Seltyiel

Julian Fey's page

1,062 posts. Alias of Corerue.


Full Name

The End of the Long Road

Race

Julian Religion: Desna |

Classes/Levels

HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Special Abilities

Einherjar, Hope of the Incoming Storm - Blackblade

Occupation

Silver Scale of Resistance: 3/d Standard Action to cast resist elements - but only against electricity or cold. Holding the Scale of Disguise 3(of 3)/d SA Disguise Self Spell

Strength 13
Dexterity 20
Constitution 12
Intelligence 23
Wisdom 12
Charisma 10

About Julian Fey

Premade Stat post:

Alc 8 / Magus 8 / Tier 2 | HP: 85/85 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - Evil Outs. +2 AC DR 2/- | F: +8, R: +14, W: +8 | M.Atk: +12, R.Atk: +12, M.Touch: +12, R.Touch: +12 | BAB +6 CMB: +7 CMD: +30 | Ini: +17 Perception: +14 /

Commander - Irabeth!
Army HP 16/16 Army DV 18+2 = 20 (Battlefield Advantage)

Tactics - Spellbreaker
Strategy Track - Standard +0

[dice=Army Ranged Attack]1d20+10[/dice]

Non army combat post:

SwA - Use 1 Arcana Point to increase Blackblade damage (+3 allocated as +2 to blade and Keen added)

Weapon Enhancements - +2 & Keen On Einherjar

[dice=Attack with Einherjar - Spell Combat and spell strike]1d20+15+2-2-2[/dice]
[dice=Damage]1d6+10+2+4[/dice]

[dice=Attack with Einherjar -SC/SS/PA]1d20+10+2-2-2[/dice]
[dice=Damage]1d6+10+2+4[/dice]

[dice=Defensive Casting DC 15 Cast Arcane Mark]1d20+14[/dice]
[dice=ASF 10%]1d100[/dice]

[dice=Attack with Einherjar -SC/SS/PA]1d20+15+2-2-2[/dice]
[dice=Damage]1d6+10+2+4[/dice]

What can I do in a round:

In a round of combat, you can do either:

1 Full-round action OR
1 Standard action plus 1 Move action (in any order) OR
2 Move actions (effectively trading your Standard action for a Move action)

Plus a combination of:

1 Swift or Immediate Action AND
Any number of Free Actions

A few special cases

The 5 ft. step
Provided you don't take any other action that actually involves using a move speed (walking/running/flying...) during the same round, you can take a 5' step as a free action that does not provoke attacks of opportunity once per round.

Spellcasting
While most spells have a casting time of 1 Standard action, others can take a Swift action, a Full-round Action or more. For those spells that take longer to cast, you're effectively using up a Full-round action each round for the duration of the casting.
Also, be they Quickened spells or whatever, you can never take more than 1 Swift action per round.

Julian Fey
Male tiefling alchemist (grenadier) 9/magus (bladebound, fiend flayer, kensai) 9/gestalt 9/Trickster 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 170, Pathfinder RPG Bestiary 264, Pathfinder RPG Monster Codex, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
CG Medium outsider (native)
Init +15; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 27, touch 23, flat-footed 14 (+3 armor, +5 Dex, +8 dodge, +1 natural)
hp 94 (9d8+17)
Fort +8, Ref +14, Will +8
Defensive Abilities canny defense +8, hard to kill; Resist fire 5
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Offense
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Speed 30 ft.
Melee einherjar, hope of the incoming storm +15/+10 (1d6+10/18-20) or
. . starknife +7/+2 (1d4+1/×3)
Ranged bomb +12 (5d6+12 Fire)
Special Attacks arcane pool (+3, 11 points), bomb 17/day (5d6+12 fire, DC 22), improved spell combat, magus arcana (arcane accuracy[UM], close range[UM]), mythic power (7/day, surge +1d6), spellstrike, wild arcana[MA]
Alchemist (Grenadier) Extracts Prepared (CL 9th; concentration +17)
. . 3rd—cure serious wounds (2), displacement, heroism, utter determination
. . 2nd—bull's strength, cat's grace, cure moderate wounds (3), lesser restoration
. . 1st—cure light wounds (2), flank shield, mistsight, shield (3)
Magus (Bladebound, Fiend Flayer, Kensai) Spells Prepared (CL 9th; concentration +17)
. . 3rd—bands of force, fireball (DC 21), haste (2)
. . 2nd—blur, flurry of snowballs (DC 20), flurry of snowballs (DC 20), invisibility, web (DC 20)
. . 1st—bleeding wounds (2), energy missile (3), snowball (DC 19)
. . 0 (at will)—arcane mark, Detect Magic, prestidigitation, ray of frost
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Statistics
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Str 13, Dex 20, Con 12, Int 26, Wis 12, Cha 10
Base Atk +6; CMB +7; CMD 30
Feats Bladebound Defense, Dervish Dance[ISWG], Dual Path[M], Extra Arcana[UM], Lunge, Martial Weapon Proficiency (scimitar), Point-Blank Shot, Power Attack, Throw Anything, Weapon Finesse, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits chance encounter, faithful artist, magical lineage
Skills Acrobatics +13, Appraise +13, Climb +10, Craft (alchemy) +20 (+29 to create alchemical items), Disable Device +16, Fly +18, Heal +5, Intimidate +4, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +12, Knowledge (planes) +16, Knowledge (religion) +13, Perception +15, Perform (dance) +12, Sense Motive +3, Sleight of Hand +10, Spellcraft +20, Stealth +14, Survival +5, Swim +6, Use Magic Device +10; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, Orc
SQ alchemical weapon, alchemy (alchemy crafting +9), amazing initiative, assured drinker[MA], black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: teleport blade, black blade: unbreakable, chosen weapon, critical perfection +8, directed blast, discoveries (feral mutagen, holy bombs, infusion, wings[UM]), fleet charge[MA], iaijutsu, infernal mortification, legendary item[MA], legendary power, legendary surge, mutagen (+4/-2, +2 natural armor, 90 minutes), mythic bond, overprotective, perfect strike, precise bombs, prehensile tail, swift alchemy, unyielding
Combat Gear elemental gem (earth), mutagen (feral)[APG], scroll of dimension door, scroll of divination, scroll of move earth; Other Gear defiant leather armor of the long journey +1, starknife, bag of holding iii, cloak of resistance +1, cloak of the night sky, ring of climbing, rod of metal and mineral detection, backpack, bedroll, belt pouch, flint and steel, holy text[UE], ink, inkpen, iron holy symbol of Desna[UE], masterwork tool, mess kit[UE], pot, ring of the north star, soap, spell component pouch, torch, trail rations (5), travelling formula book[UE], travelling spellbook[APG], waterproof bag[UE], waterskin, 2 gp, 9 cp
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Special Abilities
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Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
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).
Arcane Accuracy +8 (Su) 1 Arcane Pool: +8 to attack rolls until the end of your turn.
Arcane Pool +3 (11/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Assured Drinker (Ex) No AoO for drinking while threatened, use 1 power to retrieve and drink as a swift action.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (3/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +3 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Bladebound Defense While you hold your black blade, you cannot be flanked.
Bomb 5d6+12 (17/day, DC 22) (Su) Thrown Splash Weapon deals 5d6+12 fire damage.
Canny Defense +8 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Critical Perfection +8 (Ex) Bonus to confirm threats & qualify early for critical feats with chosen weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Bombs Bomb does divine dam & staggers Evil foes for 1 rd (Fort neg). Half/no dam vs. Neutral/Good.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Infernal Mortification (Su) As a standard action, increase arcane pool by 1 pt per 2 Con dam (only time can heal).
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Legendary Power (4/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 Attack Rolls - All, Combat Maneuver Checks) 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
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mutagen (DC 22) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 90 minutes.
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.

A myth
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Wings (9 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min
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Adventure Bonuses/Rednal:

4 Sp for Rednals Birthday
Added to K-Engineering 1 & Dungeoneering 1 & Disable Device 2

Julian's Spellbook:

Book of Harm (Level 5 Evoker)

The leather wrapping of this book is of an indeterminate type, and gives off a faint and unpleasant scent, as of charred meat. The writing inside is in a jagged hand, and many notes on the ash-smudged pages indicate its previous owner sought ever more damaging magic. A glittering rune in the cover’s center is shaped vaguely like a lightning bolt.

Protection Average lock (DC 25)

Opposition schools Divination, transmutation

Spells

3rd—fireball S, lightning bolt S

2nd—acid arrow, darkness S, ghoul touch, gust of wind S

1st—burning hands, color spray, corrosive touch [APG], hydraulic push [APG], hypnotism, magic missile, ray of enfeeblement, shocking grasp

Preparation Ritual

Harmful Surge (Su) You can maximize a spell, but doing so damages you. Spend this boon effect as a free action when you cast a wizard evocation spell. When you do, you can treat that spell as if it were cast with the Maximize Spell metamagic feat, but you take 1d4 points of damage × the level of the spell that you are maximizing. The damage you take cannot be reduced in any way.


[/spoiler]

Ring of the North Star:

The item that catches your eye is a small ring in the lower left side of the box. As you touch it, it sends out a pulse of soothing cold, a bit like a mother caressing her child - and for just the briefest moment, you can feel a great degree of care for your well-being, and a desire to use the ring to quell your darkness and remain on the right track.
Ring of the North Star

Description: This silver ring is topped with a midnight-black sapphire that has countless tiny stars visible within. Which stars are visible changes over time - sometimes suddenly - and it's rumored that what it really shows is what Desna is seeing. Whatever the truth of the matter, the Ring of the North Star is a powerful item, though its powers only work for followers of Desna, and in addition to its other powers, it can be used as a Holy Symbol.

Item Slot: Ring

Omen: The Ring of the North Star abruptly orients the stars visible within to focus on one particular celestial body whenever the ring is used - one has to be paying attention to notice this happen, but it's thought that this is the first star to ever have been made...

Abilities:

5th: Feather Falling (Su): The item immediately confers the effect of a feather fall spell upon you if you fall for more than 5 feet.

7th: Speed Enhancement +10 (Su): The item increases your land movement by 10 feet. Choose the specific movement mode when assigning this ability to the item. You can’t add this bonus to a form of movement you don’t already have (for example, if you don’t have a fly speed, this ability can’t give you one). Treat this adjustment as an enhancement bonus.

10th: Clairaudience/Clairvoyance (Su): Two times per day, you can speak a command word and gaze into (or press your ear against) the item to see or hear at a distance, as the clairaudience/clairvoyance spell.

11th: Cunning (Su): While you are holding, wearing, or wielding the item, you are never flat-footed.

13th: Magic Invulnerability (Su): Once per day, when you issue the command word and gesture with the item, you are protected from 1st- through 3rd-level spell effects. This works like the lesser globe of invulnerability spell, except that only you gain this protection.

16th: Wizardry I (Su): While you are holding, wearing, or wielding the item, you can prepare or cast double your normal number of 1st-level arcane spells per day, as though wearing a ring of wizardry I.

18th: Mind Blank (Su): While you are holding, wearing, or wielding the item, your mind is protected from mental and emotional tampering, as if continually affected by the mind blank spell.

20th: Maximize Spell (Su): You can cast up to three spells per day of up to 6th level that are maximized as though using the Maximize Spell metamagic feat. Using this legacy ability does not change the spell slot of the altered spell. A spontaneous spellcaster (such as a sorcerer) must still take a full-round action when using this ability, just as if using a metamagic feat he possessed. You cannot use this ability if you cannot already cast spells.

Future Blackblade description:

Einharjar, Hope of the Incoming Storm

The blade appears like a normal scimitar save for appearing to be made completely out of a black shadow-like metal. However when infused with arcana the blade transforms into its Maelstrom form.

Character future build Up to 11 - WIP Adding Mythic Tiers.:

This involves theory crafting and possible PrC builds.
Advice is welcomed ;-;

Ability Points
(4) Cha (Cha 11)
(8) Str (Str 14)
(12) Int (Int 23)
(16) Int (Int 26)

Mythic Ability Points (+2 Each time)
(2) Dex (Dex 22)
(4) Dex (Dex 24)
(6) Int (Int 25)
(8) Dex (Dex 26)
(10)Dex (Dex 28)

Feats & Arcana
(1) Weapon Finesse
(3) Dervish Dance
(3) Arcane Accuracy
(5) Weapon Focus (Scimitar)
(5) ?????
(6) Spell Shield
(7) Intensify Spell
(9) Rapid Shot
(9) Spell Blending
(11) Improved Critical (Scimitar)
(11) Lunge / Weapon Specialization

Alchemist Discoveries
(2)Infusion
(4)Feral Mutagen
(6)Arm
(8)Holy Bombs
(10)Wings
(12)
(14)
(16)
(18)
Grand Discovery (20)

Mythic Feats
(1)Dual Path (?)
(3)
(5)
(7)
(9)

Mythic Tiers
1st Tier
(1) Item?/Crafting Mastery
(2) Eldritch Breach
(3) Legendary Item
2nd Tier
(4) Mirror Dodge
(5) Legendary Item
(6) Acane Metamastery
3rd Tier
(7) Channel Power
(8) Legendary Item
(9)
(10)

Background:

Julian was born to a woman named Lillian Fey, a traveling Paladin of Iomadae who fought in the first crusade. It was during that bloody campaign she was enticed by an Incubi and her vow of chastity was broken. Out of that dark union Julian was conceived and despite Lillian's best efforts she was forced to make a hard choice. Her son or her faith. Despite seeing the tainted blood that ran in the babes veins she decided to leave behind her chapter and travel abroad, while raising the young Tiefling as best she could.

It was during those long years she came to hear Desna as her new calling and turned to the far wanderer which brought her some peace in her life. However Julian grew much slower than his human mother and by the time he was old enough to take care of himself he was yet still a budding teenager. She however was in her advanced years and with her prime well behind her it was difficult at times to keep up with the rigors of everyday life. It was during the beginning of the second crusade that wandering demons discovered their small camp and set upon the unlucky pair. Despite the ferocity of the demons, Lillian still bore the strength of a woman with years of combat experience and rigorous training.

It was a long and brutal affair, Julian hid through it all until his mother called to him. Fatally wounded and bleeding out amid the fading bodies of her opponents. In tears he went to her and she revealed to him why she kept him, her hopes and dreams for him. Of how she knew he would grow into someone great one day. When she passed from the world he buried her as best he could and carried on alone into the unforgiving world.

At the age of forty he joined an arcane society, determined to put himself to use and honor his mother's memory and her lifelong sacrifice. As the Third crusade was winding to a close, in total disgrace, he emerged a full blooded arcanist and alchemist. He was determined to put his skills to use and when the fourth crusade began he joined the crusaders.

He was mocked and mistreated, being of tainted birth won him no friends. His saving grace was proving his bombs in battle against lesser demons which in turn saved lives. He proved that his sword arm was as fierce as most other recruits and over time he won the begrudging respect of his peers. It was during that time he learned how to harness his own body to fuel his magic, a dangerous but worthwhile endeavor.

However during a prolonged battle the people whose trust he earned were cut down before his eyes and Julian barely survived the fight. He found himself quickly in over his head and stuck behind enemy lines in the Worldwound. He probably would have never made it back if not for the help of a mysterious woman who helped him trick his way through a group of cultists. Despite their time together the woman never told him her name, but he remember her beauty and a deep sense of sadness she seemed to carry with her.

Her skill with the bow was impressive as well, but the thing he remembered most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. It was the one connection he shared with this strange woman and, in his youthful awkwardness, he was too shy to speak of his own faith. It wasn't until she left his side moments before he was found by a patrol of crusaders that he came to regret not asking for her name. The crusaders finished the job of escorting him back to safety, and he never saw her again.

Ever since, he has been lucky when it comes to tricky maneuvers and the like, having chosen to stay in Kenebras. However others are suspicious of him, believing the death of his companions was his fault and for years he has bear the burden of this resentful suspicion. He even face the torture devices of the Inquisitors to ensure he was truthful. He steeled himself through all this hardship, finding it harder by the day to remain true to his Mother aspirations for a tainted and unwanted creature like him. He had barely avoided the Inquisitors flame during the witch hunts and had secreted away those he believed had been falsely accused. He was eventually caught and suffered on the rack before Lord Hulrun intervened. The fourth crusade petered out and died shortly after.

Despite the hardships he persevered. Now a full grown adult, with more experience under his belt, and scars to remind him of where he came from, he planned on heading back into the worldwound. Seeking to disprove the doubters that all Tieflings are tainted and he hoped that he could somehow banish his dark impulses by facing the demons of the Worldwound. He was confident that this time he wouldn't be so easily beaten...

Appearance:

Julian's skin is like marble in color and darkly beautiful, with a pair of black feathered vestigial wings adorning his back side making him appear almost angelic. He has a prehensile tail that he uses for manipulating small items or even handing himself tools to work with.

He has a very athletic build, favoring dexterity over raw strength. He has inherited a rare genetic eye defect known as heterochromia iridum, which has left him with his left eye as violet colored and his right as a dark blue like the night sky in color. Something he atributes to his faith in the far wanderer.

He prefers to wear loose clothing, allowing him freedom of movement for his quick acrobatic movements. His pants and boots however cover the most inhuman parts of his body. Primarily his unguligrade legs, and scaled reptile like feet which he keeps hidden by walking more stiffly, few have noticed it as he has spent over forty years perfecting his stride. His legs and feet are where he is the most scaley and each of his digits end in short claws, giving him an almost lizard-like form.

Personality:

Calm It took him years to refine the sense of calm he has now, denying his baser nature is a daily struggle that he fights to maintain. It sometimes shows on his face despite his best efforts.

Courageous He remembers his former detachment fondly and when he fights he often shouts there battlecry, while fighting for all he was worth. Less he disrespect their memory.

Overprotective Everyone that gets too close dies or is harmed. When he faced off with the Inquisition he did so knowing he could die. Despite this flaw, he has saved more lives than he knows. However this attitude tends to put him in harms way far more often then he safely should...

Helpful Like his mother he is a helpful person, whether through deed, spell or pure strength he tries to do the best he can for others.

Wishlist:

Soonish

Studded Leather

Later

Mithril Chain Shirt! :D