Forgotten God (table 2) (Inactive)

Game Master Whack-a-Rogue

Skaar House
Abbey


201 to 208 of 208 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Sorry about the late notice.

I'm traveling for work through the rest of the month. I'll have my phone but I don't expect to have a lot of time to post. Please don't wait on me and feel free to NPC me as necessary.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

I have returned! Korea was very warm and humid but I endured.

Thank you for your patience.


Don't Mind Me: 8d4 ⇒ (3, 4, 3, 4, 4, 2, 4, 2) = 26
Level One - charm person, mage armor, protection from evil, magic missile, magic aura, jump, feather fall
Level Two - darkness, bear's endurance, eagle's splendor, scare
Level Three - haste, phantom steed, slow, clairvoyance/clairdaudiance
Level Four - bestow curse, charm monster, detect scrying


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Currently Skaar is Oracle 6 | Unchained Barbarian 5 | Brawler 6.

After the rebuild he'll be Incanter 6 | Conscript 5 | Striker 6 [strong style grappler].

That'll give him 3 more magic talents and a bunch of combat talents. There's stuff in berserker, gladiator, brute, and boxing I like but wrestling will definitely be his focus. =)


That makes sense. The Striker, in particular, looks like a ton of fun. When my own Forgotten Deity gets to rebuild, he'll be taking levels in it, too. In the interest of being well-rounded, by the way, (solo game and all that entails) I'd suggest utility talents on the magic side for the most part. Your combat game is already extremely strong, so diversification will be helpful.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

That makes sense. Pre-rebuild, I was already planning on going down the telekinesis line for the utility. I'll probably just expand on that.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

How's this look?

AC is a little lower. Saves are a little better. CMB/CMD are a little worse. Combat options are more flexible.

Skaar
Chaotic Neutral god of Strength, Independence, and Hope
The Unfailing Pillar, The Light on the Horizon, Trailblazer's Flame
Incanter 6 | Conscript 5 | Striker 6 [strong style grappler]
Init +3; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 23 (+5 armor, +6 Con, +1 Dex, +2 sacred)
hp 146 (6 HD; d10 (15) + 6 + 1 + 10)
Fort +15, Ref +10, Will +10
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 40 ft.
Melee bardiche +14/+9 (1d10+12/19-20) or
. . unarmed strike +14/+9 (1d8+9)
Ranged javelin +7 (1d6+8)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks display of strength[MA], inspired spell[MA], martial flexibility 6/day, mythic power (7/day, surge +1d6)
Oracle (Spirit Guide) (CL 6th; concentration +12; 14 spell pool/day)
. . Enhancement [deep enhancement, greater enhancement]
. . Life [break enchantment, restore health]
. . Protection [armored magic]
. . Telekinesis [divided mind, flight, greater speed, powerful telekinesis]
--------------------
Statistics
--------------------
Str 26, Dex 13, Con 20 (22), Int 12, Wis 12, Cha 23
Base Atk +6; CMB +15 (+17 grapple); CMD 33 (35 vs. grapple)
Feats Divine Empowerment, Deflect Arrows, Dual Path[M], Endurance, Extend Spell
Traits built for war, inspired, heavy hitter
Skills Acrobatics +1 (+5 to jump), Climb +12, Diplomacy +13, Intimidate +14, Knowledge (local) +9, Knowledge (planes) +10, Knowledge (religion) +10, Perception +7, Sense Motive +5, Spellcraft +8, Survival +5, Swim +12; Racial Modifiers +2 Knowledge (local)
Languages Abyssal, Celestial, Common, Orc
SQ amazing initiative, fast healing[MA], irrepressible soul, legendary item[MA], legendary power, legendary surge, mythic bond, orc blood, sudden block[MA]
Other Gear bardiche, javelin (5), belt of mighty constitution +2, headdress of charisma +2, 5,652 gp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Display of Strength (Su) As a free action, use 1 power for +20 to a Str skill or check, longer for encumberance.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Healing 5 (Ex) Spend 1 power to gain fast healing 5 for 1 minute
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Irrepressible Soul (1/round) (Su) Your true self can't be buried beneath disguises or magical effects.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Saving Throws - All) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Martial Flexibility (swift action, 6/day) (Ex) As a Swift action, gain a combat feat for 1 min. More gained for greater actions.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Sudden Block (Su) As an imm action, use 1 power to add +2 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

Freedom's Bond:
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet

Legendary Surge (+1d6 to Saving Throws and dex-based skill checks - All) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o

Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

Other Traits:

1) Competence bonus equal to half your level on Disable Device checks and Escape Artist checks made to escape bindings, shackles, and other restraints

2) Your attacks against bindings, chains, and manacles bypass hardness up to half your level. This includes weapons with chains (such as flails, nunchaku, and spiked chains), a kyton’s armor and weapons, chains animated by animate objects, and so on.

Unyielding: A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.

Divine Abilities:

Change Size: As enlarge person. Duration indefinite.
Recharge Sphere Magic: As seen here.

Incanter
*****

Travel Domain

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Protection Domain

Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +2 resistance bonus on saving throws.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Enhancement Specialization

Physical Enhancement: You gain a +2 enhancement bonus to Strength.

Enhancement Sphere

Spoiler:

Enhance: As a standard action, you may enhance a creature or object within Close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that doesn’t want to be enhanced (or an item in a creature’s possession that doesn’t want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. When you gain the enhancement sphere, you gain the following enhancement:
Enhance Equipment: You may enhance a weapon, suit of armor, or shield, granting it a +1 enhancement bonus. This bonus increases by 1 for every 5 caster levels possessed, to a total of +5 at 20th level. This does not stack with any enhancement bonus already possessed by the item.

[Talents]

Deep Enhancement: When you spend a spell point to make an enhancement last 1 minute per caster level without concentration, it lasts for 10 minutes per caster level instead.
Greater Enhancement: When using the Enhance Equipment enhancement, increase the enhancement bonus granted by 1. This means you can grant an item a +6 enhancement bonus if your caster level is high enough.

Life Sphere

Spoiler:

Invigorate: As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.
Cure: As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).
Restore: As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.

This accomplishes all of the following:

• Heals 1d4 points of ability damage to one ability score of your choice.
• Removes the fatigued condition or lessens exhaustion to fatigued.
• Removes the sickened condition or lessens nauseated to sickened.
• Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
• Removes the staggered condition.
• Removes the dazzled condition.

If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

[Talents]

Break Enchantment: Your cure ability heals an additional 1d8 hit points. Your restore ability removes all magic from the target that has a duration. This may be used against curses including cursed equipment, although it does not remove the curse from the equipment, but instead suppresses the effect long enough for the item to be removed. You must succeed at a magic skill check against each magical effect in order to remove it. You may choose not to remove certain effects if you so desire (for example, you may target only harmful effects and not beneficial ones). This counts as using the break enchantmentor remove curse spell against those spells and effects that specify they can only be removed through those spells. This has no effect on instantaneous effects.
Restore Health: Your cure ability heals an additional 1d8 hit points. When restoringa target, you may make a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.

Protection Sphere

Spoiler:

Ward: As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wardsremain in the location they were created, even if you move.
When you gain the Protection sphere, you gain the following ward:
Barrier: You may create a ward that stops attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).
A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side.
If you maintain your barrier through concentration, its HP is renewed each round on your turn.
Aegis: As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis.
Deflection: You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels.

[Talents]

Armored Magic (aegis): You may create an aegis that wraps the target in protective barriers, granting them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.

Telekinesis Sphere

Spoiler:

Telekinesis:As a standard action you can use telekinesisto lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.
Sustained Force: You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).
Hostile Lift: You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained. If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air.
Bludgeon: When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose).

[Talents]

Divided Mind: You may lift multiple targets at once (up to 1 + 1 per caster level) whose combined size does not exceed your maximum telekinesis size. You may treat these objects as one effective object for the purpose of bludgeoning a creature, or you may make multiple bludgeons per round (although you cannot make more attacks in a round than would otherwise be allowed with your BAB and any respective feats if you possess the Flair or Dancing Weapon talents). If you spend a spell point to use Hostile Lift or Sustained Force, it may apply to as many of these objects as applicable. You may also spend a spell point when using the Steal or Telekinetic Maneuver talents to affect multiple targets at once (up to one additional target per 2 caster levels, minimum: 1), although you cannot affect an individual target more than once per round with any combat maneuver.
Flight: When using telekinesisto lift a creature or creatures and spending a spell point to create a Sustained Force on them, you may grant that creature the ability to control their own movement for the duration of the Sustained Force. They gain a fly speed equal to your telekinesisspeed, with maneuverability (perfect). An affected creature does not need to remain within your telekinesisrange while flying in this manner.
Greater Speed: The distance you can move things with telekinesis increases to 30 ft + 5 ft per 2 caster levels per round.
Powerful Telekinesis: Increase the maximum sized object or creature you may affect with telekinesisby 1 size category.

Striker
*****

Tension:

1 Tension
• Expert Guard:For each tension a striker spends on this tension technique, she gains a +1 circumstance bonus on all saves until the beginning of her next turn
• Fiery Offense: For each tension a striker spends on this tension technique, she gains a +1 circumstance bonus to attack and damage rolls made with unarmed strikes until the beginning of her next turn
• Light Step: The striker spends a swift action and selects a single creature, all movement she makes until the beginning of her next turn does not provoke attacks of opportunity from that creature
• Stalwart Form: For each tension a striker spends on this tension technique, she gains DR 1/- until the beginning of her next turn; this damage reduction stacks with similar damage reduction
• Timely Dodge: For each tension a striker spends on this tension technique, she gains a +1 dodge bonus her armor class until the beginning of her next turn
* Violent Miss: Whenever a strong style grappler attempts a grapple check and fails, she deals bludgeoning damage equal to her practitioner modifier as a free action. Any creature dealt damage by this tension technique takes a -2 penalty to their CMD against the next grapple check made by the strong style grappler as long as it is made before the end of her next turn.

2 Tension
• Swift Focus: The striker spends a swift action to regain martial focus
* Iron Body: For each 2 tension the striker spends on this tension technique, she gains DR 3/- until the beginning of her next turn; this damage reduction stacks with similar damage reduction.
* Opportune Grapple: Whenever a strong style grappler makes an attack of opportunity, they may attempt a grapple check in place of an attack roll.

3 Tension
• Second Chance: The striker can reroll a saving throw after the result has been revealed, although she must accept the result of the reroll, even if it is worse
• Speed Step: The striker can spend a swift action to move up to her speed with whatever methods of moment she possesses
* Body Blows: Whenever a strong style grappler uses a standard action to initiate or maintain a grapple, she may spend a free action to make an additional attack with her unarmed strike with a -2 penalty (she can wait until the results of the attack roll before deciding to use this tension technique) once per turn. If she possesses the speed pummeling striker art, she may apply it to this ability.

Tension Boost (Ex): A striker gains 1 tension at the start of her first turn in combat (including surprise rounds). Tension still caps at 7.
Desperate Tension (Ex):If the striker starts her turn with 0 tension, she gains 1 tension (this is gained before the tension gained from tension boost, rising tension, or ultimate tension).
Threatening Taunt: Whenever the striker makes a successful Intimidate check to demoralize a creature, she gains 1 tension.

Painful Grapple (Ex): Whenever a strong style grappler successfully initiates or maintains a grapple, she deals 2 bludgeoning damage to the creature whom they grappled. At 6th level and every three levels afterwards, this damage increases by 1.

Conscript
*****

Martial Flexibility (swift action, 6/day) (Ex) As a Swift action, gain a combat feat for 1 min. More gained for greater actions.
Mighty Flex (Ex): Whenever a conscript successfully executes a bull rush, drag, reposition, or overrun combat maneuver while he has martial focus, he may attempt a grapple or trip combat maneuver as an attack of opportunity (this attempt does not provoke an attack of opportunity itself). The conscript cannot attempt a grapple check in this manner unless the opponent is within his natural reach (for example, if the conscript triggered this ability by making a bull rush attempt against a target he chose not to move with, he could only use the trip option of this ability).
Mobile Grappler (Ex): Whenever the conscript makes a successful grapple check to maintain a grapple, he may move himself and the grappled creature up to 5 ft. as a free action; this movement is in addition to the movement normally granted by using the move option available whenever he maintains a grapple. At 9th level and again at 15th level, he may move himself and that creature an additional 5 ft.

Berserker

Spoiler:

As a free action at the start of each turn, choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.
All practitioners of the Berserker sphere gain the following ability:
Brutal Strike: As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.
Each brutal strike may be modified by a single (exertion) talent.

[Talents]

Bloody Counter: As an immediate action, when a creature targets you with a melee attack, before the attack roll is made you may allow the attack to automatically strike you (although the roll is still made to determine if the attack threatens a critical hit). After the damage is determined, you may make a brutal strike targeting that creature as a free action that may be taken even when it isn’t your turn, if it is in range. If the creature attacking you is battered, you may resolve your attack action prior to their attack being resolved.
Bone-Breaker (exertion): The creature damaged by your brutal strike takes a -1 penalty on all attack and damage rolls for as long as it is battered. This penalty increases by -1 for every 4 points of base attack bonus you possess. Multiple uses of this talent do not stack.

Boxing

Spoiler:

All practitioners of the Boxing sphere gain the following ability:
Counter Punch: You may ready an action to make an attack with a light melee weapon against the next enemy who makes a melee attack roll against you before the beginning of your next round; this attack is treated as an attack action for the purposes of talents as well as the Vital Strike feat and occurs before the attack that triggers it, gaining a +2 competence bonus to damage rolls. For every 4 points of base attack bonus you possess, this bonus increases by +2. Using this ability does not change your place in the initiative order.
You can apply a single talent with the (counter) tag to a counter punch.
Whenever you ready a counter punch, you can decide on an additional trigger for your prepared attack from the following list; if the trigger is met, the readied attack qualifies as a counter punch(if an action would also provoke an attack of opportunity, you may choose in which order you wish to resolve your attacks):
• A hostile creature making an attack roll
• A hostile creature attempting a combat maneuver
• A hostile creature moving from their square
• A hostile creature using a spell or a spell-like ability
• A hostile creature drawing a weapon
• A hostile creature speaking
For every 5 points of base attack bonus you possess, you may select an additional trigger from this list.

[Talents]

Shoulder Roll: Once per round when a creature declares a melee attack against you, you may spend an attack of opportunity to add a +1 dodge bonus to your AC against that attack. This bonus increases by +1 for every 4 points of base attack bonus you possess. If the attack misses you, you may immediately make an attack against that creature with a light weapon. If you possess the Heavy Counter talent, you may instead make this attack with a one or two-handed weapon.
Tight Guard: Whenever you ready an action, take a total defense action, or use the attack action to attack with a light weapon, you gain a +1 shield bonus to your armor class and combat maneuver defense until the start of your next turn. For every 4 points of base attack bonus you possess, this shield bonus and bonus to your combat maneuver defense increases by 1.

Brute

Spoiler:

All practitioners of the Brute sphere gain the following ability:
Shove: As a move action, you may move up to half your speed and make a melee touch attack against an adjacent creature. If successful, the target takes bludgeoning damage equal to your Strength modifier (or whichever attribute was used to make the check) and gains the battered condition until the end of your next turn.
You may perform a shove in place of the attack granted by a charge, although this does not grant the extra movement.
When you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), you may apply the effect of one (manhandle) talent you know to that creature. (Manhandle) talents cannot be applied to maneuvers performed as a free action.

[Talents]

Focused Might: Whenever you successfully perform a shove, you may regain your martial focus.
Greater Shove: When you shove a target, that target suffers additional damage equal to 1/2 your base attack bonus. Additionally, you may augment your shove with feats and talents such as Power Attack despite it being a touch attack.

Gladiator

Spoiler:

Gain ranks in the Intimidate skill equal to your total Hit Dice; whenever you gain a Hit Die (such as when you gain a level) you gain an additional rank. If you already have ranks in the Intimidate skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining this sphere, such as through the armiger’s customized weapons class feature.
Boast: As long as you have martial focus, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver, you may perform a boastas an immediate action. Talents with the (boast) descriptor grant additional options for your boast. Each boastmay only use one of these talents. Some boastsaffect other creatures; a creature must be able to see or hear you and have an Intelligence score (not Intelligence (-)) to be effected. Boastshave a range of Close (25 ft. + 5 ft. per 2 points of base attack bonus you possess).
When you gain the Gladiator sphere, you learn the following boast:
Prowess (boast): You may roll the next weapon attack you make before the end of your next turn twice and take the better result.
Demoralization: Some talents in this sphere have effects that allow new ways to make Intimidate skill checks to demoralize enemies or grant new options against demoralized foes. These talents carry the (demoralization) descriptor.
When you gain the Gladiator sphere, you learn the following (demoralization) ability:
Strike Fear (demoralization): As a full-round action, you may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of you who can both see and hear you. You may choose to take a -10 penalty on the check; if you do so you do not have to expend martial focus. Associated Feat: Dazzling Display.

[Talents]

Steel Braggart [boast]: You gain DR/- equal to half your ranks in Intimidate (minimum 1) until the start of your next turn. This damage reduction stacks with any other damage reduction you possess.

Wrestling

Spoiler:

All practitioners of the Wrestling sphere gain the following ability:
Grab:As a swift action, you may attempt to graba target as a melee touch attack. If you are already holding a target, such as via the Scale Foe Athletics talent or via a successful grapple, they are also considered grabbed. Grabbedcreatures are considered battered. If you do not grapple an opponent or perform a similar technique such as Scale Foe by the end of your turn, the grabautomatically ends.
Any time you initiate or maintain a grapple, you may apply 1 (slam) talent as an immediate action in addition to the normal benefits of initiating or maintaining a grapple.

[Talents]

Last Chance Grapple: Whenever you attempt to initiate a grapple as a standard action and fail, you may expend your martial focus to make another grapple attempt against the same creature as a swift action without provoking an attack of opportunity.
Iron Grip: You gain a +1 competence bonus to your grapple combat maneuver checks, as well as to your CMD vs. that maneuver. This bonus increases by +1 for 4 points of base attack bonus you possess. This bonus does not stack with the bonus to this maneuver provided by the Improved or Greater Grapple feats. Associated Feat: Improved Grapple.
Greater Grapple: As long as you have martial focus, you may maintain a grapple as a move action. Associated Feat: Greater Grapple.
Test of Strength: Whenever you attempt to initiate a grapple, you can allow the creature which you are attempting to grapple to make an opposed grapple check; if the creature’s result is higher than yours, the grapple fails regardless of your result. If your result is higher, the grapple is successful regardless of your result and the creature provokes an attack of opportunity from an ally of your choice. The creature may choose to not make an opposed grapple check, in this case, they take a -2 penalty to their CMD until the end of their next round.
Grandstanding Slam: Whenever you use a (slam) talent, you may make make an Intimidate check against all those who can see you except for the creature which was affected by the (slam) talent to demoralize them, gaining a +2 bonus on this check. For every 4 points of base attack bonus you possess, this bonus increases by +2.
Power Bomb [slam]: You can lift a creature into the air before dropping them onto the ground, dealing 1d8 + your practitioner modifier damage and forcing them to make a successful Fortitude save or become fatigued for 1 round, ending the grapple. A creature that fails the save is also knocked prone. At +10 base attack bonus, the creature is knocked prone regardless of if they make the Fortitude save.

Unarmored Training: Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +2 armor bonus to your AC. This bonus increases by +1 for every 2 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 2 ranks in the Acrobatics skill they possess.
These bonuses to AC apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.

Liberty's Edge

Posting this in all my games: My father passed away a couple days ago. I’m going to be occupied helping my siblings make the usual arrangements and get his estate in order. I apologize for the absence. Please bot me as needed. If this is a game I’m GMing, just hang tight and I’ll catch up with everything when I can.

201 to 208 of 208 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Forgotten God (table 2) Discussion All Messageboards

Want to post a reply? Sign in.