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#the divine move 2 the wrathful
1liv · 1 year
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WOO DO-HWAN as Loner in 'The Divine Move 2: The Wrathful' (2019)
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blood-orange-juice · 7 months
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Baby wake up, new Childe's boss fight theme lyrics translation dropped.
I'll copy it here but do click the link too, there's Interpretation!
RAPTURE OF CHAOS:
divita clara (x3)
Illustrious divinities, (x3)
2. voto liti duramen
Ice devoted to strife,
3. viros vincam vorato
Devoured, I shall conquer [all] men!
4. diri ita vota
Such [are my] ill-omened vows.
WRATH OF MONOCEROS CAELI:
5. lux catius gravi iri
The more discerning gaze is to be steered with grave [attention].
6. mutatis pius mari
Fatefully, you are [all] moved by the sea.
7. tuta pectus malis
[My] soul [is] gazed upon by evils.
8. muta deus malis
God, remove [me] from evils!
9. cavis vincam (x3)
I shall conquer through the Abyss (x3)
10. (potis cavis) (x3)
(You become the master of the Abyss) (x3)
11. (densa pia) (softly, multiple times)
(Crush [the] devout [ones])
13. (cavus vincit) (x3)
(The Abyss conquers!) (x3)
14. (cavus vincito)
(The Abyss shall conquer!)
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ttrpgbrackets · 7 months
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Propaganda below
Apotheosis
You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of other people. While in this state, you can fly, use +Weird to kick some ass instead of +Tough (using innate magic as a 3-harm weapon with whatever properties you choose), ignore the component costs of your rotes, ignore one requirement of every spell you cast with use magic, and you have +1 ongoing to do everything. On the other hand, you outright cannot use the protect someone move, you have all the Temptations, and you have to indulge them whenever a good opportunity presents itself. When you try to resist a temptation, roll +Cool. On a 10+, your apotheosis ends. On a 7-9, if ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.
What makes it cool?
(this is from The Hex playbook, which can be found on their website, if you want to fact check or anything). Anyways literally every game that has wildly powerful magic users should have built in mechanics for “I’ve experienced some terrible pain and am going to go super sayan for a moment” but as far as I’m aware MOTW is the only one that does AND it fucks. So many opportunities for terrible horrible things to happen to you or your fellow party members in the best way possible!!!
Castigate the Enemies of the Godhead
When you rest or perform a Full Repair, you can push the Manticore into an unstable Castigation State (or bring it out of one). In this state, the Manticore explodes immediately when destroyed due to damage or reactor meltdown, vaporizing it and instantly killing you and any other passengers. Characters within burst 2 must succeed on an Agility save or take 8d6 explosive. On a success, they take half damage. This only takes place if you are physically present in the Manticore.
What makes it cool?
First off, you should understand that most mechs in Lancer have fairly mundane technological abilities. Stuff like Assault Cannon, Deck-sweeper Automatic Shotgun, and LB/OC Cloaking Field. Generally utilitarian gadgets that sound like they could exist. So, all the weirdness I'm about to describe is happening against a backdrop of otherwise fairly grounded military sci fi.
CASTIGATE THE ENEMIES OF THE GODHEAD sounds nothing like a normal sci-fi gadget.
The Manticore, the mech, with the castigate ability is basically an unstable nuclear reactor that is also an unstable religious fanatic. It is covered in a field of radioactive lightning and/or the barely contained wrath of an ancient god. It is constantly on the verge of exploding both literally and figuratively.
Basically, between battles, you can decide that you're about to go out in a blaze of glory. and then, when you die, you explode with enough power to vaporize any enemy in the core book twice over, as well as any party members standing too close. There's no way to cheat it, either. You have to be in that cockpit, and blow up along with your mech. It makes you a suicide bomber.
Lancer consistently blurs the line between mundane advanced technology and genuinely divine blessings. Is this a walking bomb spewing fragments of old data, or is it a righteous weapon of God's fury? In a sense, Ra is the sun, and the sun is a sustained fusion reaction, so maybe a fusion reactor really is literally a small piece of God.
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The Reply of the Tongue is from the LORD
1 The preparations of the heart in man, and the answer of the tongue, are from the LORD.
2 All the ways of a man are clean in his own eyes; but the LORD weigheth the spirits.
3 Commit thy works to the LORD, and thy thoughts shall be established.
4 The LORD hath made all things for himself: yes, even the wicked for the day of evil.
5 Every one that is proud in heart is an abomination to the LORD: though hand join in hand, he shall not be unpunished.
6 By mercy and truth iniquity is purged: and by the fear of the LORD men depart from evil.
7 When a man's ways please the LORD, he maketh even his enemies to be at peace with him.
8 Better is a little with righteousness, than great revenues without right.
9 A man's heart deviseth his way: but the LORD directeth his steps.
10 A divine sentence is in the lips of the king: his mouth transgresseth not in judgment.
11 A just weight and balance are the LORD'S: all the weights of the bag are his work.
12 It is an abomination to kings to commit wickedness: for the throne is established by righteousness.
13 Righteous lips are the delight of kings; and they love him that speaketh right.
14 The wrath of a king is as messengers of death: but a wise man will pacify it.
15 In the light of a king's countenance is life; and his favor is as a cloud of the latter rain.
16 How much better is it to get wisdom than gold? and to get understanding rather to be chosen than silver?
17 The highway of the upright is to depart from evil: he that keepeth his way preserveth his soul.
18 Pride goeth before destruction, and a haughty spirit before a fall.
19 Better it is to be of a humble spirit with the lowly, than to divide the spoil with the proud.
20 He that handleth a matter wisely shall find good: and whoever trusteth in the LORD, happy is he.
21 The wise in heart shall be called prudent: and the sweetness of the lips increaseth learning.
22 Understanding is a well-spring of life to him that hath it: but the instruction of fools is folly.
23 The heart of the wise teacheth his mouth, and addeth learning to his lips.
24 Pleasant words are as a honey-comb, sweet to the soul, and health to the bones.
25 There is a way that seemeth right to a man, but the end of it is the ways of death.
26 He that laboreth laboreth for himself; for his mouth craveth it of him.
27 An ungodly man diggeth up evil: and in his lips there is as a burning fire.
28 A froward man soweth strife: and a whisperer separateth chief friends.
29 A violent man enticeth his neighbor, and leadeth him into the way that is not good.
30 He shutteth his eyes to devise froward things: moving his lips he bringeth evil to pass.
31 The hoary head is a crown of glory, if it is found in the way of righteousness.
32 He that is slow to anger is better than the mighty; and he that ruleth his spirit, than he that taketh a city.
33 The lot is cast into the lap: but the whole disposing of it is from the LORD. — Proverbs 16 | Webster Bible Translation (WBT) The Holy Bible; Webster’s Bible Translation by Noah Webster, a revision of the King James Bible, Published in 1833 is in the public domain. Cross References: Genesis 40:2; Exodus 15:9; 1 Samuel 2:3; 1 Samuel 17:42; 1 Kings 3:28; Job 28:15; Job 29:23; Psalm 2:12; Psalm 19:10; Psalm 37:16; Psalm 37:23; Proverbs 1:10; Proverbs 3:1-2; Proverbs 3:22; Proverbs 6:14; Proverbs 6:29; Proverbs 11:1; Proverbs 12:15; Proverbs 15:33; Proverbs 19:16; Proverbs 22:11; Ecclesiastes 6:7; Matthew 11:25; Matthew 12:34; Luke 11:41; Acts 1:26; Romans 9:22; James 1:19; James 3:6; 1 Peter 3:13; 1 Peter 5:7
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passionesolja · 3 months
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Uuhhh so look, in regards to the new patch of Baldur’s Gate 3 coming out. To me, it’s a red flag that it’s 21GB and the main marketing thing they’re going with is kissing scenes. For context, Pathfinder: Wrath of the Righteous is like 43GBs and that’s a big ass game. A patch of this size shouldn’t have romance scenes be the selling point, cinematics data or not. I’ve been super forgiving and tolerant of Larian because I do respect them, I do like them. I loved Divinity: Original Sin 2 in high school. But this shit is absurd. The epilogue shit was sweet or whatever but ima be real, it really wasn’t needed when a lot of BG3 players aren’t even through with the game yet. It really could’ve waited. BG3 needs a lot more than just a fan service epilogue
Mf, fuck the forehead kiss scenes, where is the upper city of Baldur’s Gate? Will we finally have late game scenes be voice acted? There’s so much issues with BG3, like real issues that other cRPG devs couldn’t get away with, but Larian is focusing on genitalia physics. Shit that isn’t at all important.
It’s pretty obvious that the whole “Baldur’s Gate 3 came out the box complete” praise isn’t true because shit like the difficulty modes and everything else should’ve been there from the start. Like they were in Pathfinder.
I like the game, but these patches and their lallygagging is getting played tf out. It’d be one thing if they were locked in, fixing this shit, but their focusing on bullshit romance scenes and changing characters to be more palatable when they need to be filling out and fixing their game. Say what you want about Owlcat, but they get busy with their games. They didn’t fuck around with adding romance scenes and stupid physics that mfs not even gon care about fr, they get shit done.
Larian, y’all need to get shit done and stop acting like this shit a game. Romance scenes aren’t important. Mfs pressuring you to give a companion more kiss scenes isn’t important. Stupid ass lil gimmicky dick and ball physics aren’t important. BG3 has some real problems that need to be fixed, tick tock mfs too because this shit will only be glossed over for so long.
There’s a reason why Owlcat gets a pass for its buggy games in the community, it’s because they don’t spend months giving Daeran 5 hours of romance scenes. They get their games fleshed out and fixed up quick. Owlcat would NEVER move like this with Pathfinder.
Best believe that the hyper focus on fan service and romance shit is going to bite Larian soon if they don’t pull it together soon. I dunno what the fuck they’re doing, but Larian wasn’t moving like this when BG3 was in Early Access, but now they’re just losing the plot. Larian, fuck off with the bullshit fan service and fix shit—add shit.
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tabibitto · 2 years
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Queen of the Ashes | Dainsleif x Reader
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characters: Dainsleif
type: TWO PART SERIES, part 2 here
TW: mentions of death (not the reader), survivors guilt, angst with comfort
Gender: feminine reader
Notes: Dainsleif was assigned queensgaurd to the Queen of Khaenri'ah, sworn to protect her. A deadpan, calm and collected man with a heart of unbreakable stone, one only the Queen managed to snuff out from it's stone walls. After the fall of their great kingdom, both people spend their days in depression and guilt. Wondering what they could have done to save the other, and most of all, their lost and destroyed home.
"I am a queen, Dainsleif. Not a butcher." You'd said as your bare and warm body laid pressed against his, fingers dancing across his bare chest, lips moving slowly and precisely as you spoke.
"All rulers are either butchers or meat."
If only you had been less..kind. Less cowardly and more ruthless how your lover and most trusted protector had told you to be. Perhaps if you listened then, you would not be where you were now.
You sat face up on a bed made of wolf and elk furs, deep inside a cave located in the depths of Dragonspine. Across the ocean from your pride and joy. Your realm which had been built without the help or protection of Gods.
Khaenri'ah
A word that brought bittersweet memories.
500 years ago, an Alchemist better known as Gold had pretty much perfected the Art of Khemia. A form of alchemy that focused on creation of life. And as the Queen of Khaenri'ah. You had been witness to her creations many times.
Perhaps if you had listened to your gut feeling and pressured her more to cease her experiments. Your great-something grandchildren could be sat on the throne your great-something grandparents sat on. Wearing a golden crown, the crown that men trembled to behold.
Instead, you let your fear get the best of you. After all, if she was capable of creating a powerful, undying and synthetic human. A fucking dragon of all things. What could she do to you if you told her to get rid of her creations and change alchemy practices.
She wasn't the only responsible. Many people were at fault for Celestia and the Gods to fucking obliterate an entire civilization. But the invasion her monsters caused and their destruction on the realm of Teyvat played a good part.
You failed in your ruling. You were not strict enough. Didn't carry the balls it takes to execute those in your way. And as a result. You lost everything.
According to Dainsleif. This wasn't your fault alone. Everyone in power played a part in it. The people whom you trusted in your council did things behind your back you could not have fathomed. Your close relatives. Brought horrors to Teyvat and Khaenri'ah alike, terrors you failed to imagine.
"Perhaps lack of imagination was my downfall.." You said that day, drinking in your balcony, gazing at the thundering storm of lighting wind and rock that grew closer and closer. A red flower that brought so much warmth it destroyed all it touched.
You let empty tears fall down your cheeks. Feeling a overwhelming fresh feeling on your cheeks as the bitingly cold wind dried your skin and cut where the tears fell.
You failed. And because of you they were all dead.
You could never forget the screams of those poor mothers are they cradled their dead children. Children whom dressed in armor with spears in their hands. Taller and bigger in size then them, yet in a mother's arms, they looked nothing more then small infants.
The panicked look of a child as he ran from the fire, feet and hands scorched before the flames swallowed his cries for his father.
The blood that spilled out of every soldier as they screamed their throat raw in the old tongue.
"Run"
The way it wavered and shook in fear and grief. As mere mortals could do nothing against the wrath of divine beings.
You hated them. You hated yourself.
They destroyed your people and you played your role in making it happen.
Upon all the horrors that replayed in your head every night when you could no longer fight sleep, the one you never forgot. Was that look on his face.
Pure fear and sadness. Not for himself, he never cared about himself like you loved him. It was pure grief, over the fact that he failed to protect you. His queen.
The longing gaze Dainsleif gave you as you both, bloodied and dirty with dust, hidden underneath the small shelter the ruins of your palace provided as you could hear the crackling of fire and faraway screams and cries. The sound that filled the air around you, nauseatingly began to quiet down and became faint.
He stared at you as tears poured down both your cheeks. There was no saving for anyone. This was it.
Two people who failed in their duty, staring at each other as they laid in each other's arms, gripping their torn clothes like it was the last time they would feel each other's warmth.
and it was.
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petrenocka · 1 year
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I skimmed over the Dante's Inferno wiki article and now I am ready to make some god damn Ultrakill Act III predictions babyyyy.
So obviously liberties have been taken, but overall Ultrakill so far was surprisingly faithful to Divine Comedy's portrayal of Hell. Wrath and Limbo being the standout "to a tea" ones.
7th layer of Hell is Violence. In Inferno it is devided into 3 rings itself. However the third ring, a scorching desert for those who committed violence against God, was already integrated into Greed in Ultrakill.
This lives us with 1st ring and its boiling rivers of blood for those who committed violence against their neighbors, and 2nd ring for those who committed violence against themselves and are turned into infertile trees harassed by harpies.
Thus I expect 7th layer to be mostly forrest themed, with rivers of blood for the deadly "floor" like water was in 5-2. Specifically, I expect it to draw from the Japanese Aokigahara, the suicide forrest. Somehow. Maybe one of the levels is going to happen in a suspended tree house city type location, and another will be rafting down a river.
Additionally, both Limbo and Greed have introduced a flying enemy to the roster - Drones and Virtues respectfully. So I suspect Violence is going to continue that and add Harpies, who I think will be husks, if only because I can hardly imagine an Ultrakill demon flying. Maybe they'll be somewhat tengu-like in appearance, or just Filth with jetpacks. Who knows.
7-s will 100% be a Duck Hunt reference. I can feel it just as surely as I could a fishing minigame for 5-s.
Moving on. I straight up have no idea what Hakkita will do with Fraud. None at all. There is like a fucked up city there in Inferno, but Ultrakill already moved that to Lust. Other then that, maybe it'll be a volcano level, idk why. I do find the potential to have a surviving Council member as a boss here extremely exciting, although unlikely.
Maybe 8-s will be an Ac Attorney reference, because it would fit Fraud.
Moving on again.
Treachery, the last level of the Act and of the game too most likely. The gauntlet. The one where P-3 is.
Oh, Treachery. In Inferno, it is a frozen lake with sinners encased in ice. I thus expect the 9th layer to be ice themed, although since it is The Gauntlet™ there won't be new mechanics and therefore no ice physics, don't worry. But we do lack a white level, and blood splatters will look beautifully on the snow.
1st Round of Treachery punishes "Traitors of Their Kindred", and I am like 80% that either 6-1 or its ost will get called exactly that, since this is such an Ultrakill name.
2nd Round of Treachery is for traitors of their country. I think it fits Gabriel pretty well, considering he never really betrayed God of you think about it. He went against the Council. And yes, obviously a Gabe fight in 6-2, is there even a qestion about it?
Very low chance, but maybe there is 6-3 where we kill Hell itself, since it's sentient and all.
Now for P-3. Take out the crack kids, we'll need it for this one.
3rd Round of Treachery is for traitors of guests and I think it will correlate to the gauntlet before P-3 boss. This in not the part we need drugs for.
And that is because in Inferno the 4th and final Round of Treachery, at the very bottom of Hell reserved for those who betrayed God Himself, Satan, aka Lucifer, is encased in ice and is chewing Judas.
For Ultrakill that means that we have them fucking options for our Flesh and Prime.
For Flesh it could be just another container cube. But since this is the very bottom of Hell, and Hell is alive, it could also be The Heart of Hell, or something. It could also, hear me out, be Satan. In Inferno, Lucifer is basically Judas' flesh prison, in fact, I am half convinced that the imagery of Judas being chewed by the Devil is the very reason why Flesh Cubes have teeth.
Our first two Primes were ancient Greek Kings. And the Prime of P-3 might be another ancient Greek king who I am sleeping on entirely.
But I think it is pretty safe to assume that this pattern is getting broken, just like we are not going to fight V2 in act 3 either. As far as I know there is no Greek king more into defying gods then Sisyphus and the game requires escalation.
What is more important about Primes to me is that both we have so far are enemies of God. We have a peaceful protestor in Minos, then a revolutionary in Sisyphus. So the Arch Enemy of God in Lucifer seems like a plausibility for our next ass wooping.
I am personally more in favor on Judas for that role though. I mean, he is kind of the guy who managed to get God killed, if you think about it, a natural progression from Sisyphus who tried but failed. Also Judas hung himself, so him being the King of Violence, specifically the forest part of it, makes sense.
This concludes level predictions.
We are also getting Red variants for 4 weapons, a new Arm and probably an Alt version, which is ridiculous. Absolutely zero idea how the new guns will be like. Imo S.R.S is already pushing the bloatedness of our arsenal, but Hakkita is obviously a super genius, who made the ball work, so will see.
As for the arm, we are defo getting it from 7-4, and because of the colour, my bet is that we are ripping it off of the Real Swordsmachine, the twist being that the ones in Prelude were copycats afterall, explaining why there are suddenly so many of them in 6-1. Maybe it's V-0 or something, the machine that spearheaded the modular design approach, or the first blood-powered machine, period.
I also, for literally zero reason other then "what else could it be", expect the new Alt to be a Slug variant for Shotgun. A Winchester lever action rifle sort of deal.
Ye, rant over, I don't have a concise way to wrap this up.
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blueteller · 1 year
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I really love your theories so I have a question for you, what do you the sealed tests were ?
Reading it, I felt like they had way to much informations and stuff happening in it to not be a real world somewhere and then Raon kinda said he sorta remember Dodam so it can't really be another earth because I feel like Raon would not be feeling Dodam either so maybe another timeline ?
Do you think they'll come back at some point ?
That's an excellent question! I've given it a lot of thought, myself.
Personally, I think the twist is that instead of all tests being illusions, each one worked on completely different mechanics: it was to fool the people undertaking the tests to make them stuck for as long as possible, if not indefinitely, and absorb their despair at being trapped.
The first test was an extra one: unofficially called "test of despair", courtesy of Clopeh.
This test was an "illusion of conditionally alternative reality". The world itself was fake, however, the God of Despair had limited influence over it, due to it being heavily based on the TCF reality. I imagine the God of Despair used up a lot of his power for that one.
That reality was altered in two key ways: one, Cale Henituse did not exist. As in, he wasn’t a member of the Henituse family and was never born there. Two, the White Star was replaced by an avatar of the God of Despair, who made himself look like Cale Henituse. It was to trick Cale's group into fighting an "evil Cale", then display the footage in the real world and present it as "Cale's group betraying him". This scheme ultimately failed, because of the God of Death's cintamani. I am not sure what the passing requirement actually was in that test – because the Sealed God himself destroyed that test before it was finished. He probably figured he had a better chance of tricking Cale into using Embrace on him and using it to control him, somehow. Another scheme failed because of the God of Death – who had Cale use his Divine Item to seal him.
The rest of the tests followed the "standard format" of the Sealed God's temple: sadness, sloth, failure, indignity, and wrath.
The test of sadness was based on a person's memory. That was all there was to it. No alternations, no changes. Pretty simple. To pass it, you needed to "accept your sadness" – the same way Cale had to "accept the despair yet to come" in his test back on Earth 2.
The next test was a lot trickier. It was still based on memory, but it had specific properties: indulgence and numbness. It made the person gradually forget that they're in a test at all. It might seem simple on the surface, but in my opinion, it was the most dangerous test of all. Because once you forget you're in danger at all, how can you defend yourself? Luckily, it seems all of Cale's friends managed to pass that one somehow, even thought the passing requirement was never quite made clear to me. I suppose you just needed to "let go of indulgence" and move forward to face the difficulties of the real life.
The test of failure is where things get interesting. It was intended as an "impossible task" kind of test. As Choi Han's case with Harris Village had shown, it was a test where you experienced a failure of your past in a continuous loop. Try as hard as you can to correct your failure, it was an illusion where reality was actively against you. Choi Han should have no problem returning to Harris Village on time, knowing there was an attack coming. And yet the test made him fail over and over. Choi Han was implied to eventually out-stubborn the test, which is truly impressive, as Clopeh believed such a thing was not possible, and the solution was to "accept failure" in order to proceed.
The test of indignity is the strangest of them all; because all signs show that it was the only one where an Actual Alternate Reality was involved.
From what we know about Single-Lifers, such as Choi Han, they’re the only ones who are able to travel between dimensions in their own bodies without issues – of course in Part Two (slight spoiler alert!) we are introduced to Cale's mirror, another Divine Item from the God of Death. However, even with the mirror or the Hunters, they're all required to pay a price for such travel. Even during their travel to the murim world, Cale and his group needed to change appearance in order to "fit in".
That's because regular people are not meant to dimension-travel. Such things seem to be usually only for Gods, Wanderers or other divine beings. For Variables, such as transmigrators, it's necessary to change bodies to "native" ones when they change dimensions.
It is no coincidence that while Choi Han just got dropped into the TCF universe out of nowhere, Cale's soul was placed in the body of a local. That's because he couldn't be simply transported in his own Korean body. Notice how in each test, except the indignity one, Cale and the others were in their own bodies. Only in this one they were all temporarily transmigrated into someone else – although with how 20-year-old Kim Rok Soo was still inside Cale during the Sealed God's test, it's clear that the God of Despair doesn't switch souls, but temporarily places a second soul in another person's body.
That's why I'm 100% sure the indignity test was the only one with a real other universe involved. There were also differences Cale noticed, such as the absence of the Super Rock in the villa. It wasn't an illusion world based on his memories. It was a different world entirely. But it was still similar enough for the Sealed God to choose it his test target, as the same thing happened with Earth 2.
And finally, we got the last test: wrath.
While the extra test was an illusion of an alternate reality, sadness was a memory, sloth was a mind-numbing trap, the failure was a time loop, and indignity was another world… wrath is the only one which is 100% fiction.
It is a world crafted by a sneaky temple AI for one purpose only: to piss you off.
The thing is, if Cale hadn't thought that nonsense of how "kids complaining about food" et cetera are things that "make him angry", his test would probably be a little different. Because, let's be clear here: if the White Star truly had won over Cale, he would never let him live peacefully with the kids. Especially not comfortably enough for them to complain about such mundane thing as food.
The temple took Cale's absurd suggestions and meshed them all with the vision of what truly pissed Cale off: the White Star winning and doing whatever the hell he wanted. If the White Star had won, he wouldn't leave a single one of Cale's allies alive. …Especially not Raon, whom that bastard threatened to cut his heart out of and feed it to Cale.
The point is: logically, the wrath test made no sense. There wasn't any internal consistency to it – even illusion!Eruhaben himself pointed out it did not make any sense. Clopeh's version of the wrath test was seeing Cale and his group in jail and awaiting a trial, as if that would ever happen! If Cale got caught, they would have tortured and killed him, not involving any legal procedures. What would even be the point?
From my observation, the only way to pass this test is to cool off – so unless you're able to defeat whatever it is that "makes you angry", you'd be stuck. Which, honestly, doesn't seem like a very effective trap to me… but I suppose making someone pissed off enough makes them reckless (as seen by Cale bleeding and all over the place and beating up the White Star with a rock like there's no tomorrow…), which is quite dangerous in itself. And if a person manages to pass all the previous tests without issues, it would make sense that anger could be their final weakness.
To answer your final question - do I think Dodam!verse will come back at some point?
Yes. Absolutely.
So yeah - that's my take on the Sealed God's temple tests. I hope you enjoyed it!
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thecreaturecodex · 1 year
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Modron, Quarton
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Image © @tredlocity​
[In the original Monster Manual 2, quartons have absolutely no unique abilities whatsoever. Which allowed them to be a blank slate for me. So I gave them powers of crafting and construction, and also a bunch of references to the spells and magic items of original AD&D that assumed that high level characters would settle down and build their own dungeons. On a related note, is the lyre of building a joke about Nero? Or is there some myth or story about construction sped up by playing a lyre that I don’t know?]
Modron, Quarton CR 18 LN Outsider (extraplanar) This humanoid giant has four arms, two enormous and two small. It has fan-like wings growing from its back, and a head like a helmet. A symbol of a diamond sits on the center of its forehead.
Quartons are the modron hierarchs that represent Primus’ mastery over artifice. They are engineers and builders of incredible skill, mixing magical and mundane techniques to create buildings and tools that are unparalleled throughout the planes. They often act as architects and supervisors, coordinating the efforts of lesser modrons to perform the bulk of the labor, and then adding the finishing touches to optimize efficiency. As such, a single quarton may oversee construction projects throughout Regulus, delegating to a team of decatons for most of the day-to-day affairs.
Although quartons have four arms, they are decidedly uneven in size. The smaller pair is used for spellcasting, while the larger pair is used for combat and manual labor. A quarton typically carries a massive two-handed hammer as a badge of office, and blows with this hammer can shatter inanimate objects and clear earth and stone with ease. A quarton often focuses its strikes in combat on enemy gear rather than on their flesh, hoping to demoralize foes and persuade them of the wisdom of surrender. If this fails, or if fighting chaotic enemies, the quarton instead fights with maximum lethal efficiency.
As quartons rarely leave the bustle of Regulus, they provide tools in order for other modrons to fulfill the will of Primus on other planes or planets. Their workshops build the vast majority of the weapons wielded by modrons, and they also provide hierarchs on the Great Modron March with tools for securing and defending territory. Instant fortresses, lyres of building, and simple scrolls of stone shape and move earth are provided to expeditionary forces. On the rare occasions where a quarton leaves Regulus, it is usually to inspect a site captured by modrons to determine if it is suitable for long-term occupation, and to design fortifications to spec if it is.
Quarton                 CR 18 XP 153,600 LN Large outsider (extraplanar, law, modron) Init 27 (fixed); Senses darkvision 60 ft., Perception +32 Aura shield of law (DC 25) Defense AC 33, touch 20, flat-footed 26 (-1 size, +7 Dex, +4 deflection, +13 natural) hp 300 (20d10+160 plus 30); regeneration 5 (chaotic, force) Fort +18, Ref +23, Will +25 DR 15/chaotic; Resist acid 10, cold 10, fire 10; SR 28 Defensive Abilities constructed, freedom of movement Offense Speed 40 ft., fly 60 ft. (average) Melee +3 adamantine earth breaker +31/+26/+21/+16 (2d8+16/19-20x3) or 2 slams +29 (2d8+9) Space 10 ft.; Reach 10 ft. Special Attacks infuse arms and armor (7/day), titanic strikes Spell-like Abilities CL 19th, concentration +26 (+30 casting defensively) Constant—detect chaos, freedom of movement, shield of law (DC 25, self only) At will—clairaudience/clairvoyance, crafter’s fortune,  greater command (DC 22), greater teleport, order’s wrath (DC 21), protection from chaos (DC 18) 3/day—dispel chaos (DC 22), fabricate, greater dispel magic, move earth, wall of force, ward the faithful 1/day—dictum (DC 24), guards and wards, sequester Spells CL 18th, concentration +28 (+32 casting defensively) 9th—etherealness, mass heal (DC 28), prismatic sphere, quickened righteous might 8th—dimensional lock, quickened divine power, earthquake, statue, stormbolts (DC 27) 7th—mass cure serious wounds (DC 26), quickened prayer, quickened protection from energy, symbol of stunning (DC 26), wall of iron 6th—blade barrier (DC 25), forbiddance, greater dispel magic, heal (DC 25), major creation, true seeing 5th—breath of life (DC 24), dispel chaos (DC 24), quickened divine favor, fabricate, pillar of life, plane shift (DC 23), scrying (DC 24) 4th—blessing of fervor, dimensional anchor, discern lies (DC 23), dismissal (DC 23), minor creation, spiritual ally, tongues 3rd—cure serious wounds (x2, DC 22), locate object, magic vestment, stone shape (x2), wrathful mantle 2nd—find traps, grace, sound burst (x2, DC 21), spiritual weapon (x2), wood shape 1st—animate rope, ant haul, bless, cure light wounds (x3, DC 20), entropic shield, shield of faith 0th—detect magic, guidance, read magic, virtue Domain—Artifice Statistics Str 28, Dex 24, Con 26, Int 25, Wis 29, Cha 25 Base Atk +20; CMB +30 (+34 sunder); CMD 51 (53 vs. sunder) Feats Combat Reflexes, Craft Magic Arms and Armor (B), Craft Rod (B), Craft Wondrous Item (B), Critical Focus, Greater Sunder, Improved Critical (earth breaker) Improved Sunder, Power Attack, Scribe Scroll (B), Shield of Swings, Stand Still, Staggering Critical, Stunning Critical Skills Craft (armorsmithing, masonry, weaponsmithing) +36, Diplomacy +15, Disable Device +28, Fly +26, Knowledge (arcana, dungeoneering, religion) +25, Knowledge (engineering, planes) +28, Perception +32, Perform (strings) +28, Sense Motive +30, Spellcraft +28; Racial Modifiers +8 Craft, +2 Perception Languages Celestial, Infernal, Modron, telepathy 100 ft (49 miles with modrons) SQ coordinated ally, fixed initiative, ultimate craftsman Ecology Environment any land or underground (Regulus) Organization solitary or pair Treasure double standard (+3 Large adamantine earth breaker, other treasure) Special Abilities Infuse Arms and Armor (Su) As a standard action, a quarton can touch a set of armor, a weapon or fifty pieces of ammunition and make them magical. This ability can confer a +4 enhancement bonus, or weapon or armor special qualities equivalent to a +4 enhancement bonus, or a mixture. The abilities granted must be appropriate for the type of weapon or armor, and the quarton cannot confer any ability with an alignment other than lawful. A quarton cannot use this ability on the same piece of equipment multiple times at once, but can use it to increase the enhancement of already magical weapons or armor. A bonus conferred in this way lasts for 20 minutes. A quarton can use this ability a number of times per day equal to its Charisma modifier. Spells A quarton casts spells as an 18th level cleric with access to the Artifice domain. Titanic Strikes (Su) A quarton deals double damage to inanimate objects with its weapon attacks, and can use any tool to clear earth or stone as per a mattock of the titans. Ultimate Craftsman (Ex) A quarton gains a +8 racial bonus to all Craft skills, and gains four item creation feats as bonus feats. A quarton can create non-magical items in ¼ the time as normal. By meditating for eight hours, a quarton can change one or more of the Craft skills it is trained in to another Craft skill.
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dungeonmastertyrant · 4 months
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Paladin (Oath of the Ancients)
The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This Oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.
Through your acts of mercy kindness and forgiveness kindle the light of hope in the world beating back despair
Where there is good beauty love and laughter in the world stand against the wickedness that would swallow it. Where life flourishes stand against the forces that would render it barren.
Delight in song and laughter in beauty and art. If you allow the light to die in your own heart you can't preserve it in the world
Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Spells
Paladin Level 3: Ensnaring Strike and Speak With Animals
Paladin Level 5: Misty Step and Moonbeam
Paladin Level 9: Plant Growth and Protection From Energy
Paladin Level 13: Ice Storm and Stoneskin
Paladin Level 17: Commune With Nature and Tree Strde
Channel Divinity: When you take this oath at 3rd level you gain the following 2 Channel Divinity options.
Nature's Wrath: You can use Channel Divinity to invoke primeval forces to ensnare a foe. As an action you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (Its choice) or be restrained. While restrained by the vines the creature repeats the saving throw at the end of each of its turns. On a success it frees itself and the vines vanish.
Turn the Faithless: You can use Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action you present your holy symbol and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the dash action or try to escape from effects that prevent it from moving. If there's nowhere to move the creature can use the dodge action. If the creature's true form is concealed by an illusion shapeshifting or other effect that form is revealed while it is turned.
Aura of Warding: Beginning at 7th level when you are reduced to 0 hp and are not killed outright you can choose to drop to 1 hp instead. Once you use this ability you can't use it again until you finish a long rest. Additionally you suffer none of the drawbacks of old age and you can't be aged magically.
Elder Champion: At level 20 you can assume the form of an ancient force of nature taking on an appearance you choose. For example your skin might turn green or take on a bark like texture, your hair might become leafy or moss like or you might sprout antlers or a lion like mane. Using your action you undergo a transformation. For 1 minute you gain the following benefits
At the start of each of your turns you regain 10 hp
Whenever you cast a paladin spell that has a casting time of 1 action you can cast it using a bonus action instead.
Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity Options.
Once you use this feature you can't use it again until you finish a long rest.
Source: Players Handbook
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fansof-heo · 5 months
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Heh! I'm...I'm... 😍
2019 High Cut Magazine - The Divine Move 2: The Wrathful behind the scenes and the outcome 😍💖
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duchessofhomebrew · 1 year
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Update!: Oath of Penance
Formerly called the Oath of Reformation, I have edited a few things about my homebrew Paladin oath and you can find the new version below! If you end up using it, please let me know with your feedback.
Oath of Penance
The Oath of Penance is to many only a bridge to a greater calling, but for some it is their calling. The followers of this path often have lived lives in which they inflicted pain, hurt the innocent, or made choices that harmed themselves and others. Those who choose this Oath are sometimes called Reformers, Penitents or Scarred Champions. Penance Paladins are often more down to earth than their counterparts, and swear themselves to deities with simple, straightforward goals. Often they experience a spiritual epiphany, sometimes even interacting with a deity directly and as such are a subject of envy and occasionally derision to their fellow paladins. They are not champions of great, abstract causes, but of the tangible. Their morals are simple, but they are willing to see shades of grey.
Tenets of Penance
The Tenets of Penance are set out in order to build on the ideals of the pasts that these Paladins have lived.
Defend Your Own. Keep those safe who have helped you, and repay them in kind. Defend those who have been hurt by those like you.
Earn Your Keep. Repay those who have given you shelter, offered you guidance, and shared their lives with you. Give more than you are given, and share of yourself.
Never Stop Moving. Even when the world grows dark, and the future is grim, you move forward. The most powerful thing you can do is stay alive, and keep on fighting.
Stand Your Ground. Be fierce in your convictions, and stand between the innocent and those who would willfully wrong them. Choose your battles carefully, but be steadfast to the end.
Oath Spells
You gain oath spells at the paladin level listed.
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Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options. 
Wrath of the Divine. As an action, use your holy symbol to call upon the strength of your deity, combined with your dark past to create an intimidating presence. Choose one hostile creature within 30 feet of you. The creature must make a wisdom saving throw against your Spell Save DC. On a failure, the creature is frightened for 1 minute and cannot move closer to you and all attacks against you are at disadvantage. On subsequent turns the affected creature may attempt saving throws at the end of their turn to end the Fear effect. On a successful save the effect ends. On a successful initial saving throw a creature cannot move closer to you for the next round, and only its next attack against you has disadvantage. Frightened creatures also cannot take reactions against you for the duration. You must take a long rest before you can use this Channel Divinity again.
Defend the Blameless. As a bonus action, you give friendly creatures within 30 ft of you who have not yet caused damage to any hostile creatures a +1 to their AC for 1 minute or until they successfully attack a creature or they move out of the 30 ft range. You can use this ability once per short rest. This bonus increases to +2 at level 10 and +3 at level 17.
Aura of Renewal
Beginning at 7th level, the strength of your dedication to your rebirth as a force for good is so strong that you exude an aura of life through sheer willpower. You and friendly creatures within 10 feet of you are resistant to necrotic damage.
Defender’s Strike
Beginning at 15th level, when a friendly creature within ten feet of you is struck by an enemy in your melee range, you can use a reaction to make a melee spell attack against that enemy to deal 2d6 radiant damage. You can use this feature a number of times per day equal to your proficiency bonus.
At 18th level, the radiant damage increases to 3d6.
Reborn Champion
At 20th level, you are able to transform yourself into a true Champion of a divine force. You can take this transformation as an action and it lasts 1 minute. You gain the following benefits:
You are resistant to nonmagical piercing, bludgeoning, and slashing damage.
When you take the attack action, you can make an additional melee attack as a part of that action.
When you are struck by an enemy, the power of the divine flows through you and deals radiant damage equal to your strength modifier x2, minimum of 2.
You can use this feature once per long rest.
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sleprandomizer · 1 year
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I like how canter and reposition skills are so cheap to get. Those two skills are my most used skill in my first maddening playthrough. I am a big fan of reposition since I played 3H and heroes so to see how cheap it is in engage pretty much big win for me. I have list for cheap skills recomendation (non dlc and all up to 1000 sp)
1 . Canter (sigurd 1000sp) everyone want to beat sigurd ass just to inherit this skill
2. Hit+10 (sigurd 500sp) alternatively divine pulse but I think this one very useful and we can inherit it early
3. build +3 (leif 500sp) there is an argument better to inherit spd+3 than build but leif available earlier also this is much better choice than inherit something expensive like str+2.
4. vantage (leif 500sp) paired it with ike user so we have vantage wrath
5.Spd+2 or spd+3 (Lyn 200 or 500 sp) Fast unit would like this if speedtaker was not possible to get
6. Defense +2 or +3 (Ike 200 or 500 sp) For your tank. Alternatively just get resolve if they still have 1000 sp
7. Reposition (ike 200sp) So this is the only movement manipulation that is not tied to bond ring or class. Very useful to make your unit moving faster.
8.Dual assist (lucina 1000sp) recommended for hero class.
9.Quality time (corrin 250 sp) It's cheap and free heal. I think for filler skill this one quite good. Put it on healer or dancer. However there is another cheap support skill that I think better than this one.
10. Mentorship (byleth 250 sp) extra 20% exp to adjacent allies. Again put this one on dancer or healer. Oh extra exp means extra sp.
11. Divine pulse (byleth 250 sp) I like to put this one to staff user or mage that has shaky hit rate. 30% chance to trigger + chance increases with lck. This skill even proc when unit has 0 hit. Actually on paper this is better than hit+10 skill but I think if unit hit rate usually 70-80% better to use hit+10 than rely on divine pulse proc.
12. Avo+10 (Marth 500sp) For avo tank fans. I find this one good skill for Alear. While Alear usually going to be support unit their survival also important so this skill combine with high avo engrave would help them a lot.
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jeweled-blue-eyes · 2 years
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Claude’s parents headcanons
Aevum:
- extremely prideful and views himself as a "divine being"
- his high intellect and great amount of mana are the reason he looks down on other humans, genuinely believing that they are pathetic and stupid
- he had a conflict with his own brother. The Empress’ words (”Who does he think helped him ascend to the throne.”) make me question if Aevum didn’t usurp his brother’s throne and renamed himself “eternity” or if his brother attempted to usurp him and he had to be fought off. Which would explain why Aevum emphasized the importance of great mana in an heir and it would also give further context to the Empress’ intense fear that Claude could overthrow Anastacius one day. That or Aevum killed his own father.
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- The marriage between Aevum and the Empress was a political marriage to secure his position. Aevum was inclined towards the Empress but grew quickly bored of her, because they were too similar. Their relationship improved shortly after the delivery of a male heir until it worsened again when Anastacius was around 5-7 or so and the absence of a divine beast made it clear that he didn't have the amount of mana Aevum hoped him to have. He blamed the Empress. This is the time when Aevum’s escapades reached it's peak and Claude was born.
- I hc Aevum as someone fickle who often “falls in love” with other women and promises them the world only to neglect/abandon them later. The Empress had pulled a Hera on dozens of his bastards and he didn’t care.
Claude's mother:
-  used to be the Empress' maid and that's how she caught the eye of the Emperor. She was also Anastacius' nanny.
- I don't have a name in my head for her. But I have the feeling that it would be an everyday name you hear often in the streets. If Aevum wasn't present at Claude's birth and didn't name the child it'd make sense if his mother named him Claude, not because it meant cripple and she wanted to insult him, but because it was the masculine version of Claudia, her name or the name of his grandmother.
- The name could have served two purposes. 1. Claude was named in memory of his mother’s family. 2. To make Claude invisible at court. Make people think he is worthless, unloved, forgotten. Too scared to incurr the Empress' wrath his mother intentionally didn't choose a grand name for Claude and instead went as far as to insult his existence. All so that no one would see him as a threat to Anastacius and her baby could survive.
- Claude's mother was never officially welcomed into Aevum's harem. The Empress chased her out of the palace after she noticed her belly growing rounder and suspected an affair. For a while Claude's mother lived with her own mother somewhere in a rented appartment in town. Something forced her to return to the palace. Perhaps she couldn't provide for Claude because of her sickness and because the money had run out. Or the Emperor made her return when he got the news that the child possessed jewel eyes and was undoubtly his.
- Before she met the Emperor she was a kind and gentle woman who led a honest life. During her childhood she was often sick and couldn't play with others (mana sickness) which let to her becoming a quiet/submissive adult who kept mostly to herself. She’s good with children. Might have had younger siblings that either moved away once they were grown up or died (if an overabundance of mana was heredity in her family).
- Honestly I doubt spoon would touch upon the topic of rape but I can't see her willingly make love to a married man. There was probably some sort of coercion or manipulation involved.
- maybe Aevum was in love with her or he thought he was in love with her because she was pretty, interesting and gave him a child. Or he was only attracted to her and she was a fling and he kept her around to insult the Empress to remind her of her failure, how a lower born woman managed to give him what he wanted but she couldn’t.
- If Aevum loved her, he hated Claude because he blamed him for his lover’s sickness. After Claude himself almost died, it made him realize that he didn’t want to lose Claude after all and he treated him a bit nicer (at some point in the flashbacks child Claude’s clothes have a finer quality and he doesn’t have any bruises anymore.) while remaining emotionally distant. Either to protect him or because he still hated him a little.
- I like to think that the lullaby Athy sang to Claude was the same his mother used to sing to him when he was little.
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pathfinderunlocked · 1 year
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Sin-Carver Mummy - CR16 Undead
Who dares plunder the final rest of the Sin-Carver?  Your sins are at an end.
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Artwork by Adnan Ali on Artstation.
Here’s another crazy boss fight for you.
A sin-carver mummy was pledged in life to the eradication of what it perceived as sin, through any means necessary.  After great battles against both demons and humans, it was laid to rest as a hero, along with its armor and weapon.  But those who enter its tomb should beware - the forces of sin have defiled its place of final slumber, and now it rises for vengeance.
This is a high level mummy lord with the powers of both a hell knight and a cleric, and then some more unique powers on top of that.  Some of the mummy lord abilities were altered to make them more fun and dynamic.  Hopefully it’s obvious that this is designed to be a boss fight, though if you have a level 20 party and want to make them fight a group of eight of these things, I’m not going to tell you what to do.
It would be totally reasonable to give this boss a cool unique weapon, or some unique cursed armor or other cursed magic items, maybe putting its Carve Away Sin ability or Sin’s Revenge ability on a magic item.  But that would just be loot, and wouldn’t affect the encounter, so I didn’t include that in its gear.
Its constant aura sight effect lets it automatically know which target to use Smite Chaos on.  It saves the Good Fortune ability for important saving throws or other defensive rolls, and if that fails, then the Hell Knight Aegis feat is a neat alternative to legendary resistance.
It uses its Harm spells to heal itself when below half hit points, moving into an area of Lingering Sandstorm Wrath to safely heal if possible.  Even on rounds when it heals, Opportunistic Dread Bolt allows it to also do some damage as well.
If the players are trying to flee from a sin-carver mummy, it uses the Scar hex on one or more of them, and thereafter uses the Unnerve Beasts hex and the Nightmares hex on them from long distance, leaving the target cursed for defiling the mummy’s tomb.  It doesn’t use its hexes otherwise.
It lacks a typical mummy lord’s Undead Mastery ability that takes control of other undead.  A sin-carver mummy prefers to destroy other undead if they’re not already loyal to it.
Sin-Carver Mummy - CR 16
The fully armored figure rises from the sarcophagus, sword in hand.  Glowing sin runes adorn the pauldrons of his armor and the flat of his blade.
XP 76,800 Unique human mummy lord, divine scourge cleric 12 / hell knight 2 LE Medium undead (augmented humanoid, human) Init +5 Senses aura sight, darkvision 60 ft., deathwatch; Perception +17 Aura great despair (30 ft., DC 26)
DEFENSE AC 30, touch 17, flat-footed 24 (+9 armor, +1 deflection, +5 Dex, +1 dodge, +4 natural) hp 208 (12d8+2d10+140) Fort +18, Ref +12, Will +18 Defensive Abilities channel resistance +4, hell knight aegis (1/day), rejuvenation, sin’s revenge DR 10/— Immune cold, electricity, undead traits
OFFENSE Speed 30 ft. Melee +1 unholy bastard sword +21/+16/+11 (1d10+14/19-20 plus insidious mummy rot plus purging wave plus carve away sin; +2d6 vs. good creatures) or slam +20 (5d6+13 plus insidious mummy rot plus purging wave plus carve away sin) Special Attacks channel rot, hexes (blight, scar, nightmares), insidious mummy rot (DC 19), lingering sandstorm wrath (DC 26, 8d8 fire and slashing), purging wave, spontaneous casting (inflict), opportunistic dread bolt
Cleric Spells Prepared (CL 12th; concentration +21)     6th—eyebite (DC 26), greater bestow curse (touch +22, DC 26), harm (touch +22, DC 26, carve away sin) x2     5th—break enchantment, dispel evil (DC 24), dispel good (DC 24), greater contagion (DC 25), slay living (DC 25) x2     4th—divine power, freedom of movement, poison (touch +22, DC 24) x2, spit venom (ranged touch +14, DC 24) x2     3rd—bestow curse (touch +22, DC 23), dread bolt (ranged touch +14, DC 21, carve away sin ) x5, sands of time (DC 23)     2nd—aid, dread bolt (ranged touch +14, DC 21, carve away sin) x5, silence (DC 21)     1st—bane (DC 21) x8     0th—detect magic, detect poison, purify food and drink, read magic
Spell-like Abilities (CL 14th; concentration +23)     Constant—aura sight, deathwatch
STATISTICS Str 28, Dex 20, Con —, Int 12, Wis 28, Cha 28 Base Atk +11; CMB +20; CMD 37 Feats Combat Casting, Dodge, Heavy Armor Proficiency, Hell Knight Aegis, Lightning Reflexes, Martial Weapon Proficiency (bastard sword), Spell Focus (enchantment), Spell Focus (necromancy), Toughness Skills Intimidate +26, Knowledge (religion) +18, Knowledge (planes) +16, Sense Motive +24, Spellcraft +18, Perception +17, Stealth +17; Racial Modifiers +8 Intimidate, +8 Sense Motive, +8 Stealth Languages Common, Necril, Thassilonian SQ aura (evil, law), curse domain, good fortune, hell knight order (order of the scourge), hell knight armor 1 Gear +1 unholy bastard sword, mwk mithral hell knight plate, ring of protection +1, 1200 gp worth of ruby
SPECIAL ABILITIES
Hell Knight Aegis (Su) Once per day as a full-round action, a sin-carver mummy can give its Hell Knight armor the broken condition.  Upon doing so, it is affected by one of the following spells of its choice (caster level 14): break enchantment, neutralize poison, remove disease, or remove paralysis.  Once it has used this benefit, its armor must be repaired as normal to restore its full bonus to its Armor Class and return its armor check penalty to normal.
A sin-carver mummy can use this ability even if paralyzed, helpless, or otherwise unable to act.
Great Despair Aura (Su) All creatures within a 30-foot radius that see a sin-carver mummy must succeed at a DC 26 Will saving throw or be paralyzed with fear for 1 round, then shaken and unable to willingly move towards the sin-carver mummy for the following 1d4 rounds.  Whether or not the saving throw is successful, that creature cannot be affected again by the same sin-carver mummy’s great despair aura ability for 24 hours.  This is a mind-affecting paralysis and fear affect.  The save DC is Charisma-based.
Rejuvenation (Su) One day after a sin-carver mummy is destroyed, the necromantic energies that created the abomination begin to rebuild its body. This process takes 1d10 days. If the body is destroyed before that time passes, the process starts anew. After this time, the sin-carver mummy awakens fully healed in its tomb. To permanently destroy a sin-carver mummy, it must be destroyed and then its remains must be targeted by consecrate, hallow, and then dispel evil, cast in consecutive rounds and in that order.
Channel Rot (Su) A sin-carver mummy can deliver its insidious mummy rot through melee weapon attacks, its slam attack, and any natural attacks it possesses.
Insidious Mummy Rot (Su) Curse and disease—slam; save Fortitude DC 26; onset 1 minute; frequency 1/day; effect 2d4 Constitution and 2d4 Charisma damage; cure —.
Insidious mummy rot is both a curse and disease, and can be cured only by first removing the curse and then curing the disease.  Even after the curse element of insidious mummy rot is lifted, a creature suffering from it cannot recover naturally over time.  Anyone casting a conjuration (healing) spell on the afflicted creature must succeed at a caster level check (DC 26), or the spell is wasted and the healing has no effect.  Anyone who dies from insidious mummy rot transforms into a pile of sand and cannot be raised by means other than resurrection or greater magic.
Purging Wave (Su) When a sin-carver mummy performs a melee attack, it also creates a shockwave in a 15-foot cone in the direction of its target.  All creatures in this region must succeed on a DC 22 reflex save or take 2d8 force damage and be pushed back 5 feet.  Immediately after doing this, the sin-carver mummy can move five feet as a free action that does not provoke attacks of opportunity; this does not have the normal limitations of a five-foot step.  The save DC is Strength-based and includes a -4 racial penalty.
Lingering Sandstorm Wrath (Su) Three times per day as a standard action, a sin-carver mummy can exhale a blast of superheated sand in a 40-foot cone.  The blast deals 8d8 fire damage and 8d8 slashing damage and blinds targets for 2d4 rounds.  A successful DC 26 Reflex save halves this damage and negates the blindness.  The save DC is Charisma-based.
The area affected by a sin-carver mummy’s sandstorm wrath becomes filled with superheated sand particulate which floats in the air for 3 rounds.  Creatures other than the sin-carver mummy which enter this area or end their turn in it take an additional 2d8 fire damage with no save.
Smite Chaos (Su) Once per day, a sin-carver mummy can call out to the powers of law to aid it in its struggle against chaos.  As a swift action, the sin-carver mummy chooses one target within sight to smite.  If this target is chaotic, the sin-carver mummy adds its Charisma bonus (typically +9) to its attack rolls and adds +2 to all damage rolls made against the target of its smite.  If the target of smite chaos is an outsider with the chaotic subtype, a chaotic-aligned aberration, or a fey, the bonus to damage on the first successful attack increases to 4 points of damage  Regardless of the target, smite chaos attacks automatically bypass any DR the creature might possess.
In addition, while smite chaos is in effect, the sin-carver mummy gains a deflection bonus equal to its Charisma modifier (typically +9) to its AC against attacks made by the target of the smite.
If the sin-carver mummy targets a creature that is not chaotic, the smite is wasted with no effect.   The smite chaos effect remains until the target of the smite is dead or the next time the sin-carver mummy rests and regains its uses of this ability.
Good Fortune (Ex) Twice per day, as an immediate action, a sin-carver mummy can reroll any one d20 roll it has just made before the results of the roll are revealed.  It must take the result of the reroll, even if it’s worse than the original roll.
Spontaneous Casting (Su) A sin-carver mummy can “lose” any prepared cleric spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with “inflict” in its name).
Sin’s Revenge (Su) When a sin-carver mummy is subjected to a spell or spell-like ability that allows for a Will saving throw, and succeeds on that save, as an immediate action the sin-carver mummy can cast Bestow Curse (DC 22) as a spell-like ability on the enemy that targeted it, as long as that enemy is within 100 feet.  Bestow Curse gains a range of 100 feet when cast in this way, and requires a ranged touch attack as if being cast with the reach spell metamagic.
Opportunistic Dread Bolt (Su) When a creature moves within close range (55 ft.) of a sin-carver mummy, as an attack of opportunity, it can cast Dread Bolt as a cleric spell against that target.  A sin-carver mummy can only use this ability while it has Dread Bolt prepared as a cleric spell, and the spell is expended as normal.
Carve Away Sin (Ex) A sin-carver mummy gains a +2 profane bonus on attack rolls and deals 2d6 additional damage whenever it makes an attack to deal lethal damage to a living humanoid or evil outsider.
Scar (Su) A sin-carver mummy can hex a target to scar it.  The target may make a Will save (DC 25) to resist this hex.  The sin-carver mummy can use its Unnerve Beasts and Nightmares hexes on the scarred target at a range of up to 1 mile, and it is considered to have a body part from the target for the purpose of scrying and similar divination spells.  This scar persists through disguises and shapechanging.
The sin-carver mummy can withdraw this hex from a target as a move action at any range.  The sin-carver mummy can maintain 4 scars at once; once it reaches this limit, it must remove the scar from a current victim in order to mark another.  Effects that remove curses can remove the scar.
Unnerve Beasts (Su) A sin-carver mummy can hex a target within its line of sight (or within 1 mile if the target is affected by its Scar hex) to unnerve beasts.  The target becomes offensive to animals (DC 25 Will negates). Animals become distraught and aggressive in the victim’s presence—horses buck, dogs snap and bark, bulls charge, and so on.  The hex lasts a number of hours equal to the witch’s Intelligence modifier.  A creature that saves against the hex cannot be affected by the hex for 1 day. The reaction of the animals is a mind-affecting charm effect, but the hex on the target is not.
Nightmares (Su) Calling upon fell powers, a sin-carver mummy can hex a target within 60 feet (or within 1 mile if the target is affected by its Scar hex) that causes its sleep to permanently be tormented by terrible nightmares.  A DC 25 Will save negates this effect.  If the save is failed, the target must make a new save each night or be unable to rest, become fatigued, take 1d10 damage, and be unable to recover arcane spells.  A target affected by the sin-carver mummy’s Scar hex takes a -10 penalty on these additional saving throws each night.  This is an evil mind-affecting illusion effect.
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daitranscripts · 2 years
Text
The Wrath of Heaven Deleted Dialogue
Wakeup
Wrath of Heaven Masterpost
Various snippets of dialogue that didn’t make it into the final cut of the game - listed in scene order.
PC: What do you mean everyone’s dead? How is that even possible?
Dialogue options:
Angry: Let me go. PC: Whatever you think I did, I’m innocent.
Confused: I’m confused. PC: What’s going on? How did I get here?
Sad: All those people… PC: I can’t believe it. All those people… dead. Leliana: Yes. PC: And… You think I’m involved?
Stoic: What now? PC: So what happens now? Leliana: We know you were among the Qunari mercenaries brought to protect the Conclave. Leliana: We know you were smuggling lyrium into the Conclave. Leliana: We know you were at the Conclave as a spy for your people. Leliana: We know you were with the delegation of mages attending the Conclave. Leliana: We know you were attending the Conclave on your family’s behalf.
It’s gigantic. PC: It’s… enormous. Can that kind of power even be stopped?
I survived that? PC: You said I survived that? How is that even possible? Cassandra: An excellent question.
PC: You said, “Unless we act.” You need my help with this.  Cassandra: We need what’s on your hand.
Soldier 1: It’s [them]!
Soldier 2: The murderer!
Cassandra: Step aside.
Soldier 1: Lady Cassandra, why are you protecting this thing/dwarf/knife-ear/[man/woman]?
Soldier 3 (Qunari PC): It’s a Qunari! A bloody oxman! Soldier 3 (Qunari PC): It’s a Qunari! Look at her—she’s a giant!
Soldier 2: [They] should be hanged!
Cassandra: I am in command, and I am telling you to stand aside.
Soldier 1: The Most Holy is dead, and [they] killed her! [They] killed all of them!
PC: (Cries out.)
Cassandra: Enough! This is not the time for justice! Until the Breach is closed, this [man/woman] is under my protection! Now I say again: stand aside!
Cassandra: I will not throw you to the wolves simply to assuage their grief.
Dialogue options:
Thank you. PC: Thank you.
But I’m innocent! PC: But I didn’t do this!
Not yet. PC: At least until you no longer need me.
PC: Those people, they mentioned Most Holy…
Cassandra: Divine Justinia, fifth of her name, voice of the Maker and head of the Chantry. It is she who Leliana and I serve… served. Since the mages declared their freedom, they have been at open war with the templars. The Divine convinced leaders from both sides to attend this Conclave. It was a real chance at peace. But that’s over now.
Dialogue options:
Are we in danger? PC: Are we in danger out here? Cassandra: Possibly. Demons are coming out of the rift in large numbers. I suppose you’ll see soon enough.
A woman behind me? PC: I remember a woman… but not anything about her. Cassandra: Leliana believes it was Divine Justinia. I do not know. I suppose you’ll see soon enough.
[These next chunks of dialogue are not grouped in any coherent way. I will leave it to your imaginations to decipher where they fit.]
Cassandra: We can rest for a moment. Ask questions, if you wish. [I assume this is after the short scene with the anchor flare up once they proceed through the gates, before the first combat sequence.
Cassandra: With the figure of a woman standing behind you, yes.
Cassandra: Some of my soldiers found you in the valley three days ago, before the demons began to appear.
Cassandra: The entire leadership of the Chantry is dead.
Cassandra: I am here because someone must act, not because I was ordered to.
Cassandra: I am no priest.
Cassandra: Very well, let us move on.
Cassandra: The village of Haven, just outside of the valley.
Cassandra: We’ve occupied it since the explosion, searching for survivors and trying to contain the damage.
Cassandra: Even if my messages have gotten through, I have received no responses. We are on our own.
Cassandra: The mages and templars blame each other for what happened and have resumed their war.
Cassandra: It does not matter what I believe. For all we know, the soldiers were simply mistaken.
Cassandra: The soldiers couldn’t see her clearly. When the rift closed, she was gone.
Cassandra: There are no orders now. It is only chaos,, and will only get worse.
Cassandra: Not exactly. I served the Divine, as I said.
Cassandra: Until now, we have contained then in the valley. My sword should be enough.
PC: A rift? One of the holes into the fade?
PC: But you don’t.
PC: Then how did I become your prisoner?
PC: How does that not make you part of the Chantry?
Dialogue options:
I’m ready to go. PC: I’m ready.
You served the Divine? PC: You’re part of the Chantry, then?
How did I survive? PC: How did I survive the blast?
Tell me about this place. PC: What is this place?
No one is helping? PC: “Chaos”? Is no one coming to help you?
Where are we, exactly? PC: What was that place we just left?
Cassandra: Not yet. That was then. This is now.
PC: Now I’ll protect myself.
Cassandra: I cannot fight demons while also watching my back.
Dialogue options:
I need a weapon. PC: And I can’t fight at all without a weapon.
Calm down. PC: Whatever your thinking, it’s not true. Cassandra: You are a prisoner, and now you’re armed. PC: Only to defend myself.
I’m the threat? PC: So I’m a bigger threat than demons? Cassandra: At this moment, you are the only threat I see. PC: You can’t be serious.
Cassandra: The bridge is destroyed. We must find another way around.
Ambient Dialogue:
Bystander 1: Why is this happening?
Bystander 1: Maker preserve us—we’re doomed!
Bystander 1: The world id ending.
Bystander 1: Demons will overtake us all!
Bystander 1: It’s the Maker’s wrath! He’s punishing us!
Bystander 2: Blessed are those who stand before the  corrupt and the wicked and do not falter.
Bystander 2: Blessed are the righteous, the lights in the shadow.
Bystander 2: Maker preserve us in our hour of need, I beg you.
Bystander 2: The time of wrath is upon us.
Bystander 2: Oh Maker! Why is this happening?
Gawker 1: Why hasn’t this [man/woman] been hanged?
Gawker 1: Are we just going to let the murderer walk by?
Gawker 1: Lady Cassandra, where are you going?
Gawker 1: That’s the [man/woman] who killed the Most Holy!
Gawker 2: It’s you!
Gawker 2: It’s the murderer!
Gawker 2: There [they are]!
Gawker 2: That’s the one!
Wounded Soldier 1: Can anyone hear me?
Wounded Soldier 1: I need a healer. Please, someone!
Wounded Soldier 1: The demons… they clawed inside him…
Wounded Soldier 1: (Cries out.)
Wounded Soldier 2: There were so many. There was nothing we could do!
Wounded Soldier 2: Why won’t anyone help us?
Wounded Soldier 2: The blood. So much blood.
Wounded Soldier 2: (Cries out.)
Wounded Soldier 2: (Groans.)
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