About Oleksandar AndvaruOleksandar Andvaru
Archon-Blooded Aasimar:
30' speed Light Attuned: Occasionally an aasimar is more attuned to the magic and power of light. They gain Basic Magic Training in the Light sphere as a bonus feat. This racial trait replaces the darkvision and spell-like ability racial traits. Spheres of Power Skilled: +2 to Intimidate and Sense Motive checks. Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan Blacksmith:
Proficiencies: Blacksmiths are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. Combat Training: A blacksmith may combine combat spheres and talents to create powerful martial techniques. Blacksmiths are considered Expert combatants and use Constitution as their practitioner modifier. Equipment Specialist: The blacksmith gains one talent from the Equipment sphere as a bonus talent at 1st level. Maintenance (Ex): Starting at 1st level, the blacksmith learns how to maintain and optimize his equipment and that of his party members by sharpening weapons, tightening armor straps, replacing padding, and performing other tasks that allow him and his companions to get the most out of their gear each day. Whenever the party has at least 8 consecutive hours of rest time (or the equivalent of 8 hour’s rest, such as 2 hour’s rest with a ring of sustenance or similar ability), the blacksmith can set aside a small period of time to perform these maintenance tasks without interfering with his normal rest to give him and a number of allies equal to 1 + his Constitution modifier (minimum 1) one of the following benefits for 24 hours, or until their next 8 hour or longer rest, whichever comes first. The blacksmith may select a different maintenance for each ally to be affected. - Armor Maintenance: The blacksmith and his allies reduce the armor check penalty of all armor they wear by 1 (minimum 0), and increase the armor bonus of their worn armor (but not shields) by +1. The armor bonus increases by +1 and the armor check penalty is reduced by an additional 1 at 5th level and every 5 levels thereafter. For the purposes of this ability, a standard set of clothing or similar equivalent (such as a wizard’s robes) is treated as light armor with an armor bonus and armor check penalty of 0. - Clarifying Reinforcements: The blacksmith hammers thin lead linings into helmets and head gear, sews small packets of smelling salts into glove linings, and performs other tasks that give his allies an advantage in resisting harmful mental effects; all creatures affected by this maintenance gain a +1 competence bonus to Will saves, plus an additional +1 for every 5 class levels the blacksmith possesses. - Cobbling: The blacksmith reinforces his allies’ footwear, giving them a firmer tread and providing sturdier protection; the blacksmith and his allies ignore the first square of difficult terrain they enter each round; at 5th level and every five levels thereafter, they may ignore one additional square of difficult terrain each round. - Fortifying Reinforcements: The blacksmith adds special herbal packets and additional temporary reinforcements to his and his allies armor making them heartier and more resistant; all creatures affected by this maintenance gain a +1 competence bonus to Fortitude saves, plus an additional +1 for every 5 class levels the blacksmith possesses. - Heavy-Duty Reinforcement: The blacksmith adds temporary reinforcements to his and his allies’ equipment, increasing the hardness and hit points of all affected creatures’ weapons and armor by an amount equal to his class level. In addition, weapons affected by this maintenance ignore an amount of hardness when used to sunder or damage objects equal to 1/2 the blacksmith’s class level (minimum 1). - Pack Straps: By optimizing the straps and buckles of his allies packs and pouches, the blacksmith and his allies may treat their Strength score as though it were 2 points higher when determining their carrying capacity, plus an additional 2 points for every 5 class levels the blacksmith possesses. - Polish: The blacksmith polishes his allies metal armor, weapons, and shields, giving them a clean polish that can even deflect magical attacks. Once per day, when an affected ally would normally be hit by a ray attack, they may deflect it as a free action that can be taken even when it is not their turn so that they take no damage and are unaffected by it. The ally must be aware of the attack and not flat-footed. The blacksmith and his affected allies may reflect one additional ray per day at 5th level and every 5 levels thereafter. - Quickening Reinforcements: The blacksmith oils the joints and treats the leather of his and his allies’ gear, granting them a +1 competence bonus to Reflex saves, plus an additional +1 for every 5 class levels the blacksmith possesses. - Sharpen Weapons: The blacksmith and his allies gain a +2 bonus to all damage rolls made with manufactured weapons. This bonus increases by +2 at 5th level and every 5 levels thereafter. Thunderous Blows (Ex): Starting at 1st level, the blacksmith becomes particularly adept at striking crafted creations in exactly the right place and manner to damage them most effectively. When the blacksmith makes an attack action or attack of opportunity, he deals an additional 1d6 damage if making a successful sunder attempt or if attacking a construct or object (including animated objects). This damage increases by 1d6 at 3rd level and every two levels thereafter. The blacksmith never provokes attacks of opportunity for attempting the sunder combat maneuver, and whenever the blacksmith chooses to destroy an item held or worn by a creature with a sunder attempt any excess damage is applied to the item’s wielder. The blacksmith counts as having the Improved Sunder feat for determining prerequisites. At 3rd level, the blacksmith has learned how to swing his weapons in a way that shatters scales and claws as easily as manufactured armor and weapons. The blacksmith may make a special sunder attempt as an attack action, targeting a creature’s natural armor or natural weapons. If the blacksmith chooses to sunder the creature’s natural armor, on a successful check he deals damage to the creature equal to his normal weapon damage (bonus damage from thunderous blows is not applied when using sunder in this manner) and it takes a penalty to its natural armor bonus equal to the number of bonus damage dice granted by his thunderous blows class feature; a creature’s natural armor bonus cannot be reduced below 0 in this manner. Any amount of magical healing removes this penalty, as does a DC 15 Heal check, which can be made as a standard action. If the blacksmith chooses to sunder the creature’s natural weapon, on a successful check he deals damage to the creature equal to his normal weapon damage and it takes a penalty to attack rolls with that natural weapon equal to the number of bonus damage dice granted by his thunderous blows class feature for 1 round. Skilled Craftsman (Ex): Starting at 2nd level, the blacksmith may use Profession (blacksmith) in place of all Craft and Spellcraft skill checks made to create, modify, repair, and enchant weapons, armor, and shields, and he gains a competence bonus equal to 1/2 his class level (minimum 1) on all Profession (blacksmith) checks. In addition, the smith learns to quickly repair damaged objects, restoring 2 hit points per class level he possesses to an object as a standard action that provokes an attack of opportunity. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. Magic items can be repaired by this ability, but the blacksmith’s class level must be equal to or higher than the caster level of the object. This ability does not affect creatures (including constructs). This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. This ability can be used to repair nonmagical weapons, armor, and shields that have been destroyed, as long as all the pieces are together in an accessible location. At 5th level, the blacksmith no longer provokes an attack of opportunity for using this ability. Smithing Insight (Ex): The blacksmith’s expertise in crafting and maintaining weapons and equipment has given him a broader and deeper insight into the strengths and weaknesses of all kinds of equipment. Unless otherwise noted, a blacksmith cannot select an individual smithing insight more than once. At 2nd level and every 2 levels thereafter the blacksmith gains one smithing insight: - Heat Forged: The blacksmith’s time spent working over a scorching forge has inured him to the effects of heat. The blacksmith becomes immune to nonlethal damage caused by heat, and gains fire resistance 10. This fire resistance increases by 5 at 5th level and every 5 levels thereafter. Incanter:
Casting: An incanter may combine spheres and talents to create magical effects. An incanter is considered a High-Caster. He may use either Intelligence, Wisdom, or Charisma as his casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) Spell Pool: An incanter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: An incanter gains 2 magic talents at every odd level and 1 at every even level, according to Table: Incanter. Bonus Feats: All bonus feats but those at levels 4 and 12 lost to Specialisations Incanter Specializations: At 1st level, an incanter may choose a series of specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the incanter’s bonus feats, as indicated by the chart below. Each specialization costs either 1, 2, or 3 specialization points. An incanter cannot have more than 5 points worth of specializations. An incanter uses their incanter level as their effective wizard, sorcerer, or cleric level when determining the power of these abilities. - Master of Creation (2 points): At 1st level, you gain the Creation sphere as a bonus magic talent. If you already possess the Creation sphere you may instead select any Creation sphere talent as a bonus talent. Starting at 3rd level, any create effect you perform costs 1 fewer spell point than normal (to a minimum of 0). This spell point reduction is not applied to the creation of a casing for a creature. At 5th level, you gain a +1 bonus to caster level for create effects. This stacks normally with caster levels gained from other sources. At 8th level, you gain Exquisite Detail as a bonus magic talent. If you already possess this talent, you may instead select any other Creation sphere talent as a bonus talent. - Channel Energy [Positive] (2 points): You may channel energy as the Cleric class feature a total number of times per day equal to 3 + your casting ability modifier, using your casting ability modifier in place of Charisma when determining its associated saving throw. You must choose whether to channel positive or negative energy when you gain this ability. Once this choice is made, it cannot be changed. Martial Training:
Martial Tradition: Warden - Equipment Sphere, Armour Training: You gain proficiency with light armor and medium armor. If you are already proficient with light armor, you instead gain proficiency with medium armor and heavy armor. You may take this talent up to two times. - Equipment Sphere, Shield Training: You gain proficiency with all shields, including tower shields, and are proficient in all shield bashes. Associated Feat: Shield Proficiency, Tower Shield Proficiency. - Guardian Sphere (Patrol): -- Delayed Damage Pool: You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool. Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is incurred at the end of your turn. -- Patrol: As long as you have martial focus, as a full-round action you may increase your threatened area by 5 ft., +5 ft. for every 4 points of base attack bonus you possess. This increased threatened area is applied after the effects of the reach weapon special feature. Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. You may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed. Any movement you make provokes attacks of opportunity as normal. Associated Feat: Combat Patrol. Talents with the (zone) tag grant additional effects to this ability. Each patrol may only benefit from one (zone) talent. - Shield Sphere: -- Active Defense: If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1. Talents with the (deflect) tag grant additional effects to this ability. Each use of active defense may only benefit from one (deflect) talent. You may expend your martial focus to use active defense in place of spending an attack of opportunity. 1: 2 talents (1 progression + 1 Blacksmith) - Guardian Sphere: Swift Guardian: If you possess the (patrol) package, you may use patrol as a standard action. You may instead expend your martial focus to use patrol as a move action. If you possess the (challenge) package, you reduce the required action to use challenge by 1 step (move to swift, swift to free). - Equipment Sphere, Dwarven Heritage (discipline): You gain proficiency with the battle axe, dwarven boulder helmet, earthbreaker, greataxe, greatclub, hand axe, heavy pick, light hammer, light pick, pickaxe, throwing axe, and warhammer. You may take this talent a total of twice. If taken a second time, you also gain proficiency with the dwarven dorn duergar, dwarven double waraxe, dwarven longaxe, dwarven longhammer, dwarven maulaxe, dwarven urgosh, and dwarven waraxe. 2: 1 talent (1 progression) - Shield Sphere, Cover Ally: As long as you have martial focus, you may use active defense to benefit an ally when an ally within your shield’s reach is targeted by an attack. Magical Talents:
Casting Tradition: - Focus Casting: Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead. - Magical Signs: Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used. - Verbal Casting: You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly. 1: (6 talents = 2 starting + 2 class + Creation Sphere (Incanter) + Light Sphere (racial)) - Creation Sphere: Expanded Materials (Classic Substances) --Alter: Altering an object is a standard action and requires you to be touching the object to be altered. You cannot alter an animate target (such as a golem or animated object) and the object must be non-magical and unattended (not held, worn, or part of a creature’s equipment). When you gain the Creation sphere, you may alter objects in the following ways: ---Repair: You may repair a damaged object, healing it a number of hit points equal to 1d4 + 1/2 your caster level. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. This ability cannot restore warped or transmuted items, but it can still repair damage done to such items. ---Destroy: You deal damage to the object equal to 1d4 + 1/2 your caster level. This bypasses all hardness. An object reduced to less than half its hit points gains the broken condition. --Create: As a standard action, you may spend a spell point to create a non-magical, unattended object out of vegetable matter such as wood, hemp, or cotton in either your hand or an adjacent square. The object may be of equivalent size to one Small object per caster level (see chart below) and lasts as long as you continue to concentrate, to a maximum of 1 minute per caster level. When creating an object you may spend an additional spell point to allow that object to persist for 1 minute per caster level without concentration. If the created object is especially large, it must begin in an adjacent square and must be completely contained within Close range. You cannot create items that require mixing, carry special properties, or knowledge you don’t possess (alchemical items, rare herbs, the key to a lock you didn’t create, etc.). A DC 15 Appraise check reveals the object as a magical fake. Fabricated objects have a lingering magical aura that can be detected as magic, although the objects themselves aren’t magical. While simple objects such as candles, folds of cloth, simple furniture, or basic weapons are easy to create; particularly complex objects (mechanics, crossbows, objects with moving parts) require a Craft check made against the object’s Craft DC. Failure means the object comes into being broken and unusable. You cannot create an object directly onto a target (summoning manacles onto someone’s wrists, etc.). Notes on Walls and Coverings: A section of 20 ft by 20 ft cloth is considered a Small object. A wall 10 ft by 10 ft and 1 inch thick counts as a Small object. Doubling the thickness counts as doubling the size. Notes on Casings: Creating a 1-inch thick encasement for a creature (such as a dome) counts as creating an object 1 size category larger than the intended target. Thus, a casing for a Medium creature is a Large object, a casing for a Large creature is a Huge object, etc. A creature is allowed a Reflex save to escape such an entrapment, and may attack or make Strength checks unimpeded against its own casing. Notes on Falling Objects: Objects that fall upon characters deal damage based on their size according to Table: Object Size. Objects made of stone or harder substances deal double damage, while objects such as cloth or water deal half damage. Also, an object falling less than 30 feet also deals half damage, while objects falling more than 150 ft deal double damage. These multipliers stack. A falling object takes the same amount of damage as it deals, and no falling object can deal more than 20d6 damage. Dropping an object on a creature requires a ranged touch attack, with a range increment of 20 feet. --Expanded Materials (Classic Substances): When you create or alter an object, you may work with any non-harmful material with a hardness of 5 or less, including glass, ice, or leather. You may create water (3 cubic ft. equals a Small creature), but not gases or flesh. You may make objects with multiple materials, provided you can create all the materials required. As you gain caster levels, you also gain the ability to make steadily more materials, as detailed in the table below. Adamantine cannot be created or altered, except for the repair and destroy abilities. Note: Objects of stone or harder materials deal double damage when dropped on a target. - Enhancement Sphere: -- 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. - Life Sphere: -- 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. - Light Sphere: -- Glow: As a standard action, you may cause an object or creature in Medium range to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects. As a free action, you may cause any creature or object you have caused to glow that is within Medium range to shed light as a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this. Reducing this light is also a free action. As a standard action, you may cause one of your glow effects within Medium range to shed bright light for as long as you concentrate. This produces bright light for 30 ft +5 ft per 2 caster levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per 2 caster level beyond this. As a free action, you may spend a spell point to allow the creature or object to continue glowing brightly without concentration for 1 minute per caster level, or until the glow effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with Light Blindness or other conditions. When you create a glow you may cause it to shed bright light as part of the same action, but otherwise follow the normal rules for causing a glow to shed bright light. Whenever a glow effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the glow effect must pass a magic skill check against the MSD of the darkness effect’s caster. If he succeeds, the Light effect functions normally. If he fails, the Dark effect functions normally (outlines are swallowed, light sources are hampered, etc.) An area filled with normal or bright light from a glow effect is no longer considered an area of darkness for Dark sphere abilities. Some talents are designated (light), which add additional effects to your glow ability. You may only apply the benefits of one (light) talent to any individual glow effect. While you may only apply one such talent to an individual glow effect, areas of bright light from different glow effects can overlap. When augmenting a glow effect with a (light) talent, the effect is applied once per round, at the end of the caster’s turn. For example, if a glowing object is thrown into a large group of enemies, it would only affect those within the area where it landed, not those targets it passed by to arrive in that area. - Protection Sphere (Drawbacks: Aligned Protection [Good]): Greater Barrier -- Aligned Protection: Choose an end of the alignment spectrum that you possess (Good). Your wards and aegis only provide protection against creatures of the opposite alignment (evil for good, lawful for chaotic, etc.). Creatures who possess your selected alignment or are neutral (those who possess neither your selected alignment nor its opposite) are not stopped by your barriers, hindered by your wards, and your aegis provides no protection against attacks that originate from those creatures. -- 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. Wards remain 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 creates a mostly-transparent wall at its perimeter, stopping 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. You gain the following aegis when you gain the Protection sphere: --- Deflection: You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels. -- Greater Barrier: You may fashion your barrier into a flat plane if you so choose. This wall must be contiguous and must begin adjacent to you, although it may extend as far out as Close range (if you possess the Distant Protection talent, it must begin within Close range and be contained within Medium range), and can cover up to 1 10 ft square per caster level. In addition, when creating a barrier, you may spend an additional spell point to increase its Hit Points to 10 per caster level and increase the Break DC by 10. The barrier’s hit points do not replenish, even if maintained through concentration. 2: - Enhancement Sphere: Deep Enhancement --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. Mythic:
Heirophant Path: (I'm thinking that the effects cover any Sphere we judge as divine - Alteration, Creation, Dark, Death, Divination, Enhancement, Fate, Life, Light, Mind, Protection, War would be my list) Divine Surge: Inspired Spell (ie. im granted one Talent from any of the above 'divine' Spheres for the purposes of one cast) Path Ability 1: Faith's Reach (pretty self explanatory) Hard to Kill: auto-stabilize, double neg Con for death Mythic Power: 4/day uses Surge: immediate, 1 use of Mythic Power for +1d6 to any d20 roll Mythic Feat: Combat Reflexes (Mythic) Traits and Feats:
T1: Birthmark (Faith): This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects. T2: Focused Mind (Magic): +2 to concentration checks Feat Tax Rules: Combat Expertise, Power Attack, Deadly Aim F1: Divine Fighting Technique - Torag's Patient Strikes Skills:
Skills (4/level + 2 FCB) ACP = -6 Acrobatics: 0 (0 Dex) (-6 ACP) Bluff: 0 (0 Cha) Climb: 2 (2 Str) (-6 ACP) Diplomacy: 0 (0 Cha) Disable Device: 4 (1 rank + 0 Dex + 3 class) (-6 ACP) Disguise: 0 (0 Cha) Escape Artist: 0 (0 Dex) (-6 ACP) Fly: 0 (0 Dex) (-6 ACP) Heal: 3 (3 Wis) Knowledge (Religion): 5 (2 rank + 0 Int + 3 class) Intimidate: 5 (2 rank + 0 Cha + 3 class + 2 race) Perception: 8 (2 rank + 3 Wis + 3 class) Ride: 0 (0 Dex) (-6 ACP) Sense Motive: 7 (2 rank + 3 Wis + 2 race) Stealth: 0 (0 Dex) (-6 ACP) Survival: 3 (3 Wis) Spellcraft 4 (1 ranks + 0 Int + 3 class) Swim: 2 (2 Str) (-12 ACP) Background Skills (2/level)
Equipment:
Masterwork Warhammer - 312gp Masterwork Heavy Steel Shield - 120gp Masterwork Banded Mail - 350gp Heavy Crossbow - 50gp Holy Symbol, Steel (attached to shield) - 10gp Masterwork Blacksmith's tools - 50gp Remaining: 108gp Biography/Background:
Step 1 Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged! 1) Despite having the physique of a large human, there is just something about Oleksandar that screams 'Dwarf'. Whether it is the briaded beard spilling from his chin, the well maintained warhammer on his hip, or the unknowable runes spiralling across his bald head constantly clunking from one arrangement to the next... you aren't sure, but it's definitely something. 2) Oleksandar forged all of his weapons and armour by his own hand, crafting them to fit 'just right'. While he doesn't mistrust other smiths exactly, he feels that if you make a piece of equipment yourself it will always serve you better than if someone else made it. 3) Oleksandar recently went on a journey to make a delivery of weapons crafted by himself and Teodosi to an outpost closer to the Worldwound. While on their way back, the caravan was attacked by a swarm of small demons who harried them all the way back to the safety of Kenabres. This was the first time Oleksandar had revealed his powers to people other than his father and Imeon, but he was glad to play his part and managed to save several lives. 4) Mechanically, Oleksandar is focused on buffing and protecting his allies through both magical and mundane means, with some debuffing/physical combat ability. With his shield arm ready to hold fast and his healing abilities, the party will be able to stay up and fighting through tough challenges. 5) Oleksander is a community oriented young man, but is willing to travel away from those he loves if it will allow him to do good both for them and for the general populace. Step 2 List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
Step 3 List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Step 4 Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Step 5 Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Possible Progression:
Feats to take?: Shielded Casting, Spell Attack, Counterspell, Magical Focus, Fount of Mercy, Wellspring of Life, Sense Light, Alignment Channel, Selective Channel Combat Talents to take?:
Legendary Talents to take?:
Magic Talents to take?:
Advanced Talents to take?:
Blacksmith 3//Incanter 3:
Blacksmith 4//Incanter 4
Blacksmith 5//Incanter 5
Blacksmith 5/Conscript 1//Incanter 6
Blacksmith 6/Conscript 1//Incanter 7
Blacksmith 7/Conscript 1//Incanter 8
Blacksmith 8/Conscript 1//Incanter 9
Blacksmith 9/Conscript 1//Incanter 10
Blacksmith 10/Conscript 1//Incanter 11
Blacksmith 12//Incanter 12 (Retrain Conscript level into Blacksmith)
Blacksmith 13//Incanter 13
Blacksmith 14//Incanter 14
Blacksmith 15//Incanter 15
Blacksmith 16//Incanter 16
Blacksmith 17//Incanter 17
Blacksmith 18//Incanter 18
Blacksmith 19//Incanter 19
Blacksmith 20//Incanter 20
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