Role Playing Philosophers' Stone War IV - Postgame

The Philosopher's Stone War IV - Postgame

The fourth Philosopher’s Stone War is now over, after a year of on and off fighting. Changes from the 3rd War included a little more detailed map, more champion classes and thus players and also an attempt to facilitate encounter running thru in-conversation battles. Bear with me using gamer jargon and otherwise incoherent language in this postgame.

Initially when Aura Guardian and I were planning this game, we attempted to completely overhaul the system. We started writing a new magic system instead of using a limited list of Pathfinder spells, and also had plans to replace the feat system with a custom WoW-like talent system.The spell system was even playtested in form of PSW 3.5, a Mini-War of sorts. While the reflexive defensive spells were interesting, they ultimately diminished the reward of successfully setting up ambushes.

PSW 3.5 also sported an epic match of me vs. Lightwolf, a match in which both sides took 45min-1hour to take a turn, so complex it was. However when it became apparent after the playtest that the planning would take a while (after we'd started over the new systems for the 3rd time), we scrapped those plans and instead hotfixed the Summoners in PSW IV to use the Summoner spell list from Pathfinder. I actually was quite happy with this change, the spell list worked nicely. However in retrospect I'd possibly have put the spell “Emergency Force Sphere” to the Summoner list as a 4th level spell, to make combat tactics deeper. (If you EFS your Summoner, you will have to leave your Champion behind if you escape via Teleport or Dimension Door.

We kept the PSW 3.5 mana system, though. I think it worked nicely, except I should have enforced the hard time limit by flooding earlier, I think. Also I was surprised by players not hunting down enemy mana founts in the endgame to turn the mana game into their advantage. I hunch that everyone had enough mana at that point not to deem the risk of breaking turtling worth it.

Summoners' builds were mostly uniform. High charisma, medium constitution and the Augment Summoning spell. Turns out this build wasn't ultimately very useful, as Champions vastly outclass any summoned monster. In the last encounter Maxim did use a summoned Kyton for bodyblocking, which probably was the best use for them.

Regarding Champion design, I'll comment on them individually. We rehashed the AC values for Summoners and Champions, using the previous PSWs as guidelines. For curiosity, here's the AC data. Summoner hit points were multiplied by 1.5 to make them more durable.

PSW I data

Summoners +0 def +0 armor
Rider +5 deflection +9 armor
Savior +5 def +9 armor
Berserker +5 def +11 armor
Caster +5 def +4 armor
Assassin +5 def +4 armor
Monk +10 def +0 armor (WIS to AC)
Archer +4 def +1 armor
Knight +5 def +15 armor

PSW II data
Summoners +5 def +0 armor
Monk +15 def +0 armor (WIS to AC)
Caster +10 def +2 armor
Assassin +5 def +5 armor
Knight +5 def +15 armor
Savior +5 def +18 armor
Berserker +6 def +13 armor
Archer +4 def +2 armor
Rider +5 def +8 armor

PSW III data
Summoners have +5 deflection bonus and +5 armor bonus
Sage +7 armor +5 deflection
Archer +6 deflection +7 armor
Berserker +3 deflection +15 armor
Caster +5 deflection +8 armor
Assassin +10 deflection +6 armor
Rider +7 deflection +11 armor
Knight +6 deflection +14 armor
Savior +5 deflection +14 armor

PSW IV data
Summoners +5 def +5 natural
Archer +5 def +3 armor
Assassin +6 def +5 armor
Berserker +4 def +13 armor
Caster +6 def +4 armor
Knight +5 def +14 armor
Rider +5 def +9 armor
Monk +12 def +1 natural (WIS to AC)
Sage +5 def +7 armor
Savior +5 def +13 armor
Monster +5 def +6 armor


Now for the actual Champions. The marking “MGB” means that the ability was slightly changed (usually buffed) during the mid-game buffs. There were 10 players in this War, which was far too many. Lazy scheduling and hosting caused many encounters not to be hosted over IRC, but in Smogon Conversations, which caused some battles to take months to be completed. This wasn't fun for those not involved in the ongoing battles, and caused interest to wane during the extended downtimes. Later PSW encounters should be 100% over IRC. Length of individual Champion analyses roughly correspond to activity level of the given player thoughout the game. For the ability names, I'll provide translations here. During the actual game, the players didn't have the translations available. The unfinished Champions' ability names weren't translated to their original language...

Mei Feng (Stats under™ in parentheses)
NG Philosophers’ Stone War Summoner 10
Init +2(+7); Perception +1
---Defense---
AC 22, Touch 17, Flat-Footed 20 (27/22/20)
HP 102 (152)
Fort +5, Ref +5, Will +10 (+5/+10/+10)
CMB +5; CMD 17 (+20/38)
---Offense---
Speed 30 ft.
Melee Dagger +5/+0 1d4-2 (+20/+15/+10/+5 1d4+3)
(Ranged +3 Composite Lonbow [+3] +27/+22/+17/+12 1d8+6)
Spell Slots
6 5 4 2
---Statistics---
Str 7(17), Dex 14(24), Con 14, Int 12, Wis 12, Cha 18
Feats: Combat Casting, Iron Will, Summon Good Monster, Endurance, Diehard, Extra Summons
Skills: Bluff +14, Diplomacy +14, Disguise +14, Spellcraft +14, Swim +8
Languages: Common, Mandarin Chinese, Jin Chinese

Zhou Tong
LG Archer 20
Init +5; Perception +25; Darkvision 200ft
---Defense---
AC 23, Touch 20, Flat-Footed 18; SR 21
HP 174
Fort +14, Ref +17, Will +8
CMB +23; CMD 38
---Offense---
Speed 30 ft.
Melee +2 fists +27/+22/+17/+12 1d2+5
Ranged +4 Composite Longbow [+3] +30/+25/+20/+15 1d8+7
Ranged Rapid Shot +28/+28/+23/+18/+13 1d8+7

Special Abilities
Archer’s Sight: Archer has Darkvision 200 feet, and may confer this to her Summoner 1/day for 4 hours, but limited to 100 feet. Archer may gain See Invisibility up to 100 feet for 10 rounds/day. Using this See Invisibility, or suppressing it, is a free action. These rounds need not be consecutive. Archer may spot any opponent not using stealth from double the distance anyone else would. In practice, this means that Archer doubles her perception roll against opponents not using stealth, and thus sees opponents at double the range.

Archer’s Enemy: Archer receives +4 on all Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, and Survival checks made against Champions.

Archer's Terrain: At the start of D1 Archer chooses four districts of the city to count as Favored Terrain, as the Ranger ability. (Chosen: Nobles/Graveyard, University, Lake/Hospital and Royal Keep)

Neigong vision - 内功视

Zhou’s mastery over the internal martial art Neigong allows his vision to penetrate barriers. Zhou sees the first five feet of nonliving substance in any direction up to 200ft, perceiving it as translucent. He can toggle this ability on/off as a free action. Additionally by spending mana, Zhou can intensify this ability. By spending 50 mana, he sees through 10ft of material but the range of his vision drops to 100ft. By spending 100 mana he can see through any amount of nonliving material but he cannot see anything beyond 50ft.



Drunken Eight Immortals Boxing - 醉八仙拳

Zhou’s mastery over the external martial form of Drunken Boxing gives him access to three impressive martial melee maneuvers.

The Drink 喝 -

which conjures a spiritual cup from which he drinks from, triggering an AoO from the foe. If the foe takes this AOO, Zhou grabs the foe and throws him to the ground, prone, into a square of his choosing adjacent to him. For 50 mana, Zhou may instead throw the foe anywhere within 25ft of himself. If the foe does not take the AoO, Zhou will heal himself for 30 damage. This ability may only be used while within a foe’s reach.



The Coil 圈, a melee stance activated as a swift action. Any physical attacks Zhou takes while in this stance drain 5 mana from him but every ten points of damage per attack are converted as nonlethal. For 50 mana, Zhou can instead take the full damage, drop prone and gain a free AoO at the foe who hit him. This ability allows for ranged AoOs only if the attacker is beyond Zhou’s reach.



Drunken God With Crippled Double Kick 醉神残缺双踢 : For 50/100/125 mana, when Zhou is suffering from a penalizing but not immobilizing condition, he may jump at the foe who caused the condition within the range of his speed (2x his speed by spending additional 75 mana) as a standard/swift/immediate action, attempting to hit the foe twice with an unarmed kick and making a combat maneuver check. If successful, the foe is pushed back 10 feet (+20 feet if additional 25 mana is spent). If the combat maneuver check is unsuccessful, Zhou may roll Acrobatics to jump away from the foe up to amount of feet equal to the check result (rounded down, up to his speed). The same acrobatics roll will be used to determine if his jump will provoke an AoO from the foe or not.



Zhou Tong, Tutor of Legends™ 周侗, 传说中的师父

As a Full-round action for 200 mana, Zhou can give his summoner an extremely efficient training montage giving them the look of a rugged wuxia hero, +10 BAB, +10 STR, +10 DEX, +50 temporary HP and a +3 Composite longbow with an appropriate STR rating. Also the summoner’s initiative count becomes same as Zhou’s and their turns completely overlap, allowing them to take actions in the same turn. In addition their attacks become perfectly synergized, not triggering AoOs from a foe they both flank and giving their attacks a stacking +1 bonus to damage that stacks on each consecutive hit and ends upon a missed attack. This training montage wears off after 30 minutes and its initiation reveals the Trademark
---Statistics---
Str 16, Dex 20, Con 14, Int 14, Wis 14, Cha 8
Feats: Combat Reflexes, Weapon Finesse, Point-Blank Shot, Far Shot, Precise Shot, Focused Shot, Stealthy, Rapid Shot, Weapon Focus (Longbow), Snap Shot, Improved Unarmed Strike
Skills: Sense Motive +22, Stealth +32, Perception +25, Heal +25, Escape Artist +29, Acrobatics +25, Knowledge (Arcana) +22, Swim +26
Languages: Common, Mandarin Chinese, Jin Chinese


Walrein had the coolest Champion Abilities. Zhou Tong is basically a Marvel or DC superhero with an awesome beard. Too bad he never got to use his trademark. Neigong vision might well be my favourite PSW ability ever. It made Walrein nigh-impossible to ambush and gave him lots of information. He almost got Saviour and Caster's trademarks through this, but unfortunately failed the perception checks. Drunken Eight Immortals Boxing arose when Walrein wanted a melee ability, and we come up with Zhou being a martial artist as well as an archer. Then I looked over some martial arts styles, and for some inscrutable reason ended up with Drunken Boxing. It's noteworthy that The Drink combined with Walrein's chosen vantage point on the top of the Royal Keep made him nigh-invincible in 1v1, as he could have just thrown melee champions off the roof and then shot at them. Had Archer taken the feat Deadly Aim, his damage would have doubled. Shame he didn't live to the Mid-Game Buffs to change one of his feats to that.

Walrein's strategy was to keep watch on the Royal Keep. It worked well, but enemies didn't come there often enough and when they did come, it was a 2v1 situation or worse that Walrein usually decided to flee from. Most of Day 2 he spent hiding at the University, encountering ginganinja's bound Lantern Archons, who systematically scouted the University's classrooms for enemies. Zhou saw them coming with Neigong vision and was ready to ambush them as they teleported into his room. This repeated scouting probably made Walrein a little paranoid, thinking enemies were onto his hiding place, while in reality the Archons weren't sicced on anyone in particular. In a 3v1 battle (Caster trio vs. Archer) Walrein used an order spell to burst the Forcefield protecting Atlantis, causing the Day 2 and 3 Flood. Then he had to retreat to heal, and hilariously chose the same Inn to hide where the caster trio was staying in. He eavesdropped them using Neigong Vision and his Perception score. This caused a hilarious situation when the trio had finished their plans and used a spell to track Archer down – to find out he was within a few yards of them, upstairs! During the battle that followed, he retreated to the Royal Keep, but Caster followed with an Order Spell, sealing Archer's fate. Overall Walrein was an active and enthusiastic player.

Moctezuma the Second
NE Philosophers’ Stone War Summoner 10
Init +0; Perception +10
---Defense---
AC 20, Touch 15, Flat-Footed 15
HP 122
Fort +8, Ref +3, Will +9
CMB +7; CMD 17
---Offense---
Speed 30 ft.
Spell Slots
6 5 4 2
---Statistics---
Str 10, Dex 10, Con 16, Int 10, Wis 10, Cha 18
Feats: Spell Focus (Conjuration), Augment Summoning, Superior Summons, Combat Casting, Great Fortitude, Iron Will
Skills: Spellcraft +13, Perception +10, Stealth +10, Swim +10
Languages: Common, Nahuatl

Moctezuma the First
LE Assassin 20
Init +9; Perception +25
---Defense---
AC 26, Touch 21, Flat-Footed 21
HP 133
Fort +8, Ref +17, Will +10
CMB +18 (+25 to grapple); CMD 33
---Offense---
Speed 30 ft.
Melee +2 Fists +22/+17/+12 1d2+5
Melee +2 Fists TWF PS +16/+11/+6 1d2+13 and +16/+11/+6 1d2+7
Melee +3 Macuahuilzoctli +24/+19/+14 1d6+6 (crit x3)
Melee +3 Macuahuilzoctli PS +20/+15/+10 1d6+14 (crit x3)
Melee +3 Macuahuilzoctlin TWF +22/+17/+12 1d6+6 and +22/+17/+12 1d6+4 (crit x3)
Melee +3 Macuahuilzoctlin TWF PS +18/+13/+8 1d6+14 and +18/+13/+8 1d6+8 (crit x3)

Special Abilities
Assassin’s Stealth: Assassin gains +5 on all stealth checks made at night, and in settlements. If both conditions are met, this bonus increases to +7.

Assassin, the Rogue: Assassin deals 8d6 sneak attack damage against flat-footed or flanked targets. Assassin gains five Rogue Talents, ignoring level requirements.

Assassinate: Assassin may spend a standard action to observe a target (and may follow her target each round). After spending 3 rounds doing this from no more than 60 feet, Assassin may then, when within 30 feet, perform Assassinate (If assassin has no ranged attack, then it is a melee strike). This attack is a standard action that automatically hits for regular weapon damage and 20d6 sneak attack damage. It also stuns the target for one round and applies Assassin’s Mark. However, in order to use this, Assassin must surprise his target and remain unseen up until attacking.

Assassin’s Mark: A target with this mark cannot recover normally and cannot recover to more than half their normal HP by magic. This mark fades after 24 hours.

īhīyomiqui īnmixtec tlatoanj Chalchiuhtlatonac (The ritual strangulation of the Mixtec ruler Atona)

For performing all combat maneuvers, Moctezuma is treated as having a BAB of 20, instead of 15. For 100 mana, Moctezuma may initiate a strangler grapple against any enemy. This is done with a +5 bonus. For 50 mana, Moctezuma may increase the bonus to +10. If he is performing a strangler grapple, he may, as a Swift Action, attempt to Pin the target with a +X bonus for the cost of 10*X mana. If he is Pinning a target in a strangler grapple, then instead of an attack, he automatically does 3d6+Int modifier damage, 1d4 str damage, 1d4 dex damage, and 1d4 con damage per turn if he successfully maintains the grapple. For 100 mana, he may increase this to 1d6 each for one round. For 50 mana, he may also do 1d3 Int damage, 1d3 Wis damage, and 1d3 Cha damage (1d4 each if also upgrading the damage dice) for the one round.



īachcauhcalli Çacahuehue ican chiquilēuhtzahtzi tēhuēhuētl (The execution of Zaca for playing the drums too loudly)

Moctezuma’s master may expend 5 mana per spell level any time he casts a spell. During the rest of the day, whenever any enemy casts a spell (or uses a spell-like ability) with a verbal component when in combat against Moctezuma, that enemy will take 1 damage per 5 mana expended on this ability previously. This will trigger concentration checks due to damage. This cannot be blocked except by other character-specific powers, and even then, it will still do a minimum of 1 damage per 10 mana expended previously. This ability will only trigger a maximum of one time per day per four spells cast that day, to a maximum of 10 times and with a minimum of two times per day.



yēxicnīuhtli aztecayōtl Moteczuma teutlyoh (The Aztec Triple Alliance and the God-Emperor Moctezuma)

Moctezuma may offer as a Move Action an alliance that can be accepted as a Standard Action, Provisionally Declined as a Move Action,or denied as a Free Action). Opponents who know of this may also offer any deals they have previously made with you for renewal as a Standard Action that can be accepted as a Move Action. If a deal is declined, then Moctezuma’s master gains 100 mana, but can only gain this once per day, and cannot make any further deals with that person that day. Provisionally Declined offers are . Deals are as follows:



Mutual Healing:

Lesser: You spend 5*X mana, rival spends 10*X mana. All members of both parties heal 10*X damage.

Greater: You spend 10*X mana, rival spends 5*X mana. Moctezuma and his master heal 15*X damage, and all members of the other party heal 5*X damage.



Nonaggression:

100 Mana: Nothing either party does can negatively impact the other. Upkeep is 50 mana per day times the number of days into the conflict from all parties (Thus, 50 on day 1, except no deal will need upkeep then, 100 on day 2, 150 on day 3, etc.). The upkeep is paid at the start of every day. If you do not pay it, your opponent is notified but their mana is not refunded. If your opponent does not pay it and you do, they lose half their mana that day, your mana is refunded, and you are notified. If neither of you pay it, you gain 50 mana that day and both of you are notified.



Mutual Enemies:

150 Mana: Moctezuma and one opposing champion become unable to harm anyone but each other. They cannot be harmed by anyone else, even their masters. Their masters cannot harm anyone, nor can they be harmed. This deal can be offered as a Swift Action, and must be accepted an Immediate Action, and lasts until the combat ends.



Decree of the God-Emperor Moctezuma:™

For 200 Mana, Moctezuma may activate Lesser Mutual Healing to gain 50 hp for both himself and his master, which can become temporary hp. Instead of anyone else recovering, he drains 25 hp from all enemies within 100 feet to do this. Additionally, Moctezuma and his master become invulnerable for one round and automatically succeed on all d20 rolls for two rounds, but all damage dealt is reduced by half for those two rounds. For 150 Mana more, Moctezuma and his master may do full damage while automatically making all d20 rolls. For 150 Mana more, Moctezuma may extend the invulnerability on himself and his master to two rounds. For 150 Mana more, Moctezuma may drain 50 hp instead of 25 from all enemy champions and instead of 50 hp, Moctezuma and his master will gain 75 each. Activating this ability reveals the Trademark.



---Statistics---
Str 16, Dex 20, Con 14, Int 10, Wis 14, Cha 12
Feats: Improved Initiative, Iron Will, Improved Unarmed Strike, Improved Grapple, Strangler, Weapon Finesse, Weapon Focus, Step Up, Piranha Strike, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting
Rogue Talents: Feat, Combat Trick, Fast Getaway, Crippling Strike, Opportunist
Skills: Sleight of Hand +28, Perception +25, Stealth +28, Survival +22, Sense Motive +25, Bluff +24, Disguise +24, Escape Artist +28, Acrobatics +28
Languages: Common, Nahuatl
Equipment: Obsidian loop on other Macuahuilzoctli, acts as a weapon cord


Assassin had a hidden ability in the game: Benefit of Doubt, which meant that he and his Summoner were always assumed to be moving stealthily. This combined with tas' defensive strategy (he didn't initiate any encounters before endgame except when defending himself vs. Ginganinja's minions) got him into the endgame with tons of saved mana and with nobody having any idea of his abilities. Had he used his abilities before the endgame, they would probably have ended up being nerfed, as each of them were as powerful as some trademarks from earlier PSWs. My favourite Assassin ability was the drums. Flavourful and would have done 17 damage while fully charged, which would have stopped Dimension Doors about 75% of the time and Champion spells about 20% of the time. His other abilities were mostly different tools to guarantee kills if he got the jump on foes, or survive in case he got ambushed himself. It's rather ironical that with an ability toolkit designed for extremely short combats, Assassin's last fight was a drawn-out standstill, because Sage and Saviour knew of Assassin's trademark, and were constantly escaping him until the TM ran out, leading to a situation where neither party dared to initiate melee.

Theangryscientist destroyed many fountains in the endgame while his fountains weren't destroyed (he took over the Maze after Monster was defeated), leading to Assassin having almost 2000 mana – enough to use his very expensive trademark three times with maximum power. Tas had high chances of winning the war, but he dropped out right before the end, leaving only Sage and Saviour to end the War among themselves. During one fight between Saviour and Assassin, Saviour would have wanted to use his 1/week Transmute Metal to Wood-spell, but that plan was foiled due to Moctezuma carrying the traditional Aztec obsidian sword-club-saw, macuahuilzoctl which is not made of metal! Up until the endgame Assassin mostly prowled the innermost districts, clearing out two civilian homes to act as safehouses for himself, while hunting mana fountains and avoiding confortation.

Berserker’s Revelry: Berserker is permanently under Mad Enhancement. Calming down takes 1 hour OR 200 mana, and leaves Berserker fatigued for 1 hour UNLESS the Summoner spends 100 mana to negate the fatigue. Berserker may NOT increase rage level when fatigued, but may decrease it. This has three levels.

Level 1: +4 to STR and CON, +2 to WILL saves (all morale), -2 penalty to AC. -4 penalty to all CHA, INT, and DEX based skills other than Intimidate, Acrobatics, Fly, and Ride. Under this, Berserker *can* function in society relatively normally.

Level 2: +6 to STR and CON, +3 to WILL saves, -2 penalty to AC. Cannot use CHA, INT, or DEX based skills other than Intimidate, Acrobatics, Fly, and Ride at all. Automatically attacks enemies, but is controllable for 50 mana per hour (can prevent attacking), and honors alliances his Summoner makes while controlled. Automatically uses Power attack if he has it, but can be ordered not to for 50 mana/round.

Level 3: +8 to STR and CON, +4 to WILL saves, -2 penalty to AC. Cannot use CHA, INT, or DEX based skills other than Intimidate (Demoralize only), Acrobatics (jumping only), Fly, and Ride. Automatically attacks anyone present other than his Summoner (prioritizing the nearest target first), though a Summoner may give reprioritization (attack the enemy, not the ally, or attack a different enemy) or combat orders (Prevent escape, etc.) for 50 mana per round applicable, and retreat orders for 100 mana (no timer). Berserker cannot use any hero-unique powers (such as PSW III's Loki's shapechanging) other than passives (such as PSW III's Guan Yu's bonus HP/AC/Attack+damage rolls when outnumbered), and passives on weaponry. Berserker automatically uses Demoralize as part of a move action or charge.

Berserker’s Rage: Berserker gains 5 Rage Powers, as a Barbarian. Level requirements are ignored.



The weapons of a great leader

Shaka has a +5 Speed Longspear. He may adjust his grip on it as an immediate action (or a free action on his turn), changing it’s reach from 10 feet to 5 feet, or back from 5 feet to 10 feet.

Shaka has an infinite number of +4 javelins that become nonmagical after being thrown (or leaving his possession by anything but being thrown). They may be thrown up to 300 feet with no range penalties.

He may also throw a +4 Bola at a range of 200 feet, with no range penalties, with a +5 typeless bonus on his ranged trip attempt. The opponent, if tripped by bolas, is entangled unless they make a reflex save or immediate action escape artist check with a DC equal to Shaka’s trip roll minus 5 per previous check. For 10*X mana, Shaka may gain a +X insight bonus to his trip roll, or 20*X mana for after the result is revealed. Bolas may only be used in Rage Level 1.

Shaka has a shield that may be used in conjunction with his longspear. This shield negates his AC penalty from rage by granting him a +2 shield bonus. For 20*X mana, he may increase his AC by X for X rounds. X may not be greater than 5. Shaka may only use this enhancement in Rage Level 1.



Great Tactician - The Bull Horn Formation

Shaka gains benefits from formations. These are Horns, Chest, and Loins. This power may be used even when in Rage Level 3, but all mana expenditures increase by 50.



Horns: For 50 mana per square in between them, Shaka may charge at an opponent as a full-round action. Shaka may change this to a standard action by doubling the base mana cost. Movement through Shaka’s master and immobile obstacles that can be gone over costs 50 mana, and through other masters costs 100 mana. Going through opposing champions is impossible. This movement does not provoke attacks of opportunity, except from any abilities similar to the Loins subpower of this ability.

Chest: When Shaka makes a full attack, he may make extra full attacks. However, he may only make as many attacks in his extra full attacks as there are sentient (or summoned non sentient) creatures next to him, and he must fill a complete full attack before he works on another full attack. For 50xY mana, Shaka may upgrade an extra iterative attack to have +5*Y to hit, to a maximum of his normal attack bonus.

Loins: Enemy movement always provokes an attack of opportunity, even if they use a Withdraw action, Acrobatics, a spell, or a feat to not provoke. For 50 mana, Shaka may gain an extra attack of opportunity allowed.


Shaka Zulu, the Hero of Isandhlwana™

For 200 mana, Shaka may announce that his opponents’ attacks will be ineffective. Shaka gains DR 20/-, and his master gains DR 40/-. This DR stacks with all others. Shaka automatically makes all saving throws and his master gains a +5 insight bonus on saving throws. If his foes do not retaliate by attacking Shaka or his master, then Shaka may repeat it for 100 mana the next round. If a champion-unique power is used against Shaka or his master or in benefit of their enemies in this time, then 100 mana will be refunded per ability used, to a maximum of Shaka’s master’s normal mana maximum. The trademark is only revealed upon Shaka or his master being attacked.


RODAN was the first to drop from the game, actually before it even started. Cool champion, really strong powers.

Sophia Larenson alias Katanina Sovereign
NE Philosophers’ Stone War Summoner 10
Init +2; Perception +11
---Defense---
AC 22, Touch 17, Flat-Footed 20
HP 132
Fort +5, Ref +5, Will +8
CMB +5; CMD 17
---Offense---
Speed 30 ft.
Spell Slots
6 5 4 2
---Statistics---
Str 7, Dex 14, Con 14, Int 12, Wis 12, Cha 18
Feats: Superior Summoning, Spell Focus (Conjuration), Augment Summoning, Improved Initiative, Defiant Luck, Toughness
Skills: Heal +6, Linguistics +8, Perception +11, Profession (Barmaid) +4, Sense Motive +11, Stealth +12
Languages: Abyssal, Common, Celestial, English, Infernal, Japanese, Latin, Danish
Equipment: Casual Clothes, (False) Passport, (False) Identification Papers, Wallet (No Credit Card, Equivalent of $500), Manga Book (Fate/Stay Night Volume 10, Japanese Edition)

Hans Christian Andersen
N Caster 20
Init +6; Perception +25
---Defense---
AC 23, Touch 19, Flat-Footed 20
HP 152-
Fort +8, Ref +8, Will +13
CMB +10; CMD 22
---Offense---
Speed 30 ft.
Melee +2 Dagger +12/+7 1d4+2
Spell List:
Infinite Detect Magic, can be made constant for 1 hour for 100 mana (free action)
Infinite Spark (deals 1 point of fire damage)
Infinite Disguise Other (Can be used on self)
Infinite Magic Missile
3/day Scrying or Locate Creature
3/day Suggestion or Smug Narcissism (Not on Summoners or Champions)
3/day Summon Minor Monster (Duration 10min/CL)
3/day Ray of Enfeeblement or Ray of Sickening
3/day Explosive Runes
2/day Major Image or Vision of Hell
2/day Expeditious Retreat or Feather Fall
2/day Glitterdust or Invisibility
2/day Unnatural Lust
2/day Haunting Mists or Mad Hallucination
2/day Teleport or Shadow Step
2/day Greater Invisibility or Displacement
2/day Enervation (200 mana per negative level to make them permanent)
2/day Wall of Stone
2/day Dimensional Anchor or Dispel Magic
2/day Mnemonic Enhancer (Only retain option)
2/day Communal Resist Energy
2/day Heroism or Haste
1/day Steal Voice (Duration: One night)
1/day Unadulterated Loathing or Reckless Infatuation
1/day Pugwampi’s Grace (Costs 50 mana)
1/day Nondetection or Walk Through Space
1/day Malicious Spite or Utter Contempt
1/day Confusion (Targets get a save each round)
1/day Hallucinatory Terrain or Illusory Wall
1/day Detect Scrying (Costs 25 mana)
1/day Curse of Disgust (Duration: Two nights)
1/day Shadow Projection
1/day Mage’s Faithful Hound (Summons the smallest Tinderbox dog)
1/day Greater Dispel Magic
1/day Leashed Shackles or Waves of Fatigue
1/day Envious Urge (Only one target)
1/day Mislead (for 100 mana may disguise casting this as a different spell)
1/day Semi-permanent Image (as Permanent Image, but lasts 48 hours)
1/day Animal Might (SL 6, +2 to physical stats, 10min/CL, +100 mana for +4, +200 for +6, additional +100 mana for communal)
1/day Nature’s Mind (SL 6, +2 to mental stats, 10min/CL, +100 mana for +4, +200 for +6, additional +100 mana for communal)

Special Abilities
True Arcana: Caster knows all spells cast and supernatural abilities used in his presence

Magic Sense: Caster may spend an immediate action to identify how much mana an opponent spent on an ability. This must be done within one round of the ability used.

Fortælling - Storytelling
Andersen is a master of Storytelling and can manipulate the stories of himself and others to a direction he wishes. Each time a champion is affected by a spell of Andersen, that creature receives a single stack of Storytelling or half a stack upon a successful save (if the spell has one). This effect is only identifiable by Champion Abilities. The stacks expire at the end of each day but Andersen can choose to maintain individual stacks for another day by spending 50 mana per stack. The stacks power up his Trademark.

Kejserens nye klæder - The Emperor’s New Clothes
In the evening for 150 mana Andersen can make an announcement that will seem like Nicholas Flamel himself gave it (posted in the thread day update). This ability cannot be used on the day when a prior announcement is in effect. Anyone who doesn’t believe and act on the announcement is shaken with guilt starting 2 PM. Those who oblige do not receive any immediate effects but should Andersen meet them in combat, he can cast an appropriate high level spell at them not normally on his list (determined by the hosts each time he uses this ability). They get -10 to saves against this spell. Attempting to name a champion as dead or something similarly impossible (but only known to a few) automatically triggers the shaken condition, but also automatically alerts the target of a “reality-warping power” that will make them shaken later in the day as it catches up to them.

Eventyr & Historier™ Fairy Tales Told For Children™
Andersen has an enchanted Storybook of his own writing (if he loses this book he may reconjure it for 100 mana the following day). As a standard action he may summon one notable character from his stories to help him (on subsequent turns he may summon more). All summons except the Nightingale disappear if Andersen falls unconscious.

Snedronningen (The Snow Queen) - 75 mana per round, summoning triggers TM
The Snow Queen has 75% of Andersen’s maximum HP and AC (94 and 17 respectively) and shares his spells per day and other spellcasting abilities. She can kiss an adjacent creature as a standard action to deal different effects. The first kiss staggers (DC 21+stacks Fort per round to negate) and adds a stack of Storytelling. The second kiss lets The Snow Queen to cast an enchantment spell at the foe as a swift action (DC spell DC+2+stacks, CL vs SR -stacks) and adds a stack of Storytelling. The third kiss deals 50 cold damage per stack (DC 26+stacks Fort half).

Fyrtøjshunden (The Tinderbox) - 150 mana initially, 0 per round (indefinitely even overnight), summoning triggers TM
The Hound fights for Andersen. For 200 mana in the morning, the Hound may be assigned an entity to be fetched. The hound returns to Andersen an hour before nightfall with this entity and can inform Andersen on what happened during the quest. The Hound will do its very best when attempting to fetch (under the hosts’ control).

Nattergalen (The Nightingale) - 50/100/150/250 mana initially as standard/move/swift/immediate action, 25 mana per round, summoning triggers TM unless an additional 75 mana is spent.
Dies on direct hit, improved evasion with +15 Ref, AC 24/24/18
The Nightingale can cast any harmless spells Andersen has, inflicting a stack on the target. Any spell the Nightingale casts has a range of 25ft and affects only a single target.
As an immediate action the Nightingale can start singing a beautiful song. Maintaining this song is a full-round action. While the Nightingale is singing, all damage dealt to Andersen is subtracted from his mana instead of his HP. The Trademark is revealed in a dramatic way if during a single combat enough mana is drained that would have killed Andersen (Death comes to him). If Andersen’s mana runs out while the Nightingale is summoned, it dies in a gruesome way.
---Statistics---
Str 11, Dex 14, Con 14, Int 14, Wis 12, Cha 22
Feats: Spell Penetration, Greater Spell Penetration, Improved Initiative, Defiant Luck, Toughness, Fast Learner, Spell Focus (Illusion), Ability Focus (The Snow Queen), Alertness, Dodge
Skills: Diplomacy +26, Perception +25, Heal +20, Perform (Oratory) +7, Sense Motive +25, Stealth +22
Languages: Danish, English, Latin, Common

------------------------------

Hunden med øjne så store som et par møllehjul
N Large Magical Beast
Init +7; Perception +2; Scent; Low-Light Vision
---Defense---
AC 24, Touch 12, Flat-Footed 21
HP 136
Fort +14, Ref +13, Will +7 (+Devotion)
CMB +17; CMD 30
---Offense---
Speed 50 ft.
Melee Bite +18 3d6+7

Special Abilities
Aura of the Unremarkable DC 20+stacks
Improved Evasion
Doesn’t Sleep
---Statistics---
Str 20, Dex 16, Con 18, Int 7, Wis 15, Cha 8
Feats: Intimidating Prowess, Skill Focus (Intimidate), Dazzling Display, Toughness, Weapon Focus: Bite, Improved Natural Attack (Bite), Improved Initiative, Blind-Fight
Skills: Stealth +22, Intimidate +21
Languages: Common


I think Eternal_Drifter was the most active player in the game, despite being new to Pathfinder. Written backstory, detailed plans and general activity. Good stuff. I'll keep the analysis here mostly tactical, though, but Katanina had a clear in-character motivation for the War.

During early Day 1, Caster met the allied Saviour and Sage, leading to the only 3-way alliance of PSW history as I recall it. The “Caster Trio” would have utterly dominated the game, but they primarily focused on roleplaying a plan to take down Nicholas Flamel himself to directly take the stone, skpping the War altogether. I'd have let them fight Flamel, but they would have been defeated unless they'd have spent significant resources like Wishes and/or order spells to counter Flamel's own spells. And even then they wouldn't have won the War, since the Stone would only be complete upon the elimination of the 9th Champion. The uncharged Stone would have given an extra order spell, had they achieved it. Challenging Flamel might have been a suicide, but Flamel's Keep had other perks as well. One of the three leylines in Atlantis was a summoning formula corroded into a stone slab in the highest floor of the Keep. (Leylines double fountain mana production – the two other leylines were in the poor district, the sources of the forcefield protecting Atlantis.) The Keep also had a secret rune to turn its reader undead, causing their HP and Fortitude save to be calculated off Charisma instead of Constitution. Lightwolf's Summoner acquired this buff, as the other members of the Caster trio were not willing to read a rune inside the room called “DEATHTRAP”.

ED mostly acted according to the group's plans, contributing much to their discussion. His solo plans got him to summon the Tinderbox Hound without the others noticing the Trademark, sadly its fetch ability wasn't used. ED trapped some of his founts with Explosive Runes, but those fountains were later scrapped by either Saviour who was aware of the trap or Assassin, who noticed the trap without triggering it. He also gained much intel regarding the Police through diplomacy.

Caster would have had a hard time winning the War by himself. Caster had a mana shield ability in the Nightingale and was thus the most mana-reliant champion in the whole game. Caster's spell list ended up being pure utility and defense. Only multiple Enervations or The Snow Queen could have killed enemies in 1v1 situations. Later in the game he would have received strong level 8 or 9 spells through The Emperor's New Clothes, or have put enough stacks of Storytelling on enemies to pull off the Snow Queen Combo (stagger the Champion, disable both enemies with spells and then kill summoner with the third kiss). His True Arcana ability also gave him much information, but I think I forgot about it many times, so he should have gotten even more use of it.

Jonas Farrel
LG Philosophers’ Stone War Summoner 10
Init +3; Perception +1
---Defense---
AC 23, Touch 18, Flat-Footed 20; SR 21
HP 102
Fort +6, Ref +8, Will +8
CMB +8; CMD 18
---Offense---
Speed 30 ft.
Spell Slots
6 5 4 2

Special Abilities
Knight’s Protection: Knight's Summoner gains SR 21 and takes 1/4 damage from all physical attacks and 1/2 damage from a champion's magic-only attacks
---Statistics---
Str 7, Dex 16, Con 12, Int 14, Wis 12, Cha 18
Feats: Spell Focus (Conjuration), Augment Summoning, Extend Spell, Lightning Reflexes, Great Fortitude, Combat Casting
Skills: Diplomacy +14, Spellcraft +15, Knowledge (Arcana, Religion, Planes, History) +11
Languages: Celestial, Common, Hebrew, Latin

Samson Ben-Manoah
NG Knight 20
Init +2; Perception +14
---Defense---
AC 31, Touch 17, Flat-Footed 29; SR 26; DR 5/-
HP 204
Fort +16, Ref +8, Will +5
CMB +27; CMD 39
---Offense---
Speed 30 ft.
Melee Improvised +4 Doohicky +31/+26/+21/+16 1d8+14
Melee Improvised +4 Doohicky PA +31/+20/+15/+10 1d8+32
Ranged +2 Sling +24 1d4+9
Ranged +2 Sling DA +18 1d4+21
Ranged Improvised +4 Doohicky +26/+21/+16/+11 1d6+11 (most ranged doohickies cannot full attack)
Ranged Improvised +4 Doohicky DA +20/+15/+10/+5 1d6+23

Special Abilitiesויאמר שמשון בלחי החמור חמור חמרתים בלחי החמור הכיתי אלף איש

“With a donkey’s jawbone

I have made donkeys of them.

With a donkey’s jawbone

I have killed a thousand men.”
Every nonliving thing Samson picks is treated as a +4 melee weapon he is proficient with and for 200 mana he may make a picked up object a +4 Brilliant Energy melee or ranged weapon for the duration of that combat. Improvised weapon feats apply to these weapons.מה־מתוק מדבש ומה עז מארי

Sweeter Than Honey, Stronger Than a Lion
As a move action, the Knight may deliver a weak riddle to all of his foes (a genuine riddle with an answer). If this riddle is unsolved by the Knight’s next turn, he gains 50 temporary HP that last until the end of the encounter. This ability can only target a given foe once per day.

Additionally, as a standard action on his turn, for 100 mana he may deliver a rule-breaking riddle to one of his foes (a question that cannot be answered with certainty). While this question is in effect, every realtime minute the opponent spends on their turn, the Knight heals 1 HP. In addition to this, the Knight’s SR and AC increase by +2 and keep increasing by +2 in the beginning of each of his turns while the question is unanswered. This action is only usable once per combat.

A given foe can only attempt to answer the riddle once per round, on their turn. Breaking this rule forfeits the attempt to answer the riddle in their next round.שמשוןן קדוש נזיר יהוה

Samson, a Holy Nazirite of God™
Samson is a vowed nazirite, an individual devoted to the LORD. He may not drink alcohol, shave or touch the dead or graves. His hair is the source of his DR and SR and also gives him a +4 sacred bonus to STR. As an immediate or swift action for 100 mana Samson may surge the power granted by his hair, doubling the STR bonus. For 200 mana, the STR bonus is instead tripled. Maintaining the surge is a free action with the initial mana cost.

As a full-round action Samson may transgress and scalp himself, allowing the hair to be grafted onto another person, transferring his DR, SR and STR bonuses and also placing the recipient under a custom vow defined by Samson. Breaking this vow will cause the recipient to be cursed with an effect that Samson defines at the start of each day (default: STR drops by 10, minimum 1 and blinded for 1 day). Samson may remove the hair from the recipient’s head with a melee touch attack. Lent hair may be surged with Samson’s own mana. The Trademark is revealed upon the scalping or surging of the power. Samson may reattach the hair through an hour of repentance and meditation and 50 mana as an offering.

---Statistics---
Str 24, Dex 14, Con 18, Int 13, Wis 8, Cha 12
Feats: Power Attack, Combat Expertise, Furious Focus, Dodge, Precise Shot, Mobility, Combat Reflexes, Spring Attack, Whirlwind Attack, Sidestep, Catch Off-Guard, Point-Blank Shot, Disruptive, Spellbreaker, Deadly Aim
Skills: Knowledge (Religion) +6, Climb +20, Bluff +11, Heal +9, Survival +12, Sense Motive +9, Perception +14
Languages: Common, Ancient Hebrew


Ullar was also a fairly active player. He roleplayed his characters and used all of his abilities. Samson's feat build was one of the best in game, and his damage potential was amazing, which was fitting for a martially inclined champion. With Berserker exploding before the game even started, Knight had unrivaled damage output (barring maybe fully buffed Saviour or Assassin sneak attacking). Ullar and ginganinja were the only players to use the Planar Binding spell. Ullar bound a Spyglass Archon to scout for him, but it was killed by Archer before returning to Ullar with its information.

Ullar allied with ginganinja early in day 1 and they fought Saviour and Sage, but lost and were split up when Ullar used an order spell to escape. He withdrew to Hospital for enhanced healing, but was hunted down on day 2 by Monster and Rider and encountering Archer while fleeing from them was the final nail to his coffin. Good game albeit short.
 
Last edited:
Kabuto Tetsuya

LN Philosophers’ Stone War Summoner 10

Init +2; Perception +0

---Defense---

AC 22, Touch 17, Flat-Footed 20

HP 102

Fort +4, Ref +5, Will +9

CMB +6 (+8 to grapple); CMD 21

---Offense---

Speed 30 ft.

Melee Unarmed Strike +6/+1 1d2-1

Spell Slots

6 5 4 2

---Statistics---

Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 18

Feats: Swap Places, Lookout, Improved Unarmed Strike, Defensive Combat Training, Iron will, Improved Grapple

Skills: Handle Animal +9, Knowledge (Arcana, Religion, Planes) +10, Knowledge (Nobility) +8, Linguistics +13, Ride +10, Spellcraft +14, Use Magic Device +15

Languages: Common, Japanese, Chinese, English, Tengu, Celestial, Abyssal, Draconic, Ignan, Terran, Aquan, Auran



Akashi Shiganosuke

LG Monk 20

Init +1; Perception +18

---Defense---

AC 27, Touch 26, Flat-Footed 25; SR 21

HP 173

Fort +15, Ref +13, Will +17

CMB +24 (+27 to grapple); CMD 33

---Offense---

Speed 30 ft.

Melee +4 Strike +23/+18/+13 2d6+8



Special Abilities

Monk’s Vision: For 25 mana, Monk may identify all beneficial spells in effect on one target as a swift action. By changing this to a move action, he may identify all buffs on 2 targets, but this costs 50 mana. Regardless of actions remaining, Monk can only use this once/round.



Counterattack: Once per round, when the opponent misses an attack against the Monk he may make one attack against the opponent.



Combo: If the Monk successfully hit an opponent on his last round, his attacks do 2d10 damage until he goes a round without landing a hit. On his third round of attacking successfully, he may add any combat maneuver to his attack as a free action.



Fusei kōi - Misbehaviour

Breaking the rules of sumo incites Akashi to bring justice upon the wrongdoers.

When a foe uses a weapon against Akashi for the first time in combat, he gains a +2 bonus to hit, CMB, and CMD for that match.

Whenever a foe uses a spell against Akashi, he gains a stacking +1 bonus to all saves for that match.

Whenever a foe uses a ranged weapon against Akashi, his speed increases by 5 feet for the duration of the match or sumo bout, whichever comes first, stacking indefinitely.

If a foe does not accept Akashi’s offer to have a fair wrestling match with proper rules (entering the dohyō willingly), they will get conscience-struck and unable to sleep properly the following night.

If a foe flees from a fight with Akashi in a dishonorable way (at the hosts’ discretion), he may for 100 mana inflict a curse on them, causing a glowing kanji to float above their heads until they fight a fight with perfect honor. This mark can be sensed and tracked by any summoners on the same city district.



Dohyōiri

Until the end of the first complete round of combat, Akashi may initiate a sumo bout by performing the traditional sumo ring-entering ceremony, dohyōiri by throwing salt into the ground for 50 mana. A 15x15 hex-grid ring made of sand, clay and straw-bales is created. Akashi can then offer all enemies outside the ring a chance to walk into the ceremonial ring outside of combat time. Anyone not accepting this gracious offer are automatically afflicted by Misbehaviour.



While inside the dohyō, Akashi takes an extra 1d8 damage per attack from chaotic characters, 1d6 from neutral characters and 1d4 from lawful characters. Additionally, Akashi takes half damage (after DR) from any ranged attacks made by enemies outside the ring. Any chaotic character to leave the ring by any means takes 15d6 nonlethal damage at the end of their turn while neutral and lawful characters, including Akashi, take 10d6.



For additional 50 mana all effects of this ability affect summoners as well. Summoners’ starting position in the ring are beside their champions, to the back.The mana cost of this ability is halved inside a built, real dohyō.



All actions inside the ring are resolved at the same initiative (players send their actions to the host via query). This means that immediate action=swift action and that no Attacks of Opportunity may be taken.



Saisho no Yokozuna, Akashi Shiganosuke (the first Yokozuna)

A yokozuna must possess spirit, dignity and technique to hold the title of the grand master. Akashi gains his Wisdom bonus to his grapple checks in addition to all other bonuses. He also does not rise to his full size unless in the presence of larger foes. While fighting at least one large or bigger enemy, Akashi may spend 50 mana as a free action to be counted as a large creature for all purposes.



Additionally, while in a dohyō, Akashi may attempt one of the four mythic finishers (kimarite) against a pinned opponent as a grapple check.



Tsuriotoshi no Aoi Ryuu (of the Blue Dragon)- 175 mana

Akashi picks up his foe by sheer force by the loin and throws them down at the dohyō. A failed Fort save makes the foe staggered for an hour.



Ipponzeoi no Shuiro Tori (of the Vermillion Bird)- 125 mana

Akashi pulls and throws the foe 15ft behind him by the arm while still on their feet. A failed Will save makes the foe dazed for a round.



Mitokorozeme no Shiroi Tora (of the White Tiger)- 200 mana

Akashi wraps his leg around the opponent’s, thrusts his head at the foe’s chest and throws them over his head to the dohyō on their back. A failed Ref save causes leg damage to the foe, reducing their base speed permanently by 5 feet. This stacks twice up to -10ft.



Amiuchi no Kuroi Kame (of the Black Tortoise)- 150 mana

Akashi pulls on the opponent’s arms, causing them to fall forward. Standing up from this prone position takes two move actions.

A successful kimarite means that Akashi won the sumo bout. Any attempted kimarite ends the grapple. A foe who loses a sumo bout this way takes a permanent negative level and the dohyō is dispelled. A given foe may only be afflicted by this ability once per day. An attempted kimarite reveals the trademark.

---Statistics---

Str 18, Dex 12, Con 16, Int 8, Wis 16, Cha 8

Feats: Combat Reflexes, Bodyguard, In Harm's Way, Stand Still, Iron Will, Improved Iron Will, Power Attack, Step Up, Swap Places, Lookout

Skills: Acrobatics +8, Climb +12, Escape Artist +11, Knowledge (History, Religion) +6, Perception +18, Profession (Sumo Wrestler) +11, Ride +6, Sense Motive +14, Swim +10

Languages: Common, Japanese


Issuls went MIA after his champion was finished. He was discovered sleeping in and coup-de-graced by one of ginganinja's minions. Dohyōiri was one of the most interesting abilities in the game IMO, it would have been interesting to see it in play. Monk was designed to grapple champions, tie them up and slowly churn them to death. Monk was the hard counter for caster classes, and one of the few martials who could have taken on a fully buffed Saviour. A wrestling match between Monk and Assassin would have been epic.

Damon Faenus
CG Philosophers’ Stone War Summoner 10
Init +0; Perception +0
---Defense---
AC 20, Touch 15, Flat-Footed 15
HP 132
Fort +6, Ref +5, Will +7
CMB +7; CMD 17
---Offense---
Speed 30 ft.
Spell Slots
6 5 4 2
---Statistics---
Str 10, Dex 10, Con 16, Int 10, Wis 10, Cha 18
Feats: Toughness, Summon Good Monster, Augment Summoning, Spell Focus (Conjuration), Superior Summoning, Lightning Reflexes
Skills: Knowledge(Planes) +13, Diplomacy +14, Bluff +14
Languages: Common, Ancient Greek

Hekatonkheires
CE Large Monster 20
Init +0; Perception +27
---Defense---
AC 20, Touch 14, Flat-Footed 20
HP 213
Fort +17, Ref +6, Will +11
CMB +25; CMD 35
---Offense---
Speed 30 ft.
Reach 10ft.
Melee +4 Warhammer +23/+18/+13 2d8+6 (Has enough hands to two-hand it.)
Melee +4 Warhammer PA +17/+12/+7 2d8+24
Spell list:
Infinite Detect Magic, can be made constant for 1 hour for 100 mana (free action)
Infinite Ray of Frost
6/day Frostbite or Shocking Grasp or True Strike MGB
4/day Enlarge Person
2/day Air Walk MGB
2/day True Seeing
2/day Lightning Bolt
2/day Sirocco
2/day Dispel Magic
1/day Mirror Image
1/day Telepathic Bond (100 mana to make permanent) MGB
1/day Force Hook Charge
1/day Control Weather and Season (Is Control Weather without season restrictions, SL 6)
1/day Spell Turning (costs 150 mana to cast)
1/day Animal Might (SL 6, +2 to physical stats, 10min/CL, +100 mana for +2, +200 for +6)
1/day Nature’s Mind (SL 6, +2 to mental stats, 10min/CL, +100 mana for +2, +200 for +6)

Special Abilities
Monster’s Base: Monster and her Summoner begin the conflict in a base of his own creation. While within a mile of this base, Monster cannot become fatigued, exhausted, or staggered. Fatigue and exhaustion have the caveat of lack of sleep working normally.

Pass for Human: Monster may suppress her powers (other than Monster’s Base and Monstrous Magic), and appear as a human, taking 20 to disguise herself as a human. In this form, Monster may not use ANY powers other than skill ranks, saving throws, Monster’s Base and Monstrous Magic. Monster may use manufactured weapons in this form. This disguise may be shed as a move action, but takes 10 minutes to apply. Dropping this triggers a surprise round (so turn not wasted), but under other circumstances, Monster may spend 100 mana to make dropping the disguise a swift action.

Monstrous Magic: Monster gains Spell Combat and automatically takes 10 on concentration to cast defensively or while grappled (may spend 50 mana for a +4 bonus).

Monster’s Nature: When Monster is in her true form, she gains an aura radius 30 feet that gives all enemies a morale penalty of -2 on all attack rolls, skill checks, and saving throws.

Tρία ἀδελφοί μοναδικοί είδη (Three Brothers, Only of Their Kind)
Hekatonkheires has his two weaker brothers Cottus and Gyges with him. While all three giants are in the base, The Gates of Tartarus, they have Fast Healing 1 up to ⅓ of their max HP. The brothers are under control of Hekatonkheires but they have no innate ability to communicate among themselves in range.

The brothers do not have the self-control of Hekatonkheires and are treated as permanently confused if they are in combat with another Hekatonkheires. Hekatonkheires may negate this confusion for 100 mana per round per giant as a free action (half cost for surprise rounds).

As a standard action for 150 mana Hekatonkheires may summon a brother along his side. For 250 mana as a full-round action he may summon them both.

If a brother dies, Hekatonkheires may raise them in the morning for 150 mana each.

Ὴπιδρομία ἑκατόν βραχιόνων (Hundred-Arm Strike)
For 150 mana, as a standard action, Hekatonkheires may do 1d100 damage to each enemy champion within reach, and 1d50 damage to all enemy summoners and other creatures within reach. For 250 mana, he may instead do this as a move action.

Ἑκατόγχειρες γίγας τάρταρου™ (Hekatonkheires, Giant of the Tartarus™)
Hekatonkheires’ heads give him a +8 racial bonus on Perception and Intimidate checks and Will Saves.

Hekatonkheires may as a standard action for 50*X mana emit a bellowing roar from all his heads at once, causing all his foes to be Shaken from fear for X rounds. Foes who make the DC 20+CON Will save will instead suffer a -2 penalty to Will saves for X rounds. The Shaken condition from this ability stacks with any other sources of Shaken including any use of the Intimidate skill. The Trademark is only revealed to foes who are in Hekatonkheires’ reach in the end of the X rounds, when Hekatonkheires’ turn ends.

---Statistics---
Str 18, Dex 10, Con 20, Int 16, Wis 9, Cha 7
Feats: Enforcer, Lunge, Rime Spell, Quicken Spell, Power Attack, Weapon Focus (Warhammer), Dazing Display, Shatter Defences, Intimidating prowess
Skills: Intimidate +33, Perception +27, Climb +27, Swim +27, Survival +19
Languages: Common, Ancient Greek, Celestial, Abyssal

Cottus and Gyges
Stats as Hekatonkheires but with 4 negative levels (-4 to hit, -20HP) and unable to use Abilities; only one of them may use Spell Combat during a given round and they share spell slots with Hekatonkheires.


Ginganinja played a stable game until the end. His Base was deep hidden within the Maze (Gates of Tartarus), but Ullar marched straight to there right when the game started. That was ok for ginganinja, and he allied with Ullar. Ginga bound many lantern archons and started to scout the city with them and his two giant minions. Based on the Lantern Archons' info he and Ullar went to fight Archer, but their arrival coincided with Sage and Savior, leading to a 2v2v1 battle (which Archer immediately fled, thinking it was 4v1). After Ullar used an order spell to flee, ginga had to retreat without an ally left. He met with Rider soon after, and allied with him. Unfortunately Mrcranger was idle and they didn't accomplish much together beyond chasing Ullar out of the Hospital and harassing Archer a bit. Then on Day 3 they camped on the Police District, expecting a huge fight there thanks to Caster's Emperor's New Clothes announcement. They didn't manage to spot Assassin who was hiding there, and ended up waiting there for nothing. Then ginganinja turned on his idle ally, and killed Rider. At this point ginga was bored with the game and angry at me for nagging him too much for orders, so he quit the game. (Assassin couped him).

Monster, a new class introduced in the PSW 3.5 playtest, is a caster/martial hybrid, which can be customized either way. Ginga built the monster around the spell combat ability, and the Rime Frostbite/Demoralize/Shatter Defenses combo. Monster's abilities were quite strong in both offense and utility, not to discount the psychological warfare – enemies were likely to think that the large, many-armed giant was the strongest physical threat in the game. However in reality Monster had a much lower hit chance and damage than real martial characters, and had to rely on abilities for damage. 2d100 is nothing to laugh at – except when you roll snake eyes. Monster also had a very low initiative modifier, and no ranks in Disguise, which lead to him getting very few surprise rounds in game. Curiously, Monster had one of the best synergies between Champion abilities and the feat build. Shaken + Shaken = Frightened, which causes the enemy to flee in terror.

Duncan
N Philosophers’ Stone War Summoner 10
Init +4; Perception +12
---Defense---
AC 20, Touch 15, Flat-Footed 20
HP 111
Fort +4, Ref +5, Will +9
CMB +6; CMD 16
---Offense---
Speed 40 ft.
Spell Slots
6 5 4 2
---Statistics---
Str 8, Dex 10, Con 12, Int 14, Wis 14, Cha 18
Feats: Toughness, Spell Focus (Conjuration), Augment Summoning, Superior Summoning, Improved Initiative, Lightning Reflexes
Skills: Spellcraft +15, Perception +12, Knowledge (Arcana, Local) +10, Heal +10, Sense Motive +5, Bluff +10, Diplomacy +10, Fly +4
Languages: Common, English, French, Spanish

Sir Francis Drake
CN Rider 20
Init +8; Perception +20
---Defense---
AC 29, Touch 20, Flat-Footed 24
HP 174
Fort +14, Ref +10, Will +8
CMB +23; CMD 37
---Offense---
Speed 40 ft.
Melee +4 Cutlass +28/+23/+18/+13 1d6+7 18-20/x2
Melee +4 Cutlass PA +22/+18/+13/+8 1d6+19 18-20/x2
Melee +4 Cutlass CE +22/+18/+13/+8 1d6+7 18-20/x2 +6 AC
Melee +4 Cutlass PA CE +16/+12/+7/+2 1d6+19 18-20/x2 +6 AC
Melee +4 Cutlass CE fighting defensively +18/+14/+9/+4 1d6+7 18-20/x2 +9 AC

Special Abilities
Rider’s Chase: Rider, Rider’s horse, and Rider’s Summoner all gain +5 on all checks made for a chase, and treat all skills as trained with one point if they would otherwise be untrained.

Rider’s Retreat: Rider and Rider’s Summoner gain 10 ft/round movement (after all other modifiers) and start an extra 2 squares ahead of anyone chasing then on a retreat.

X Marks The Spot
Drake has a magical treasure map that shows him the locations where events he knows of have transpired. For 25 mana Drake may describe an event that he knows something about beforehand. A mark will appear on the map, leading Drake to the place where the event took place. In addition whenever Drake finds an enemy mana fountain, he may pillage it for one of three options:
- Planting a pole with the Jolly Roger on the fountain, having it drain the foe’s mana by half the amount it would usually produce each day until they've paid a ransom via the parley ability or two nights have passed. This makes the fountain indestructible by any means. - 100 mana
- Conquering the fountain for the crown by planting the Union Jack on the fountain, giving Drake wrath mana for the destruction of a fountain while keeping it intact and converting it to produce mana for you instead. - 0 mana
- Booby trapping the fountain, having it explode on the next rival to go near it. - X mana, deals X force damage (⅓ damage to summoners). DC 20+INT Reflex half (only DC 10+INT for summoners). This trap lasts for 48 hours, and immediately notifies Drake via the map when it activates.
A fountain can only have either Jolly Roger or Union Jack planted on it, not both.

A More Sensible Approach
As an immediate action Drake may offer a chance to parley with the enemy for 25 mana per enemy player involved. This will interrupt the combat and if accepted, and the party specified by Drake can offer anything in his possession in return for immediate end of combat and safe exit for all parties. If any of the enemies deny this parley, every enemy in combat has to make a DC 20+CHA Will save or be staggered for 1 round. Succeeding in this save negates staggered but denies them their DEX bonus against Drake and anyone he has allied with for a round.

The Swashbuckling Aristocrat - Sir Francis Drake™
Drake’s chosen vessel for the War is his galleon, Golden Hind. As a swift action when next to the ship Drake may shrink himself to board the ship and start steering it. Without steering the ship will do nothing but to follow Drake. For 50 mana as a swift action while next to the ship, Drake’s summoner may also shrink. The summoner can steer the ship but not use its artillery. Those boarding the ship have +7 bonus to AC, Touch AC and CMD due to size and the cover the ship provides. Those belowdecks have total cover from most attacks coming from the outside and don’t have line of effect to outside.

For 200 mana, Drake may reveal the Trademark and shrink all combatants and continue the fight aboard his ship. The ship may only be escaped either by teleporting (enemies end up outside the ship, shrunk for an hour and initiating a chase) or with a DC 15 acrobatics or climb check initiating a chase.

If the ship sinks, Drake may raise it in the next morning by spending 200 mana. Alternatively Drake can repair the ship in the morning by spending 1 mana per 2 HP repaired.
---Statistics---
Str 16, Dex 18, Con 14, Int 10, Wis 14, Cha 14
Feats: Dodge, Mobility, Spring Attack, Combat Reflexes, Weapon Finesse, Combat Expertise, Whirlwind Attack, Improved Initiative, Power Attack, Second Chance
Skills: Acrobatics +24, Climb +11, Perception +20, Bluff +15, Diplomacy +15, Profession (Sailor) +23, Sense Motive +13, Swim +11
Languages: Common, English, Spanish


Golden Hind
“A majestic black galleon with two main masts and a single mizzenmast in the stern. Instead of a traditional ship’s wheel, a whipstaff is fit on top of the rudder post.”
Size: Huge
HP: 350
AC: 2
Hardness: 5
Saves: Fort +0 Ref +(Profession (Sailor)) Will +0 (immune to most effects)
Maximum Speed: 100ft (land, water) / 30ft (air)
Acceleration per round: 30ft
CMB (only bull rush, no ram damage): +28
CMD: 37
Ramming damage: 8d8 reflex save to negate, DC=Profession (Sailor) modifier
Artillery: Two Falcons +10 9d6 (vs. touch AC min range 50ft max range 300ft range increment 25ft, only every two rounds)
Two Peteras +10 5d6 (vs. touch AC max range 50ft range increment 10ft)
14 Minions +5 1d12 (vs. touch AC fired by killable crewmembers with Precise Shot, only during the Trademark)
Artillery may only be used when Drake himself is steering the ship.
SQ: Maneuvers like Escape Artist use Profession (Sailor) checks as the ship’s relevant checks. Drake’s Summoner may roll Profession (Sailor) untrained.


A Rider whose mount is a flying pirate ship. What else do I need to say?

Rider was a really scary enemy. The best mobility in the War, long-range cannons and the second-best melee ability. While fighting defensively he would have amazingly good defenses as well. X Marks the Spot was a really neat ability, encouraging Rider to roam the map in search for founts to capture. He did manage to capture one fountain, one of Assassin's. His Parley ability was only used when ginga turned on him, but it was rejected and ginga proceeded to kill Rider off. After a strong start he idled increasingly more, which limited his effectiveness. During day 2 he caused one of the greatest scenes in PSW IV, where he chased and bombed Knight, who was running away carrying an unconscious summoner.

Vinal Marvin
NE Philosophers’ Stone War Summoner 10
Init +2; Perception +6
---Defense---
AC 22, Touch 17, Flat-Footed 20
HP 117
Fort +5, Ref +5, Will +10
CMB +5; CMD 17
---Offense---
Speed 30 ft.
Spell Slots
6 5 4 1
---Statistics---
Str 7, Dex 14, Con 14, Int 14, Wis 12, Cha 16
Feats: Combat Casting, Toughness, Spell Focus (Conjuration), Augment Summoning, Superior Summoning, Iron Will
Skills: Bluff +13, Diplomacy +8, Knowledge (Nobility, Arcana) +10, Perception +6, Sense Motive +11, Spellcraft +15
Languages: Common, Terran, Aboleth, Old English

Merlin Ambrosius
NG Sage 20
Init +5; Perception +22
---Defense---
AC 26, Touch 19, Flat-Footed 24
HP 132
Fort +8, Ref +7, Will +16
CMB +8; CMD 21
---Offense---
Speed 30 ft.
Melee +2 Dagger +10/+5 1d4
Spell Lists:

Arcane:
Infinite Detect Magic, can be made constant for 1 hour for 100 mana (free action)
Infinite Message
Infinite Disguise Other (includes self)
5/day Suggestion (NPCs only)
4/day Major Image
3/day Vanish
3/day Magic Missile
2/day Communal Resist Energy
2/day Dimension Door
2/day Shocking Image
1/day Lightning Bolt
1/day Fireball
1/day Ice Storm MGB
1/day Cone of Cold
1/day Wall of Stone
1/day Contingency (lasts until next spell prep)
1/day Haste or Slow
1/day Illusory Wall or Mirage Arcana
1/day False Vision
1/day Semi-permanent Image (as Permanent Image, but only lasts 48 hours)
1/week Project Image (up to 600 mana may be spent upon casting to shorten the cooldown by 1 day for each 100 mana spent)

Divine:
Infinite Virtue
Infinite Guidance (duration: permanent but automatically applies to next check)
3/day Summon Divine (duration 20 rounds; either 1d3 weakest constants or 1 stronger constant) MGB
3/day Air Walk MGB
3/day Mass Cure Moderate Wounds
3/day Dispel Magic
2/day Lesser Restoration
2/day Greater Forbid Action
1/day Greater Dispel Magic
1/day True Seeing
1/day Martyr's Bargain or Freedom of Movement
1/day Cure Critical Wounds
1/day Greater Scrying
1/day Restoration (costs 200 mana to restore one negative level)
1/day Animal Might (SL 6, +2 to physical stats, 10min/CL, +100 mana for +4, +200 for +6, additional +100 mana for communal)
1/day Nature’s Mind (SL 6, +2 to mental stats, 10min/CL, +100 mana for +2, +200 for +6, additional +100 mana for communal)
1/day Summon Knight (summons a clone of one of your knights, lasts 20 minutes)

Antichrist List (these replace usual spell lists):
Arcane:
Infinite Maximized Magic Missile
1/day Hungry Darkness
1/day Grasping Hand
1/day Hellfire Ray
1/day Vengeful Outrage
1/day Chain Lightning

Divine
Infinite Inflict Critical Wounds
1/day Blasphemy
1/day Cold Ice Strike
1/day Blade Barrier
1/day Righteous Might
1/day Terrible Remorse

Special Abilities
Se scéawere dierne Merlines – The Magic Mirror of Merlin
This powerful mirror was created by Merlin in ages past, when trees sang and rocks danced. It allowed Merlin to ambush the Sorcerer Morgana who saw through his shapeshifting by possessing the bodies of real wildlife. For 100 mana, Merlin may project his consciousness from his body to that of a willing individual. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the creature (although durations continue to expire). The creature still moves on its turn, but on Merlin’s turn he may use the creature’s body to cast spells or use abilities (casting spells while in a nonhumanoid form requires the Natural Spell feat). Exiting the possession is a swift action. If the possessed creature is slain, Merlin is immediately ejected, taking 4d6 points of damage, and isstunned for 1 round. For additional 100 mana, Merlin’s body and equipment is bound inside the mirror for the duration of the possession. If the mirror is broken (hardness 25, 10 HP, break DC 25), Merlin is immediately ejected. Restoring the mirror costs 250 mana. MGB: May be used on or by Vinal as well with the same action and mana costs.

Séo léasung Glas Tann – Glas Tann, the Misunderstanding
For 100 mana, Merlin can create a large, magnificent glass sphere floating 5ft above ground (hardness 1, HP 0), teleport himself and his summoner inside it and a tall spruce next to the sphere. Merlin can cast spells from there without penalties but the sphere blocks line of effect for others. For an additional 200 mana, Merlin may instead leave a double of himself and his summoner with all their spellcasting powers and as many HP as they are willing to sacrifice inside the sphere and slip inside the spruce to appear in another tree as per the spell Tree Stride. For an additional 100 mana the Tree Stride granted by this spell bypasses Dimensional Anchor.

Bearn þære forewítegunge þæs Antecristes bearn démones níwe geboren gemearcod™

- The Intended Antichrist, the Son of a Demon, Baptized at Birth™
Merlin gains a +1 profane bonus and +1 sacred bonus to AC and to all rolls he ever makes (Saving throws, attack rolls, ability checks, skill checks, damage rolls, and even in-game dice). For 200 mana, he may increase these bonuses to +3 each for 10 rounds.

This dual nature gives Merlin glimpses of the past and also of possible futures. In start of each day, Merlin is given a short summary of last day’s events. Additionally for 50 mana Merlin may attempt to have a weak prophecy of the current day, stating an event he would like to happen during the day. This event will have increased chances of becoming true.

By revealing the Trademark while increasing the bonuses, Merlin may deny his baptism, gaining demonic features, fast healing 10, an improved hyperoffensive spell list and a constant Vampiric Touch charge. This form costs 100 mana per round to maintain.

Leader: Sage gains access to minions under his command. Sage knows where his minions are at all times, and may observe through one of their eyes for 10 rounds/day for free, and 50 mana/round for future rounds. Sage chooses at the start of each day which category of minions he will use.
1) Militias of peasants: 0 mana at the start of the day for 1 horde, 100 mana for 2 hordes, 200 mana for 3 hordes or 400 mana for 4 hordes.
2) Three knights of the round table. 0 mana at the start of the day. Dead knights may be resurrected at the start of a day for 200 mana per knight (No need to resurrect all at once.)
3) Hosts of celestial creatures. Choice between the four different sets of constant celestial creatures. No new constants may be summoned for that day. Additional stronger celestials may be summoned from any celestial list, even from those that the initial constants weren’t picked from. This option costs 25 mana at the start of the day per times the Antichrist trademark has been used in the War, to a maximum of 100 mana.

---Statistics---
Str 7, Dex 12, Con 14, Int 20, Wis 14, Cha 18
Feats: Improved Initiative, Combat Casting, Spell Focus (Illusion), Extend Spell, Burning Spell, Natural Spell, Spell Penetration, Greater Spell Penetration, Greater Spell Focus (Illusion), Iron Will
Skills: Bluff +24, Disguise +24, Spellcraft +28, Knowledge (Arcana, Local, Religion, Nobility) +18, Perception +22, Acrobatics +11, Sense Motive +25
Languages: Common, Terran, Aboleth, Auran, Celestial, Sphinx, Old English

------------
Sage’s Minions

The Peasantry
This functions as a swarm with 10d8 hd
HP: 45
Size: Gargantuan
AC 6 (-4 Size)
Saves: +5 fort, +5 ref, +5 will
Swarm Traits (half damage from weapons, vulnerable to area of effect)
Initiative: +0
Attacks: 2d6 swarm damage, distraction DC 15

The Knights of the Round Table
Merlin has 3 knights assisting him. They all have a Cavalier’s Horse, as statted below

Sir Lancelot
Male Human Fighter 10
LG Medium Humanoid (Human)
Init +2; Senses Perception +1
Defense
AC 27, touch 12, flat-footed 25 (+2 dex, +11 armor, +4 shield)
HP 75 (10d10+20)
Fort +9, Ref +4, Will +4 (+3 against Fear)
Offense
Speed 30 ft (35 on horse, 50 on unarmored horse)
Melee +1 Lance Power Attack +16/+11 (1d8+20 | x3) or Mwk Longsword Power Attack +15/+10 (1d8+13 | 19-20 x2)
Space 5 ft; Reach 5 ft (10 ft with lance)
Statistics
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +10; CMB +14; CMD 26
Feats Power Attack, Mounted Combat, Weapon Focus (Lance), Weapon Focus (Longsword), Ride-By Attack, Weapon Specialization (Lance), Spirited Charge, Weapon Specialization (Longsword), Skill Focus (Ride), Greater Weapon Focus (Lance), Wheeling Charge, Greater Weapon Focus (Longsword)
Skills Ride +18, Handle Animal +12, Intimidate +12
Languages Old English
SQ Bravery, Armor Training 2, Weapon Training 2 (Spears x2, Heavy Blades)
Gear +1 Lance, mwk Longsword, +2 Full Plate, +2 Heavy Steel Shield
------------------------------------
Knight 2: Sir Gawain
Male Human Paladin [Divine Hunter] 10
LG Medium Humanoid (Human)
Init +3; Senses Perception +10
Defense
AC 23, touch 14, flat-footed 21 (+3 dex +9 armor +1 deflection)
HP 75 (10d10+20)
Fort +9, Ref +7, Will +7
Offense
Speed 20 ft
Melee Mwk Longsword +13/+8 1d8+2/19-20x2
Ranged +1 Composite Longbow +14/+9 1d8+9
Ranged +1 Composite Longbow DA +11/+6 1d8+15
Space 5 ft; Reach 5 ft
Special Abilities:
Aura of Precision: Ranged attacks made by allies within 10ft of Sir Gawain do not take penalties from shooting into melee or allies in the way providing cover.
Detect Evil: As a move action, concentrate on a single item or individual within 60 feet and determine if it is evil or not.
Lay on Hands: 1/day heals 5d6 damage from an ally within touch range. For 100 mana this removes a negative condition.
Smite Evil: 4/day swift action against evil target +1 to hit +10 damage +1 AC. Wasted on nonevil targets.
Statistics
Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 12
Base Atk +10; CMB +12; CMD 26
Feats BF: Precise Shot, 6 Feats: Heavy Armor Proficiency, Weapon Focus (Composite Longbow), Greater Weapon Focus (Composite Longbow), Deadly Aim, 2x PSW Accuracy For +1 To Hit Per Feat
Skills Perception +10, Ride +11, Diplomacy +14
Languages Old English
Gear +1 Composite Longbow [+2], mwk Longsword, +2 Tatami-do, +1 Ring of Protection
-------------------------------------
Knight 3: Sir Mordred
Male Human Fighter 10
CN Medium Humanoid (Human)
Init +2; Senses Perception +0
Defense
AC 34, touch 15, flat-footed 32 (+2 dex +10 armor +9 shield +3 on touch)
DR 3/-
HP 105 (10d10+50)
Fort +11, Ref +5, Will +3 (+3 vs fear)
Offense
Speed 30 ft
Melee Clarent (Adamantine Longsword) +13/+8 1d8+2/19-20x2
Space 5 ft; Reach 5 ft
Special Abilities:
Total Defense action gives +9 cover bonus to AC of one adjacent ally
1/round Deflect arrow or arrow-like ranged attack with shield
1/round when enemy 5ft steps, either move 10ft and strike enemy once or attempt a CMB check with a +2 bonus to stop foe from moving. This an Immediate action.
+4 AC versus critical hit confirmation, 25% chance to negate critical hit
Statistics
Str 14, Dex 14, Con 18, Int 12, Wis 10, Cha 8
Base Atk +10; CMB +12; CMD 24
Feats PSW Ability Focus +2 to Stand Still CMB, Shield Focus, Greater Shield Focus, Missile Shield, Covering Defense, Combat Reflexes, Stand Still, Step Up, Following Step, Step Up And Strike, Shield Specialization, Greater Shield Specialization
Skills Ride +3 Intimidate +12 Sense Motive +10 Appraise +11
Languages Old English, Latin
Gear +3 Tower Shield, +1 Full Plate, Clarent
--------------------------------------------
Horse that everyone uses
Size: Large
Speed: 50ft
HP: 89 (9d8+45)
AC: 33/12/30+10 nat +11 armor +3 Dex -1 size
Saves: Fort +10 Ref +9 Will +4 (+Devotion)
Feats: Run, Light/Medium/Heavy Armor Proficiency, Toughness
SQ: Low-light vision, Scent, Combat Trained, Evasion, Devotion, Never Rolls Skills (use stats from its rider)
Ability Scores: Str 21, Dex 17, Con 18, Int 2, Wis 12, Cha 6
--------------------------------------------
Celestial Allies:
Constant are refreshed for free every morning. Others may be summoned as a standard action, all at once.

Azatas
Constant: x2 Lyrakian, x1 Yamah
50 mana for one battle: x2 Bralani or x1 Lilend
50 mana per round: Ghaele

Agathions
Constant: x2 Silvanshee, x1 Bishop
50 mana for one battle: x1 Avoral or x2 Vulpinal
50 mana per round: Leonal

Archons
Constant: x2 Harbinger, x1 Hound
50 mana for one battle: x2 Legion or x1 Shield
50 mana per round: Trumpet

Angels
Constant: x6 Cassisian (Commune only has a 5% success chance per question)
50 mana for one battle: x1 Balisse or x2 Choral
50 mana per round: Astral Deva
100 mana per round: Planetar

Archangels
Special: Must have spent mana on archons, agathions, azatas, and angels (all four categories overall) in previous turns in the current battle before these can be summoned
150 mana per round Advanced Star Archon or Draconal Agathion or Varanallia Azata
200 mana per round Solar Angel


The winner of PSW IV, Maxim won thru a combination of creative plans, will to carry on and good luck. Sage was the most complicated champion, but Maxim got good use out of the class despite never getting to use the strongest combos (Magic Mirror of Merlin into a Solar Angel after scrying a target and then teleporting in for a kill, after using Commune via Cassisians to find out if the scrying target was alone, just to give an example). Sage's spell list was very varied and rich in utility, but he shared the lack of offensive spells with Caster. In fact Sage had more offensive spells than the caster, and the Antichrist Trademark boosted that. Maxim tried all the minion options throughout the game. The peasants were weak, but they automatically hit and had a minimal chance of preventing their target from attacking. The Knights had specialized roles and were ideal Magic Mirror targets and scounts, and the celestials were the muscle. The peasants usualy failed in their distraction, but Archer once actually failed the fortitude save, and was nauseated for a turn while the peasants beat him up.

Sage's abilities were all unique, except maybe for the TM, as there have been other transformations previously. Glass Tann was a really strong escape ability, but using it drained precious mana resources. Magic Mirror got buffed in the mid-game buffs into being allowed to absorb the summoner as well. Sage's Weak Prophecy was actually the most open-ended ability in the game. Whatever Maxim prophecied with it had a diminishing % chance of succeeding every time it was tested. For example on day 2 he prophecied that their trio would go unnoticed by everyone. The first time they encountered someone, the success chance was 100%, then 90% and so on until the roll finally failed near the Royal Keep when Archer spotted them. Maxim himself didn't know exactly how this ability worked. However, he figured out its strength by the midgame, and used it to modify the day 4 update to fake his death. Maxim also used both of his order spells offensively. The first he used to create fully functional duplicates of both of his characters. The clones would go for the semi-insane plan of assaulting Flamel himself, while the real characters would hang out safely in the Northern Poor district. This, coupled with the fake death Weak Prophecy saved him, as Lightwolf didn't hunt him down after killing his dupes. His second order spell was used inside Flamel's Keep, causing the huge stone slab (and leyline!) fall down on his allies, trapping them under the rubble. He used the surprise round that followed to kill Eternal_Drifter, and had put a Hellfire Ray in Contingency, whose triggering slew Eternal_Drifter's Summoner despite an used order spell. This ambush was also perfectly timed with the real Merlin and Vinal, who remotedly triggered the Antichrist Trademark, saving Merlin a turn of activation.

After betraying his allies in the Caster Trio, Maxim withdrew to his base to turtle, and begun building castles using Wall of Stone and Mirage Arcana. At this point every remaining player was turtling as well, so nobody saw his castle. Lightwolf eventually sought him out to defeat Assassin. Maxim contributed actively to the RP (most of the encounters for the Caster trio was them Rping between themselves and planning their assault on the Flamel's tower, or exploring the said tower in PvE mode), and was generally a very active player despite other players claiming otherwise (Maxim forgot to show up at a few encounters). In fact Maxim's Character Sheet conversation had the most replies out of all players.

Rococo
CE Philosophers’ Stone War Summoner 10
Init +0; Perception +2
---Defense---
AC 20, Touch 15, Flat-Footed 20
HP 102
Fort +4, Ref +3, Will +9 (+1 vs emotion effects)
CMB +7; CMD 17
---Offense---
Speed 30 ft.
Spell Slots
6 5 4 2
---Statistics---
Str 10, Dex 10, Con 12, Int 13, Wis 14, Cha 18
Feats: Spell Focus (Conjuration), Defiant Luck, Inexplicable Luck, Bestow Luck, Fearless Curiosity, Dauntless Destiny
Skills: Intimidate +14, Knowledge (Arcana) +14, Spellcraft +14, Perform (Act) +14
Languages: Common, Prench, French

Dr. Jekyll
CE Savior 20
Init +5; Perception +24
---Defense---
AC 29, Touch 16, Flat-Footed 28
HP 144
Fort +14, Ref +7, Will +16
CMB +15; CMD 26
---Offense---
Speed 30 ft.
Science Like Abilities
Infinite Detect Magic, can be made constant for 1 hour for 100 mana (free action)
Infinite Spark (deals 1 point of fire damage)
Infinite Virtue
Infinite Polypurposeous Panacea
5/day Cure Serious Wounds
5/day Silence
4/day Shield of Faith or Barkskin
4/day Find Quarry
4/day Touch of Slime
3/day Divine Power
3/day Flaming Sphere or Ball Lightning
3/day Signifier’s Rally (Evil descriptor removed; works in areas warded vs. evil)
3/day Moonstruck (lasts 1 daze + 2 rage/confusion + 1 daze round, new save each round)
2/day Hallucinogenic Smoke (duration of nausea=1 round + additional round margin of failure/5)
2/day Jolting Portent (DC and damage halved on summoners)
2/day Tar Pool (Duration 3 rounds)
2/day Zone of Truth
2/day Symbol of Pain, Weakness, Slowing, or Striking (Striking attacks based on the form you currently have)
1/day Cold Ice Strike
1/day Frightful Aspect (does not frighten)
1/day Circle of Clarity
1/day Plague Storm
1/day Restoration (costs 150 mana to restore one negative level)
1/day Animal Might (Science Level 6, +2 to physical stats, 10min/CL, +100 mana for +4, +200 for +6, additional +100 mana for communal)
1/day Nature’s Mind (Science Level 6, +2 to mental stats, 10min/CL, +100 mana for +2, +200 for +6, additional +100 mana for communal)
1/day Permanency (50 mana per Science Level, maximum 2 cast)
1/week Transmute Metal to Wood (up to 600 mana may be spent upon casting to shorten the cooldown by 1 day for each 100 mana spent)
---Statistics---
Str 10, Dex 12, Con 15, Int 12, Wis 18, Cha 16
Feats: Improved Initiative, Toughness, Endurance, Diehard, Divine Interference, Glorious Heat, Empower Science, Power Attack MGB, Sickening Science, Quicken Science
Skills: Bluff +23, Intimidate +23, Perception +24
Languages: Common, French, English

Mr. Hyde
CE Savior 20
Init +5; Perception +24
---Defense---
AC 29, Touch 16, Flat-Footed 28
HP 144
Fort +14, Ref +7, Will +16
CMB +15; CMD 26
---Offense---
Speed 30 ft.
Melee Improvised Doohicky +19/+14/+9 2d6+6 (19-20/x2)
Melee Improvised Doohicky PA +19/+10/+5 2d6+18 (19-20/x2)
Melee Improvised Doohicky Adrenaline PA +24/+13/+8/+3 2d6+24 (19-20/x2)
Ranged Improvised Doohicky +16/+11/+6 1d8+4 (19-20/x2) (Increment 10ft max 50ft; most ranged doohickies cannot full attack)

Special Abilities
Powers of the healer: Savior and his Summoner have fast healing 1 outside of combat, but only when at less than ½ health.

Resurrection: Once per game, when the Savior is killed his corpse rejuvenates to ½ hit points within an hour. The savior wakes up from the rejuvenation when at half hit points and not in immediate danger.

Brew of Resolution
For X*100 while outside combat as an action taking a minute per dose, Jekyll may prepare X doses of a physical substance of his own choice that causes anyone who is willingly subject to it take either 1d3 negative levels and 2d3 damage to any ability score or 1d3*20 temporary HP and a 2d3 alchemical bonus to any ability score upon a command word that activates Compartmentalized Mind. The subject also immediately upon contact receives an effect from the spell Polypurposeous Panacea, picked and flavored by Jekyll during preparation of this ability. The subject cannot identify the effect of this ability by normal means. Wary recipients get a Fortitude save to halve the negative levels and negate the positive effect. The subject becomes immune to a given batch after the first contact and anyone subject to negative levels from this ability are immune to further negative levels by this ability. Jekyll can be subject to this ability himself and has to choose the ability score to be affected when he prepares this ability.

Mad Science
Hyde has a number of tricks he can attempt in combat in place of a melee attack. Some tricks have a ranged option. These tricks require a Bluff check to succeed and provoke an attack of opportunity only if the Bluff result is lower than the target’s Sense Motive result. Hyde flavors these tricks himself.
DC 20, 125 mana (+15 DC ranged) Random effect
DC 22, 50 mana (+4 DC, +25 mana ranged) Trackable by a single sense, Per base DC -10
DC 24, 75 mana (+5 DC, +25 mana ranged) Foe’s melee reach drops by 5ft (5ft minimum)
DC 25, 75 mana (+10 DC, +25 mana ranged) Entangled, Escape Artist DC 20 or 4 turns
DC 26, 75 mana (+5 DC, +75 mana ranged) gain 20% concealment versus that foe
DC 27, 75 mana (+5 DC, +50 mana ranged) Next time foe takes physical damage, damage is doubled
DC 28, 75 mana Confused for 1 round
DC 30, 50 mana Bleeding for 1d6 damage per round (stacks up to 4d6)
DC 33, 50 mana (+0 DC, +25 mana ranged) -4 penalty to Dexterity, lasts 10 minutes, stacks up to -12
DC 35, 100 mana Nauseated for 1 round
DC 40, 25 mana Random effect

Compartmentalized Mind™
Jekyll and his evil alter-ego, Hyde share the same body, with the changes between the two happening uncontrollably. However, the summoner can control the transformation by channeling mana through the 3rd order spell. Also to preserve his own mental stability, Jekyll has invented a sanity potion that completely wipes all information about Hyde and his deeds from his mind and prevents Hyde from surfacing. Jekyll brews one of these potions daily and can stock them up or brew additional potions for 50 mana and one hour for each. The potion has a drawback, though. A specific command word, sent separately, causes the potion’s effects to completely fade until reimbibed.

By spending 0 mana and 10 minutes while not under the effects of the sanity potion, the summoner can trigger the transformation to Hyde and back. For 25 mana, this changes to a standard action, for 75 mana, a move action and for 125 mana, a swift action. These costs are increased by 75 mana on each successive use in the same combat. Upon transformation, his appearance and physical/mental statistics and abilities change, and he is relieved of any special condition except Stable (yes, includes Prone). Hyde is incapable of casting any science. He also is aware that he can, as Hyde, subconsciously devour a mixture of the chemicals he’s holding, either for healing or to give himself an adrenaline surge. Hyde may use this as a free action upon transforming or as a standard action for 100 mana at a later point. He may either sacrifice 5 randomly selected sciences to gain +5 BAB for a minute or sacrifice any number of sciences to heal for 1d6+1 per science sacrificed.

Jekyll also has a single prototype of the potion he drank to initially trigger him starting to become Hyde. Under the effects of the sanity potion he thinks this is a potion that causes the drinker to never be hungry again. In reality, this potion turns the imbiber into his evil, megalomaniac alter ego called “101”, set on taking over the world and gaining spellcasting ability. You gain wrath mana for the civilians he kills but if an enemy kills him they gain 101 Wrath Mana.
The command word is: “Seek”

Should Jekyll/Hyde fail to give cool flavour for his self-flavoured abilities including spells (science) a penalty of -2 will be applied to the relevant roll.
---Statistics---
Str 18, Dex 12, Con 15, Int 12, Wis 10, Cha 16
Feats: Improved Initiative, Toughness, Endurance, Diehard, Heroic Defiance MGB, Power Attack, Furious Focus, Dreadful Carnage, Catch Off-Guard, Improvised Weapon Mastery
Skills: Bluff +23, Intimidate +23, Perception +20
Languages: Common, French, English


Jekyll and Hyde was an interesting and unique choice as Saviour. It'd probably have made more sense as Caster or Sage, but LW got Saviour and what fun is there in making sense? The idea was, that both Rococo and Jekyll/Hyde were completely and utterly insane, but had created a sanity potion, that caused them to forget about their evilness and the existence of Mr. Hyde. When a command word “seek” was said, they would instantly remember everything and go evil. While the Caster Trio was talking to themselves, I watched if anyone of them said “seek”, which would have turned the relatively peaceful RP into a fully-fledged combat.

Mechanically Saviour was built to gradually get better through buffing, and LW did a great job at this. The Permanency Spell, I mean Permanency Science, was utterly abused and lead to Jekyll having almost 20 permanent or semi-permanent buffs up in the final fight. He was practically unhittable in battle, only the strongest martials' first attacks had any chance of hitting him in melee. A fully buffed Hyde was on par or better even compared to a sneak attacking Assassin. Assassin's Trademark trumped Saviour, though. Given all this melee strength, Saviour still fell mostly back to a spellcasting role in battles, using his strong divine sciences to neutralize enemies. Saviour had the strongest locating abilities in the game, being able to use Find Quarry 4 times a day. LW was disheartened by the half of the players giving up, and tas giving up in the final fight was the last straw. Rococo and Merlin settled the final battle between them with a in-character die roll isntead of fighting, which Merlin won thanks to his ability which affected in-game dice. Truly a fitting anticlimatic end to a slow game.

LW got one of the strongest buffs in the game for his summoner Rococo when the caster trio was exploring the Royal Keep. One of the rooms in the upper floors of the Keep (only accessible thru teleportation or windows), had a secret room labelled “DEATHTRAP”. The trio spent a long while speculating on how and why to get inside. LW eventually figured the room out, gained the DEATH rune, and dared to use it, turning Rococo undead, causing her HP and Fort to be calculated off Charisma instead of Constitution. This gave Rococo just barely enough HP to survive Sage's well-coordinated backstab. LW retaliated and killed Sage – but only his order spell clones. On the whole LW did a great job roleplaying his characters and (ironically) contributing sanity into the plans of the Caster Trio. One of his grand creations also was the SEXTUPLE DEATHRAP FOUNT, which included putting three of his and three of Maxim's mana fountains into the DEATHTRAP room, coupled with a typo from my part.

----------------------------------------------------


And that's it for PSW IV postgame. Fun was had, albeit the game's slowness and multiple host errors decreased it significantly and I'm sorry for those. Thanks for all players for playing, Aura_Guardian for cohosting (he was originally the main host but I took over and he focused on The Frostbound World, a PF campaign), and congratulations Maxim for winning! (Merlin's Wish was to prevent Vinal from becoming an evil God and to resurrect all the innocents slain in the course of the War and also Katanina.)

Will provide logs upon request, since I ended up paraphrasing most of the war, I won't publish the final log here now, it's too splintered. You can ask me questions here or in #flamel, feel free to post prologues or epilogues or just comments here, I can edit them into this postgame post also if you want.
 

LightWolf

lightwoof
is a Forum Moderator Alumnus
One correction: I WANTED to be Savoir as J&H. Specifically to encompass both since Savoir can range anywhere from paladin to druid in style. I wanted to play both jekyll and hyde so rather than caster jekyll(where hyde would be the TM) or Berserker Hyde (where jekyll is when I'm not raging) I went with an option that was both. Naturally Monster would likely have been the better choice, but I had played Monster in the playtest and it'd leave Jekyll kinda short when the hyde form would be an effective caster too.

That being said I enjoyed it, and will gladly claim the title of True Assassin because tas didn't assassinate anyone and I was really built as one.
 
Well, its been a long war. It was annoying to have quite a few delays, and I had only three combat encounters, but I will say that it was interesting.

I gave my character, 'Sophia Larenson', a motivation to get the stone: cancer was kept coming back to her brain regardless of how often it was removed. Of course, there was a reason why it kept coming back...

Character-wise, I had Sophia (who went by the alias 'Katanina') be willing to do just about anything to survive, even willing to commit evil acts to achieve her goals. Hans, on the other hand, wasn't happy with his 'neice's' methods (the cover was that Katanina and her uncle were going to try to move to Atlantis). Sophia was perfectly happy to steal from the bodies of policemen for guns and ammo, as well as building Wrath Mana.

I originally had Caster designed to focus on story potential, cutting out most damaging spells and focusing on non-damaging spells instead. I think my original plan was to lay low a couple of days in an inn, gather information on potential Champions, and then move someplace out of the way and build a small base there. I'd have focused on hit and run tactics, building up stacks of 'Storytelling' on others through repeated encounters, before baiting them to the base I prepared so that we could have a climatic showdown and suffer the trademark Snow Queen (which I improved a good amount so that it would be more likely to finish people off).

I feared Knight most, since spell resistance could negate some of Caster's spells, so I stacked up on Spell Penetration; the only way a spell would fail on Knight would be if I had rolled a one.

Fat lot of good that did; Ullar was eliminated without me ever encountering him in the game, rendering a couple of my feats useless.

Due to an oversight, I did not have Common as a language when starting out. This led to my team speaking only in English for the first few hours of the day.

And then I ran into LightWolf around 10:30 of the first day, and my plans were derailed.

Due to the previous oversight, there wasn't a common language that both sides shared, and LightWolf wasn't going away, so I led us to a bookshop where we got English/Common dictionaries. It was there we ran into Maxim, and managed to communicate, abeit slowly, with our dictionaries. As a truce, we all went to the bar the Teary Mermaid, where I thought. At this point, I had no idea of either of their classes, but there were three of us, all unaligned with anyone else, so I proposed a mad plan:

Skip the war and just grab the stone from Flamel himself.

I had The Emperor's New Clothes avaliable, and so I planned to use it to bait enemy champions there. Then, while everyone else was there, myself and the rest of the trio would assault the tower and steal the stone. The first two days would be to gather information of the tower and the city, which might have fought back. The second day, we'd assault the police district to get them worried, and warn them of potential incoming champions for the third day. Then, on the third day, Emperor's New Clothes to bait enemies over to the Police district, and we would take over the tower, kick as many people (other than the group) as possible out, seal the tower to prevent entry, and then start searching the tower. As a side effect, if people actually started fighting in the police district, then they would not only have to deal with the each other, but the paranoid police as well, to weaken Champions and Summoners further in case they came after us later.

Of course, due to Walrein making the tower his base, he became a thorn in our side. Day one while I gathered information from the population, Maxim and LightWolf ran into three other champions, with causing a fight as Walrein fled. Day 2, after attacking the Police district to steal some of their gear and drive up their paranoia, we went to the tower to find Walrein, this time ducking into the tower while summoning monsters to hunt him down as he fell. This prompted him to use an order to break the sphere a little and flood atlantis. Day 3, when I was checking to discover in which direction he was in (to see if he was going to the trap in the police district), I was surprised to find him in the bar. He attacked Maxim('s decoy), and was about to flee, but I figured that enough was enough, since he would likely run into us later as we tried to achive our goals, using an order to go after him and make sure he no longer had an opprotunity to interfere with us further.

Due to my character's backstory, Sophia and Caster learned Common over the first few days, eventually not needing to reference the dictionaries at all.

With Walrein eliminated, we assaulted the tower at the bottom causing much confusion as I used a spell to emulate a Balor appearing. We eventually lost significant resources at the bottom, so we fled with a couple of spells to the upper tower. After some exploration, we settled down before an Archon appeared to spook us into action to attack Flamel now, before Maxim backstabbed us. Things might have changed if I had used my second order to "Block that Bolt!" instead of "Stop that Bolt!", using Wall of Stone instead of Dispel Magic, but it was at that point a Contingency Hellfire Ray sent Sophia to Hell.

What happened? Well...

Step. Step. Step.

It was too hot where she was. The fires of Hell raged around her, the screams of others echoing from the far mountains in the distance.

Step. Step. Step.

Who was she? Or, who were they? It was so hard to remember who they were, with it being difficult to even remember their gender.

Step. Step. Step.

They had several names, but none of them were their own. That they were sure of.

Step. Tug. Step.

But they had to keep moving. They had to reach that mountain in the distance. They were going to be tormented for many years, but it was better than the alternate.

Step. Step. Tug.

Utter destruction awaited them if they did not reach the mountain fast enough. They were needed to… bind something together. Something that would destroy them forever. They did not want that.

Step. Step. Step.

Keep moving forward. Ignore the devils looking their way. Just reach that mountain.

Step. Step. Step. St-TUG.

They stumbled, their form quivering as something unseen tugged at them.

Tug. Tug. Tug.

No, they silently thought. They had realized their fate when being sent here. There had been an escape offered.

Tug. Tug. Puuuuulllllllllll….

They desperately grasped for everything, anything, that could be used to save them from their fate, but being turned to a shape that couldn’t affect the world with their formless being.

Puuuuuullllllll……..

They resisted as best they could, but something would not give them the opportunity to escape.

YANK!

They wanted to screech in horror at what was pulling them out of Hell, but their shape couldn’t make a sound; that ability had been lost when they had been sent down in the first place.

The world suddenly shifted around themselves, changing from the flames that had originally dotted the landscape to a ocean of water, before being dragged through a sphere of force towards a dry tower inside it. And then, dragged into one of the upper floors of the tower.

The inescapable pull continued, before the being noticed the statue.

A woman, a look of horror on her face, buried partially beneath a large boulder that had crushed her.

Who was she? Why was she crushed? Why was she scared?

They didn’t get a chance to question further, though, as they were pulled into the head of the statue.

It was supposed to be dark, but somehow, they could still see, noticing that they were not alone. Nine other beings were around her, each more powerful than the last, outsripping the last being dragged there.

Then, one of the beings started shaking as something pulled it apart, changing it from… Berserker, Shaka Zulu, into magical energy.

The next, Monk, Akashi Shiganosuke, followed.

The third being, Knight, Samson Ben-Manoah, put up a little more resistance, but it only lasted a moment more before they too lost sentience and became mere energy.

Zhou Tong, Archer, followed Knight in becoming nothing more than a memory, before Caster, Hans Christian Andersen, was turned into nothing but oblivion.

Why had Caster seemed so familiar?

Rider, Sir Francis Drake, was similarly crushed, before Monster, Hekatonkheires, quickly followed them.

Assassin, Moctezuma, was next, being turned into nothing more than energy, and Savior, Dr. Jekyll and Mr. Hyde, disappeared as well.

Surrounded by energy, the last being tried to extend their senses before getting cut off. An unbearable presence pressed down, before tearing at the last being again and again.

Cas-. Phil-. Fla-. Atla-. Ha-. Soph-. Mer-. Can-. De-. Li-. Wa-.

Memory after memor-.

Torn away from the-.

Being tried to gra-.

Could no-.

Na-.

Katanina. Katanina Katanina Katani-.

Destroy-.

Had no mouth. Had no voice.

And they had to scream.




___________________________________________________________________


Nine Champions sacrificed to form the stone. One bearer to carry it and die to bind it together.

The growing stone in her head had been mistaken for cancer in her brain.

Truly, she could have never won in the first place.


___________________________________________________________________


Merlin stood back in the tower again, facing Flamel with his summoner frozen by his side. It had taken a little effort to make sure that Merlin got the stone and not Vinal Marvin with plans to become an evil god, but he had managed.

There was the question of why Flamel had called them up, though, instead of bringing to Stone to them.

"Just one minute," Flamel stated, "and the Stone will be ready."

One more minute, and he could revive all the innocents that had been killed in the pointless conflict. One more minute, and-.

"Just to satisfy an old man's curiousity," Flamel spoke, "what are you planning to do with the stone, Sage, now that you've won and gotten your master out of its reach?"

"To revive all the innocents that were lost," he replied. "And Katanina in particular; I do not think she would have been so desperate for the Stone if it hadn't been for the cancer."

Flamel stared at Merlin for several moments, before clicking his tounge. "It is too late for the one you call 'Katanina,' Sage," he warned. "Her fate was decided many years ago. Come, let us get the Stone so you can revive everyone else."

Flamel led the way down the stairs back where Vinal had backstabbed Katanina and Caster on the third day. Still there, pinned beneath the large slab of stone and turned into a statue, was the woman.

And then, with a casual flick of the wrist, the Alchemist sent a ray of some sort at the woman's head, turning it to pebbles.

"WHAT ARE YOU DOING?!?" Merlin shouted in horror.

"Simply freeing the stone from its container," the Alchemist calmly stated, motioning at the rock at the location where Katanina's head once laid.

There, amid the gray stones, was a larger red rock, which Merlin felt was packed with power.

"Nine champions sacrificed to create the stone, and one bearer to bind it together," Flamel stated, continuing to walk down the stairs, not even giving the stone a glance as he passed it by. "All ten of them rendered down into magical energy beyond recovery to form it. Even if she confused it for something else, the girl was the bearer for this Stone. Go ahead and claim your prize; I have a non-participant Lich about to try to enter Atlantis that I have to deal with."

With that, the Alchemist disapppeared.

Slowly, Merlin reached down for the stone, picking it up and staring at it.

So much power in such a small rock... but so much sacrificed to create it.

The Wizard of the Round Table started crying.

Was it really worth it?


I have a few ideas for future PSWs, but I would like to make a suggestion of changing the Summoner back to Wizard, or perhaps another Arcane class (or even Alchemist?), for future wars, so that we do not see the same uniform focus that we all shared with our Summoner builds (with Augment Summoning being on nearly everyone's feat list). I also proposed a couple of alternate champion classes, the Lancer and the Avenger, to add to the roster. Even if it is too many classes, they could still be used to give people choices and possibly confuse which classes are actually in the war (Avenger is particually sneaky; if present, even though it's weak, people don't realize its actually in the war, or even who is playing it, until someone runs across it!).

Eventually, I hope to get a fanfiction of the fourth war out, by gathering accounts and refining it.

Until then, I hope to see you in the next PSW!
 

vonFiedler

I Like Chopin
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Hatred doesn't really effectively put across what I feel about Fate/Hollow Ataraxia, so Avenger is just not getting in.

I don't think Lancer is mechanically interesting as far as this game is concerned either. We don't focus on weapons, so Knight is pretty much Saber but with more options. Lancer though...

I think I will have an open plan in regards to the next war. Start with 8, and if I really feel like adding more depending on who signs up, then there are options.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top