy type of any spell you cast to a different energy type.
      • Enhance Magic Item: Add half tier, round up, to caster level of potions, scrolls, staves, and wands you use. Can use mythic power instead of item charge for staff or wand activation.
      • Perfect Preparation: Can prepare spells without referencing spellbook.
      • Rapid Preparation: Can prepare single spell in 1 minute instead of 15, all spells in 15 minutes instead of 1 hour. Can use mythic power to prepare one spell in open spell slot as swift action.
      • Spellbane Counterstrike: Can move up to speed as part of counterspell action so long as you end movement threatening spellcaster. This movement doesn't count against total move for round. If spellcaster's casting would have provoked AoO, you can immediately attack.
      • Telekinetic Master: Can use mage hand or open/close at will as standard action. Weight limit +5 lb/tier. Spells such as levitate and telekinesis are treated as caster level +2 when casting.
      • Throw Spell: Melee touch spells can be turned to ranged touch (10'/tier) with use of mythic power. Can split between melee and ranged touch if spell allows multiple targets with single use of mythic power.
      • Extra Feat: Select a feat instead of a listed ability.
      • Extra Mythic Power: Gain additional 2 uses of mythic power per day.
      • Mythic Craft: Use craft skill at double normal rate, and can make item masterwork by just paying for the better materials. Add tier for any checks related to crafting magical items.
      • Mythic Sustenance: No longer need to eat, drink, or breathe to live. Immune to inhaled poisons and spells/effects that require breathing. Still affected by any food or drink you intake.
    • Pelor's Compass:
      • The glow radius increases to 40'.
      • The divination spell bonus increases to +4.
      • The Compass protects the wielder from all but the harshest of weather, protecting the wielder from suffering exposure damage.
      • The Compass provides a modicum of safe passage for the wielder and his nearby companions, increasing the group's overland travel speed by 25%.
      • The detect magic power is replaced with arcane sight, cast as a 7th-level caster.
  • Mythic Tier 5
    • Mythic Feat: Gain 1 new mythic feat.
    • Mythic Saves: At 5th tier, saves for 1/2 vs spells/special abilities become saves to negate.
    • Choose One:
      • Arcane Metamastery: Expend mythic power and pick 1 known metamagic feat that increases spell level by 0 or 1 levels. Can apply this freely for next 10 rounds without increasing spell level of spell cast (including using it on spells cast from scroll, staff, or wand). Can't have more than one use active at a time. Selecting this power more than once increases the spell level of the metamagic feat by 1.
      • Eldritch Flight: Gain bonus of Fly checks equal to tier. Can use mythic power to fly as fly spell for number of minutes equal to tier. At 6th tier, increases to supernatural fly speed of 60' (or 40' if encumbered beyond medium or wearing medium armor).
      • Mirror Dodge: If hit by attack, expend one use of mythic power immediately to replace self with illusory duplicate and teleport to any open square within 30'. Take no damage from attack; instead, illusory duplicate is destroyed. Requires line of sight to target square.
      • Tangible Illusion: Can temporarily turn illusory object into real one. Full-round use of mythic power temporarily transforms single object created by illusion spell you cast into physical, nonmagical version of that object. Lasts 10 minutes/tier, after which it reverts or vanishes. Must touch the illusion to activate this ability, and object can be no larger than 5' cube per tier.
      • Enhanced Ability: Gain another +2 to any selected ability score.
      • Pure Body: Gain immunity to all non-mythic diseases and poisons.
      • Sleepless: No longer require sleep. Abilities and class features that require rest to refresh can be regained after 1 hour of medidation.
      • Abundant Casting: Add tier to number of creatures affected by spell limited to "one creature/level" or similar. For single-target spells, can expend use of mythic power to increase by 1 target. Must hold charge in order to make second touch attack to expend second spell.
      • Competent Caster: Auto-succeed at concentration checks for all spells except of highest level you can cast.
      • Crafting Mastery: Can automatically craft any magic item as if you had that feat. If you do have the feat, roll twice and use the higher result, and time to craft is halved.
      • Deep Understanding: Automatically identify any spell cast within 60' of you if you can cast it. Using detect magic on an item tells you its properties and command words on first round without spellcraft check required, but cannot automatically determine cursed items (still requires spellcraft check).
      • Energy Conversion: Use mythic power to switch energy type of any spell you cast to a different energy type.
      • Enhance Magic Item: Add half tier, round up, to caster level of potions, scrolls, staves, and wands you use. Can use mythic power instead of item charge for staff or wand activation.
      • Perfect Preparation: Can prepare spells without referencing spellbook.
      • Rapid Preparation: Can prepare single spell in 1 minute instead of 15, all spells in 15 minutes instead of 1 hour. Can use mythic power to prepare one spell in open spell slot as swift action.
      • Spellbane Counterstrike: Can move up to speed as part of counterspell action so long as you end movement threatening spellcaster. This movement doesn't count against total move for round. If spellcaster's casting would have provoked AoO, you can immediately attack.
      • Telekinetic Master: Can use mage hand or open/close at will as standard action. Weight limit +5 lb/tier. Spells such aslevitate and telekinesis are treated as caster level +2 when casting.
      • Throw Spell: Melee touch spells can be turned to ranged touch (10'/tier) with use of mythic power. Can split between melee and ranged touch if spell allows multiple targets with single use of mythic power.
      • Extra Feat: Select a feat instead of a listed ability.
      • Extra Mythic Power: Gain additional 2 uses of mythic power per day.
      • Mythic Craft: Use craft skill at double normal rate, and can make item masterwork by just paying for the better materials. Add tier for any checks related to crafting magical items.
      • Mythic Sustenance: No longer need to eat, drink, or breathe to live. Immune to inhaled poisons and spells/effects that require breathing. Still affected by any food or drink you intake.
    • Pelor's Compass
      • At this tier, the compass can detect the presence of the Isle of Mist through the spell-locks.
      • The glow radius increases to 60' radius.
      • The dispel magic spell bonus increases to +4.
      • Intelligent, non-hostile creatures who encounter the wielder are initially 1 step better disposed to the wielder. Those naturally predisposed to be slightly less well-disposed to the wielder (e.g., due to race) can roll a Will save, DC 18, to passively resist this effect.
      • The compass can store up to the caster's level + tier of spell levels in it. Storing a spell takes 1 minute per spell level and must be done after 8 hours of rest. Stored spells can be invoked as a free action and are consumed when invoked. If a spell requires an expensive material component, that component is consumed when the spell is stored. Stored spells can be invoked any time the Compass is within 120' of the bound wielder.
  • Mythic Tier 6
    • Mythic Feat: Gain 1 new mythic feat.
    • Ability Score Bonus: +2 to chosen ability score at every even tier.
    • Force of Will: At 6th tier, expend use of mythic power to reroll any d20 result (yours or someone else's). Must take second roll.
    • Choose One:
      • Divine Knowledge: Can learn 3 1st-level spells from cleric or druid spell lists. If taken a second time, can choose another 3 1st- or 2nd-level spells; if taken a third time, 3 1st-, 2nd-, or 3rd-level spells.
      • Mythic Sight: Gain blindsense 30'. Take this ability a second time to gain true seeing for non-mythic illusions. If dispelled, you can resume this ability as a free action.
      • Channel Power: You gain the ability to channel raw arcane power into a spell. You can also expend one use of mythic power when casting an arcane spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection.
      • Sanctum: You gain access to your own personal extradimensional sanctum. By concentrating for 1 minute without interruption, you conjure the door to your own personal sanctum, similar to mage's magnificent mansion, but with the following differences. The sanctum takes up a space equal to six 20-foot cubes per tier, shapeable when you first create it as if it were a spell whose area or effect is shapeable. The sanctum is permanent and persistent, so you can store objects within the sanctum and retrieve them on future visits. The sanctum includes one unseen servant per tier. When you conjure the sanctum's door, you decide which creatures can see and use it (to all other creatures it's invisible and impermeable). The door remains until you dismiss it—a standard action with unlimited range as long as you are on the same plane as the door. If you dismiss the door while you are outside the sanctum, all creatures other than your familiar are immediately shunted outside. Conjuring the door automatically dismisses any other active door. As a full-round action, your familiar can enter or leave the sanctum from any square adjacent to you, without using the conjured door.
      • Arcane Metamastery: Expend mythic power and pick 1 known metamagic feat that increases spell level by 0 or 1 levels. Can apply this freely for next 10 rounds without increasing spell level of spell cast (including using it on spells cast from scroll, staff, or wand). Can't have more than one use active at a time. Selecting this power more than once increases the spell level of the metamagic feat by 1.
      • Eldritch Flight: Gain bonus of Fly checks equal to tier. Can use mythic power to fly as fly spell for number of minutes equal to tier. At 6th tier, increases to supernatural fly speed of 60' (or 40' if encumbered beyond medium or wearing medium armor).
      • Mirror Dodge: If hit by attack, expend one use of mythic power immediately to replace self with illusory duplicate and teleport to any open square within 30'. Take no damage from attack; instead, illusory duplicate is destroyed. Requires line of sight to target square.
      • Tangible Illusion: Can temporarily turn illusory object into real one. Full-round use of mythic power temporarily transforms single object created by illusion spell you cast into physical, nonmagical version of that object. Lasts 10 minutes/tier, after which it reverts or vanishes. Must touch the illusion to activate this ability, and object can be no larger than 5' cube per tier.
      • Enhanced Ability: Gain another +2 to any selected ability score.
      • Pure Body: Gain immunity to all non-mythic diseases and poisons.
      • Sleepless: No longer require sleep. Abilities and class features that require rest to refresh can be regained after 1 hour of meditation.
      • Abundant Casting: Add tier to number of creatures affected by spell limited to "one creature/level" or similar. For single-target spells, can expend use of mythic power to increase by 1 target. Must hold charge in order to make second touch attack to expend second spell.
      • Competent Caster: Auto-succeed at concentration checks for all spells except of highest level you can cast.
      • Crafting Mastery: Can automatically craft any magic item as if you had that feat. If you do have the feat, roll twice and use the higher result, and time to craft is halved.
      • Deep Understanding: Automatically identify any spell cast within 60' of you if you can cast it. Using detect magic on an item tells you its properties and command words on first round without spellcraft check required, but cannot automatically determine cursed items (still requires spellcraft check).
      • Energy Conversion: Use mythic power to switch energy type of any spell you cast to a different energy type.
      • Enhance Magic Item: Add half tier, round up, to caster level of potions, scrolls, staves, and wands you use. Can use mythic power instead of item charge for staff or wand activation.
      • Perfect Preparation: Can prepare spells without referencing spellbook.
      • Rapid Preparation: Can prepare single spell in 1 minute instead of 15, all spells in 15 minutes instead of 1 hour. Can use mythic power to prepare one spell in open spell slot as swift action.
      • Spellbane Counterstrike: Can move up to speed as part of counterspell action so long as you end movement threatening spellcaster. This movement doesn't count against total move for round. If spellcaster's casting would have provoked AoO, you can immediately attack.
      • Telekinetic Master: Can use mage hand or open/close at will as standard action. Weight limit +5 lb/tier. Spells such as levitate and telekinesis are treated as caster level +2 when casting.
      • Throw Spell: Melee touch spells can be turned to ranged touch (10'/tier) with use of mythic power. Can split between melee and ranged touch if spell allows multiple targets with single use of mythic power.
      • Extra Feat: Select a feat instead of a listed ability.
      • Extra Mythic Power: Gain additional 2 uses of mythic power per day.
      • Mythic Craft: Use craft skill at double normal rate, and can make item masterwork by just paying for the better materials. Add tier for any checks related to crafting magical items.
      • Mythic Sustenance: No longer need to eat, drink, or breathe to live. Immune to inhaled poisons and spells/effects that require breathing. Still affected by any food or drink you intake.
  • Mythic Tier 7
    • Mythic Feat: Gain 1 new mythic feat.
    • Surge: Surge bonus increases to 1d10.
    • Choose One:
      • Abundant Casting: Add tier to number of creatures affected by spell limited to "one creature/level" or similar. For single-target spells, can expend use of mythic power to increase by 1 target. Must hold charge in order to make second touch attack to expend second spell.
      • Competent Caster: Auto-succeed at concentration checks for all spells except of highest level you can cast.
      • Crafting Mastery: Can automatically craft any magic item as if you had that feat. If you do have the feat, roll twice and use the higher result, and time to craft is halved.
      • Deep Understanding: Automatically identify any spell cast within 60' of you if you can cast it. Using detect magic on an item tells you its properties and command words on first round without spellcraft check required, but cannot automatically determine cursed items (still requires spellcraft check).
      • Energy Conversion: Use mythic power to switch energy type of any spell you cast to a different energy type.
      • Enhance Magic Item: Add half tier, round up, to caster level of potions, scrolls, staves, and wands you use. Can use mythic power instead of item charge for staff or wand activation.
      • Perfect Preparation: Can prepare spells without referencing spellbook.
      • Rapid Preparation: Can prepare single spell in 1 minute instead of 15, all spells in 15 minutes instead of 1 hour. Can use mythic power to prepare one spell in open spell slot as swift action.
      • Spellbane Counterstrike: Can move up to speed as part of counterspell action so long as you end movement threatening spellcaster. This movement doesn't count against total move for round. If spellcaster's casting would have provoked AoO, you can immediately attack.
      • Telekinetic Master: Can use mage hand or open/close at will as standard action. Weight limit +5 lb/tier. Spells such as levitate and telekinesis are treated as caster level +2 when casting.
      • Throw Spell: Melee touch spells can be turned to ranged touch (10'/tier) with use of mythic power. Can split between melee and ranged touch if spell allows multiple targets with single use of mythic power.
      • Extra Feat: Select a feat instead of a listed ability.
      • Extra Mythic Power: Gain additional 2 uses of mythic power per day.
      • Mythic Craft: Use craft skill at double normal rate, and can make item masterwork by just paying for the better materials. Add tier for any checks related to crafting magical items.
      • Mythic Sustenance: No longer need to eat, drink, or breathe to live. Immune to inhaled poisons and spells/effects that require breathing. Still affected by any food or drink you intake.
      • Arcane Metamastery: Expend mythic power and pick 1 known metamagic feat that increases spell level by 0 or 1 levels. Can apply this freely for next 10 rounds without increasing spell level of spell cast (including using it on spells cast from scroll, staff, or wand). Can't have more than one use active at a time. Selecting this power more than once increases the spell level of the metamagic feat by 1.
      • Eldritch Flight: Gain bonus of Fly checks equal to tier. Can use mythic power to fly as fly spell for number of minutes equal to tier. At 6th tier, increases to supernatural fly speed of 60' (or 40' if encumbered beyond medium or wearing medium armor).
      • Mirror Dodge: If hit by attack, expend one use of mythic power immediately to replace self with illusory duplicate and teleport to any open square within 30'. Take no damage from attack; instead, illusory duplicate is destroyed. Requires line of sight to target square.
      • Tangible Illusion: Can temporarily turn illusory object into real one. Full-round use of mythic power temporarily transforms single object created by illusion spell you cast into physical, nonmagical version of that object. Lasts 10 minutes/tier, after which it reverts or vanishes. Must touch the illusion to activate this ability, and object can be no larger than 5' cube per tier.
      • Enhanced Ability: Gain another +2 to any selected ability score.
      • Pure Body: Gain immunity to all non-mythic diseases and poisons.
      • Sleepless: No longer require sleep. Abilities and class features that require rest to refresh can be regained after 1 hour of medidation.
      • Divine Knowledge: Can learn 3 1st-level spells from cleric or druid spell lists. If taken a second time, can choose another 3 1st- or 2nd-level spells; if taken a third time, 3 1st-, 2nd-, or 3rd-level spells.
      • Mythic Sight: Gain blindsense 30'. Take this ability a second time to gain true seeing for non-mythic illusions. If dispelled, you can resume this ability as a free action.
      • Channel Power: You gain the ability to channel raw arcane power into a spell. You can also expend one use of mythic power when casting an arcane spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection.
      • Sanctum: You gain access to your own personal extradimensional sanctum. By concentrating for 1 minute without interruption, you conjure the door to your own personal sanctum, similar to mage's magnificent mansion, but with the following differences. The sanctum takes up a space equal to six 20-foot cubes per tier, shapeable when you first create it as if it were a spell whose area or effect is shapeable. The sanctum is permanent and persistent, so you can store objects within the sanctum and retrieve them on future visits. The sanctum includes one unseen servant per tier. When you conjure the sanctum's door, you decide which creatures can see and use it (to all other creatures it's invisible and impermeable). The door remains until you dismiss it—a standard action with unlimited range as long as you are on the same plane as the door. If you dismiss the door while you are outside the sanctum, all creatures other than your familiar are immediately shunted outside. Conjuring the door automatically dismisses any other active door. As a full-round action, your familiar can enter or leave the sanctum from any square adjacent to you, without using the conjured door.>

Hard to Kill: Automatically stabilize at negative HP. Live until negative double CON score HP.
Mythic Power: 3 + double tier per day (e.g., 15/day at 6th tier).
Mythic Surge: Use mythic power to increase any d20 roll by 1d8 starting at 4th tier.
Archmage Arcana: Wild Arcana: Swift action, expend one use of mythic power to cast one arcane spell without expending a prepared spell or spell slot. Must be a spell that you know, but does not need to be prepared. Treat caster level as 2 levels higher for level-dependent effects. Can apply metamagic feats, but total adjusted level cannot be higher than the highest-level spell you can cast.
[[/div]]
Ability Score Bonus: +2 to chosen ability score at every even tier. (INT chosen; E.G. +6 to Int at 6th Tier)
Recuperation: At 3rd tier, restored to full HP after 8h rest. Expend use of mythic power and rest 1 hour to regain up to 1/2 HP and any use-per-day-limited class features (reated as 8h rest).
Mythic Saves: At 5th tier, saves for 1/2 damage vs spells/special abilities become saves to negate.
Force of Will: At 6th tier, expend use of mythic power to reroll any d20 result (yours or someone else's). Must take second roll.

Energy Conversion: Use mythic power to switch energy type of any spell you cast to a different energy type. (Chosen Tier 1)
Sleepless: No longer require sleep. Abilities and class features that require rest to refresh can be regained after 1 hour of meditation. (Chosen Tier 2)
Deep Understanding: Automatically identify any spell cast within 60' of you if you can cast it. Using detect magic on an item tells you its properties and command words on first round without spellcraft check required, but cannot automatically determine cursed items (still requires spellcraft check). (Chosen Tier 3)
Mirror Dodge: If hit by attack, expend one use of mythic power immediately to replace self with illusory duplicate and teleport to any open square within 30'. Take no damage from attack; instead, illusory duplicate is destroyed. Requires line of sight to target square. (Chosen Tier 4)
Abundant Casting: Add tier to number of creatures affected by spell limited to "one creature/level" or similar. For single-target spells, can expend use of mythic power to increase by 1 target. Must hold charge in order to make second touch attack to expend second spell. (Chosen Tier 5)
Rapid Preparation: Can prepare single spell in 1 minute instead of 15, all spells in 15 minutes instead of 1 hour. Can use mythic power to prepare one spell in open spell slot as swift action. (Chosen Tier 6)
Eldritch Flight: (Extra Path, Mythic Feat Tier 4) Gain bonus of Fly checks equal to tier. Can use mythic power to fly as fly spell for number of minutes equal to tier. At 6th tier, increases to supernatural fly speed of 60' (or 40' if encumbered beyond medium or wearing medium armor).
Tangible Illusion: (Extra Path, Mythic Feat Tier 5) Can temporarily turn illusory object into real one. Full-round use of mythic power temporarily transforms single object created by illusion spell you cast into physical, nonmagical version of that object. Lasts 10 minutes/tier, after which it reverts or vanishes. Must touch the illusion to activate this ability, and object can be no larger than 5' cube per tier.
Channel Power: (Extra Path, Mythic Feat Tier 6) Channel Power: You gain the ability to channel raw arcane power into a spell. You can also expend one use of mythic power when casting an arcane spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection.
Telekinetic Master: (Chosen Tier 3) Mage Hand or Open/Close at will as standard action. Weight limit +5 lb/tier. (e.g. 35 lbs at Tier 7); Close range (25 ft. + 5 ft./2 levels, e.g. 55 feet at level 12) Spells such as levitate and telekinesis are treated as caster level +2 when casting. (Reminder: Use on random objects to block fireball pea, readied crossbow bolts, throw grenade back at enemy, Menehune panels and access ports.)

Equipment

Wand of Rage (lv 2; 1 creature w/in close range; target rages like lv 3 barbarian for 3 + adjusted Con mod rounds) (7 charges) Given to Carbry so he has slightly more options while he's still spellbookless.

Wand of Drunkenness (lv 2; 1 creature in close range; Fort negates; 10 min/lv; loses 2 pts Dex, Int, Wis and may fall unconscious; acts inebriated for duration). (20 charges) Given to Carbry

Wand of Improved Invisibility - Darven stone wand with metalic inlay ( Improved Invisibility, 2 charges remaining ) Given to Carbry

Pelor's Compass / The Librarian

Notes on spell formulae for various spells
Handy Haversack
Backpack
Clothing
Coat
Blankets
Rations
Waterskins
Spell Components

Potion of Tongues
Potion of Tongues

Scroll of Guilt (lv 1; 1 creature w/in medium range; 1d4 rounds; Will negates; forces creature to think of past transgressions, denying it any but defensive actions for 1d4 rounds) Consumed to learn spell.

Scroll of Auric Aura (lv 1; 60’ emanation; concentration up to 1 rnd/lv; detects presence of 1 type of metal, chosen at casting. Glows with faint aura visible only to caster. Mental impression if present w/in spell’s area unless blocked by stone/lead/metal) Consumed to learn spell.

Scroll of Peppershot (lv 0; close range, 1 creature, 1 round, Fort negates; causes target to sneeze loudly) Consumed to learn spell.

5x Dharven Single-User Spell Crush Stones (prepared but not enchanted.)
Smoke bottle. 30’ cube, 50% cover for 10 minutes after 10 rounds if stopper removed. If smashed instead, effect is immediate but only lasts 1 minute. 50 gp each. x1. DC 20

Amulet of Natural Armor +3 (Equipped)

Crossbow
Darias's old custom crossbow (built by a master blacksmith, for a master blacksmith)
9 crossbow bolts

Elven ChildBow
10 baby arrows

Dagger
Mended Staff of Carbry Righi (Masterwork Wizard's Staff, large blue gemstone in tip.)

Amulet worth 250-300 gp, possibly previously owned by Carbry Righi.

4 bottles elven wine - induces euphoria and pleasant hallucinations, information about the vintage and craftsmanship. (retail: 10 gold each, paid 8)

4x1 bolt of gold (growl)'zeg (silk) (retail: 72, paid 65), ( from Dwarven city, tent, giant from over the mountains to the east.)
4x1 bolt of forest green (growl)'zeg (retail: 72, paid 65)

Pearl of Wisdom: Pearl carving in the shape of a closed eye. Press to forehead to activate. Can be used to cast Identify once per day. Pearl sticks to forehead for spell duration, looking around with user and blinking when user blinks.

Velvety black bag -
money, pearl -
Red & Black striped feather w/Gold Quill Tip - "Infinite Quill," colored ink, +1 bonus to spellcraft checks used to learn

Jar of Monster Salsa - 2 doses - Can restore 1d4+1 Mythic Power, OR, Heroism Spell for 1 day. Helped Saul transmute this into 4 doses, shorter duration. Used before battle with WormPile.

(I know what faye wine is now, can be obtained in the village of Kade)
(Kademura (little Kade), 5 days southwest of Renjune, is where herbalists make the elven Honey-perfume)
How do you make faye wine?
Wanna learn more spells. (Pen, spellbook.) "I need a stack of paper, access to your spellbooks"
Research how to make a Belt of Mythic Mage Armor for Aida
Monster Skull (Fast Fire Dog) Partially consumed to cure darven worms, later further consumed to make the Pocket Forge, Phase 1.

Ring of True Strike 5/Day, command word activated.

Slow Dharvin Stone ( Hold Person ( AOE, duration ) )
Confuse Dharvin Stone ( Confusion, longer duration, wider AOE )

"Cadbury Death Egg" - Blue stone collumn holding 30d6 of electrical damage, wrapped in stone, when not Shrink Item'd, literally weighs a ton.

Blood of Erythma - Likely to be consumed for enchanting Thema's blade up. Could also be used to Mythic somebody.
Thema's Shrapnel - Axeblade-looking fragments from the thing Thema cut herself on.

Shattered metal fragments- various metals, including some purplish metal. DM laughed insanely at the thought of me Restoring this stuff. "some shards of a very large blade or rod of some sort. The fragments are oddly colored for metal, being more purplish than silvery. Darias wasn't immediately familiar with most of the constituent elements of the blade, which included titanium, boron, aluminum, gallium arsenide, copper, iron, uranium, neodymium, and tin."

Precious Monies:

69 aeleph gold (50 in safe in Arcana) "It's gone." "I know."
75 darven gold pieces
175 aeleph silver

7 diamonds worth 75 gp each
6 diamonds worth ~ 250 gp each
2 uncut diamonds worth 75 gp each

22,850 dharven gold
+72,430 GP worth of treasure from the capped caverns in the Malestrom
-40,000 for Dare's Cloak of the Hunt

XP: 51,617
3600 Craft Points accrued since start of Campaign. (+100 * level per level upon level-up! I.E. +700 at level 7)
300 Craft Points spent.
3300 Craft Points
Tier 5 & 1/3

Pet

Firefox, an orange fox. Acquired as a pup (7-8 weeks old or so) when in the village of Kistner. Firefox's birthdate is around December 24 of the first year the PCs found themselves on the mainland.
-Levelled to 5HD

Familiar

Feathered Serpent

Your familiar uses the better of it's base save or yours. For skills (that it can use without hands), it also uses either its ranks in the skill or yours, whichever is higher. For purposes of spell effects and whatnot, it's considered to have the same number of hit dice as you do, and it has 1/2 your hit point total, rounded down. It uses your base attack bonus to calculate its melee and missile attack bonuses.

As long as you're within 1 mile of your familiar, you get your choice of either a +3 to Hide/Move Silently checks or a +4 to Initiative checks (pick which one you like better at the time of summoning the familiar, and that's what you get).

You're currently lv 9, I believe, so your familiar gains improved evasion, a +5 natural armor bonus, and a +9 to its base Int score.

Your familiar confers Alertness to you as long as it's within 5' (+2 to all perception and Sense Motive skill checks). As long as it's within a mile of you, you also can target it with spells with an area of effect of You, and you can use your familiar to deliver touch-range spells. You have a 1-mile empathic link with your familiar. You can speak with your familiar in a language that the two of you understand but no one else does (short of using interpretive magic, and since I know you'll ask, yes, Saul can understand it). It can also speak with other snakes.>

Personal Details

What do you look like? Try to describe not just your hair and eye color but also stuff like distinguishing marks/features, mannerisms relating to dress, etc.

Tall and wiry, with angular features. Dresses to suit the occasion, defaults to a *good quality* tunic and matching cloak over breeches and boots. Has a cantrip to fix his hair. He prefers it wild and messy when he is casting, instantly neat when he's finished. (Actually using the cantrip in this way would be a huge waste at this level, but once he levels up, boy just WATCH OUT!)

Who are your parents? Your family? Are they still around?
My father is a merchant who makes money moving seasonal goods between the three main cities.

One of my earliest memories of my father is running around "helping" him by slapping labels on crates to be shipped. (We ate GOOD that night!) From my dad, I learned that you can make enough money in one day to set your family up for the entire year, but ONLY if you're smart enough to seize the opportunities you're presented with.

My mother was a traveling performer before she settled down with my dad. (She specialized in storytelling and tumbling.) She liked to say that "Everyone loves a good story, but you need to tweak the tone and the ending for your audience."

One of my earliest memories of my mother is sitting on her lap, listening to her tell stories. Once I knew the ending, I'd jump in and make her change one element in the retelling, almost making a game out of trying to break it. ("But THIS time the theif got away! THEN what happened!?") Somehow she'd weave it back around to the original Aesop, despite having to come up with a radically different middle on the fly that stayed true to the characters and the initial conditions. From my mother I learned that anyone can be a hero, and that there's always a way from point A to point Z in a story, if you're crafty enough.

When I tried altering the Gods themselves in one of her stories, she got angry with me, and told me that we were done, I was now Too Old for Stories. This marked the first time that my young mind knew, KNEW my mother to be wrong. (Not wrong about the Gods, necessarily, just totally overreacting and wrong to take Story Time away from me. Why? Just because I'd asked a hard one?)

Then again… a lot of the legends suggest that the Gods will wreck your shit if you start trying to go against Dogma. Was Mom trying to protect me from such a fate? But surely the ACTUAL Gods, in all their infinite wisdom and power, could tell the difference between a conspiracy against the Church and a simple child's story!? Eventually, it dawned on me that the implementation of the will of the Gods fell to human priests and clerics. And like all humans, priests and clerics could be careless, heavy-handed, cruel, petty, or even just in a hurry. It was at this point that I decided to stop asking questions about the Gods. (At least publicly.)

I looked around at what other people were saying and doing when the Priests came around, and quickly mastered the Glassy-Eyed Stare, the Misquote, and the Stupid Question. It is possible to listen to an entire sermon, ask for a quick clarification afterwards, and walk away leaving the impression that you didn't learn a goddamned thing.

In my own mind, I am confident asking myself these questions, and trying to find out the answers for myself, on the grounds that The Gods gave me an inquisitive mind. It was their gift to me, this mind. Surely using this gift to think about the Gods is the best possible way to glorify them! They are already aware of every thought that has ever crossed my mind. They could change my mind in a heartbeat if they wanted to. They've even bypassed the Church and let me access Magic directly! That's incredibly rare! Surely they wouldn't do that if they were afraid of an inquisitive child asking his mother "what if?"

No, no. The Gods are surely benevolent, or at the very least neutral. It's the Church you have to watch out for.

In any case, the Church does a lot of good, too. So it's best to treat them the way I do all strangers: Tread softly. Play nice. Trust, but verify.

What about friends — got any? Close ones? Regular acquaintances?
- Business Contacts in Violetford, Brightmill, and Golddale. (I travel a lot.)
- Esme Eaton, my mentor from the age of 12.
- The Tailor, the Barber, the Haberdasher. Sundry drinking buddies.
- Soldiers he's worked with on the big caravan to the Bridge.
- Bridge Guards he's travelled with and sold things to at the Bridge.
- Ossian Altena, Headmaster of the Temple school we went to.
- And of course, Dare and the gang.

On the opposite end of that spectrum, what about enemies? How powerful are they?
I try very hard not to pick fights. I try very hard to give the other guy an out. If they force my hand, I bide my time and then strike swiftly and decisively. Then I try to give them an out again. Tagline: "Please, it's nothing personal. You're just wrong."

What caused you to move away from home and begin your life of adventuring?
Are you KIDDING me? Do you not see that self-righteous badass up there, brandishing not one, but TWO wands!? You could tell this guy "Hey, look- Adventure!" and the first thing he'd do is cast a stealth spell of some sort and try to sneak up on the Adventure for a closer look. Darias.

Where did you learn the tricks of your trade? Did you receive schooling (most mages and priests do; mages apprentice and priests join a temple, but when, how, and why)? Did you have a natural affinity but little training? Did your parents or another family member teach you?
Has always had a natural gift for talking his way out of trouble. When it was discovered he had an affinity for magic, he saw it as the opportunity of a lifetime and worked his ass off to make the most of it. He was lucky to find a Wizard who would put up with him, and he wasn't stupid enough to try the old "grab the Master's spellbook, the one I've been warned never to touch, and start turning to a random page." I mean, come on. He's not above a little shortcut here or there, but you gotta pick your battles.

Do you belong anywhere (e.g., guild, organization, etc.)? If so, where? How did you get involved?
- I am thinking maybe a Guild of some sort for magic-users, where Wizards compare notes. Because magic-users are so rare, maybe it's something more like an annual convention than a huge organization with a guildhall in each town. His dream is to discover something novel enough & important enough to be asked to speak at one of these events.

What kind of person are you? Try to name some traits of yours… and WHY do you have these traits? Do you even know, or are they just integral to your personality… just because?
Behavior-wise, I am outgoing, generous, impetuous, and bold. I try to be humble, too, but that's really hard, so I save it for the people who really appreciate it. (You'd be surprised how many people SAY they want humility in a leader, but RESPOND to arrogance and pride.) But, whatever. Can't fix everything.

When one of my friends is in trouble, I make a beeline straight for that trouble to FIX the PROBLEM. When *I* am in trouble, I look for the easy way out.

How do you feel about authority figures? Why?
I actually kinda like rules. Rules are nice. You know where you stand with rules. But rulers, on the other hand… Well. Depends on the Ruler. I can work with 'em. But I'd rather work around them. Ideally, by exploiting the rules.

Why is your moral code (or alignment, if appropriate) what it is?
Sometimes, life is unfair. When that happens to me, I like to cheat!

What motivates you deep down inside?
"You're DOING it wrong. But that's okay. We can fix this…"

Maleos honestly thinks he's smarter than everyone else. Sometimes, somebody proves him wrong about that. And that is awesome, because then he gets to learn from that and become even smarter.

Finally, try to list some quirks or identifying mannerisms. I usually aim for between 10 and 20 little quirks, like "strokes his goatee when thinking" or "has trouble looking people directly in the eyes." Just jot down anything that comes to mind about yourself. Don’t forget to jot other notes as you play; half the fun (or more) is how your character can grow during the course of a campaign.

Personality Quirks

He's sort of a mage who thinks like hollywood's depiction of a modern-day hacker circa the early 1990s. That is, he sees magic as a tool for altering reality, and his manipulation of magic as a hard-earned skill that he deserves to weild because he was smart enough to figure out how to do it. When he catches wind of a new spell, he instinctively treats the act of learning it as a personal challenge to be overcome. He has a high opinion of himself, but not so high that he doesn't realize how dependent he is on other people and on society. He enjoys helping out his friends almost as much as he enjoys showing off.

Of course, the easiest way to alter reality is still social engineering. But when that fails, there's always magic.

Backstory

ran with a gang of local ruffians in his youth (backstory connection with Ted) — was the Face of the group until he figured out that it wasn't going anywhere.

personal history

Impressions of other Party members:

Darias: "Ah, yes! We should most definitely get a pint of ale and catch up the next time I'm in town…"

Aida: "Ida who? Your sister? Wait, you mean Tagalong!? Oh, we're not bringing her, are we?"

Journal

Age: 19
Maleos is from a merchant family - would have been apprenticing since forever with the family business
When young, sold stories to Darias (con-jobs) - like to prank him like that. Darias got sort of good at sniffing them out.
Bridge Club
Bridge 2: Revisited
How to Play Bridge

Session 1: We're Getting the Band Back Together - Despite knowing better, Maleos fails to surrender gracefully when ambushed by bandits. Thank goodness it was only Abenner Botterill. After doing his civic duty and reporting the attack, Maleos puts his foot in his mouth in a very nearly tearful reunion with an old friend. ("Oh, you're looking for Tagalong?" *CLUNK*)

Session 2: Sunbreak - TODO: description

Conversations with Esmé
Conversations with Ossian
Dream A Little Dream
The Nature of Nature
Lost In Translation
Need to Know
Known Magical Materials
Shared Visions - All our Dreams. All of them.
Going For Broke - Maleos tries to trick the compass into speaking english, and learns a painful lesson about Backlash.
Right Angle To Reality - Maleos gets a good look at non-eucledean magic.
I'm a Fighter, Not a Philosophizer - Maleos tris to learn a thing or two about aelphin culture from Y-M.
Skull Check - Maleos discusses death, the compass, and everything with a powerful aelphin spellcaster.
In Over Our Heads - Maleos apologizes to Y-M for Darias's behavior.
Soul Survivor - Maleos has Saul run some divinations to see if Dispell Magic was the right thing or not. He concluded it was.
The Haversack Protocol - Maleos fiddles with the Handy Haversacks and determines that the anti-magic rocks won't anti-magic them as long as we scoop them in and out reasonably quickly.
The Perfect Couple - Maleos tries to convince Darias to be nicer to Y-M, by speaking Darias's language: Vaguely Sexist Trash Talk.
Idol Speculation - Maleos discusses the results of the Usurper experiment with Saul, and it comes out that Saul doesn't actually even remember his venerated diety's name.
Polyglotten for Pun-ishment - It just keeps going on like this.

Misc Fun Stuff

Contingency Plan - Wrath of the Gods - Oh, Ehloana? Fire is super-effective against her, right?
Maleos's Magical Machinations - Custom Spells! Now if only I had the gold to develop them all…


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