First Aspiration To Ascendancy
The whispered legends tell of the mishtai, an ancient race whose relentless pursuit of perfection nearly culminated in the creation of beings with flawless forms and unparalleled intellects. However, as they stood on the precipice of this monumental achievement, discord erupted within the ranks of the mishtai meldshapers. A rebellious faction emerged, their voices echoing through ethereal halls, advocating for goals beyond mere physical and mental perfection. In response to this schism, the ancient Mishtai devised a series of intricate Trials, crucibles designed to test the mettle of aspiring leaders in both body and mind. Centuries later, the enigmatic God Emperor Vishtek II, his motives shrouded in shadow, found the planar codex and resurrected this long-forgotten tradition. With a twist of malevolence, he adapted these Trials to serve as a sieve, filtering potential candidates for his notorious Labyrinth. The air now thrums with anticipation and dread, for those who enter the Trials know not whether glory or doom awaits them at the journey's end.
Requirements: Level 3 or lower, One or more characters
Description:
God Emperor Vishtek II has selected you to try your first Ascendancy, now face your first foe Telaxxis, Hellknight of the emperor.
You are in a small 6m radius arena. Characters are all located on one side and a the hellknight on the other. The knight is large and has exactly +10 on all saving throws, 20 AC, 10 DR, no smite ability, and always rolls saving throws twice and takes the better result. Their hitpoints are 20 + 40 per. character They also act once per turn +1 time per two characters. Each day Telaxxis uses a different weapon set:Weapon Set | Description |
---|---|
Sword and Shield | normal damage, 25 AC, full-round charge that deals sword damage in a 12m line. |
Sword | 2d10 base damage, always attack two adjacent foes |
Sword and Cast | As a swift action the hell knight may cast Arc with CL 6, DC 15 without provoking attacks of opportunity |
The arena contains traps that deal 6d6 of piercing damage, a reflex saving throw DC 20 halves the damage. You may activate a trap, iff you have the trapfinding feature, using disable device DC 20 as a standard action, DC 30 as swift action or when successfully bull rushing an opponent at least 3m.
Rewards:
- Access your moderate archetype powers
- +1 thundering longsword and +2 large shield, +1 thundering great sword or +1 thundering spellcaster longsword
- 1 random greater minor item per completed trial