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About Path of Quassine

Quassine Alator

REST AND REFLECT

L2 FINAL:

Level 2 Unchained Monk

All changes are add to, not totals:

1. +1 BaB, +1 CMB, +1 CMD
2. +1 Fort
3. +1 Reflex
4. Bonus Feat (Throw Everything to compliment Underground Chemist)
5. Evasion
6. +1 Stunning Fist/DC

Level 2 Unchained Rogue (Underground Chemist)

All changes are add to, not totals:

1. +14 Skill Points
2. Ref save already increased by Monk
3. Chemical Weapons (Retrieve Alchemical item like drawing a weapon, +5 damage to splash weapons, +1 Craft Alchemy (1/2 Level)) Monk covers evasion.
4. Rogue Talent (Fast Stealth)

Level 2 Arcanist (Whitemage)

1. +1 Will save
2. +1-1st Level Spell Slot, Prepared - 5/2
3. +2 Spells (Air Bubble, Comprehend Languages)
4. +1 Arcane Rest/Max Reservoir Point = 4/5
5. +1 lvl Spell Adjustments

Level 2 General Character Advancement

1. +1 Level Feat (Campaign) - Improved Initiative Feat (+4 to Init)
2. +1 DC to Mind Flayer Mind Blast
3. +5' to Mind Flayer Mind Blast
4. +1 Spell Resistance
5. +1 lvl Spell-like Abilities
6. +12 Hit Points

Special Item Advancement

1. Eschew Materials

L3 FINAL:

Level 3 Unchained Monk

(X)1. +1 BaB, +1 CMB, +1 CMD
(X)2. Saves - Fort/Reflex = No Increase
(X)3. Fast movement +10 ft (40')
(X)4. Ki pool - 5 points - 1 pt = +1 Full BaB Attack, stacks with haste
(X)5. Ki Strike (magic) (Pool =/> 1)
(X)6. +1 Stunning Fist

Level 3 Unchained Rogue (Underground Chemist)

(X)1. BaB - covered by Monk, Arcanist
(X)2. Saves - covered by Monk
3. +14 Skill Points:
(X)Acrobatics +1
(X)Bluff +1
(X)Craft Clothing +1
(X)Craft Leather +1
(X)Craft Jewelry +1
(X)Diplomacy +1
(X)Disable Device +1
(X)Knowledge (Arcana) +1
(X)Stealth +1
(X)Survival
(X)Spell Craft +1
(X)Perception +1
(X)UMD +2
(X)4. Danger Sense - +1 Reflex Save Traps, Dodge bonus Traps, Perception vs Surprise
(X)5. Finesse Training (Unarmed Strike - acts like Deadly Agility) - (think about Retrain Deadly Agility)
(X)6. Sneak Attack +2d6
(X)7. No Underground Chemist Features - Next change at 4th level.

Level 3 Arcanist (Whitemage)

(X)1. BaB - Covered by Monk
(X)2. Saves - Will = No Increase
(X)3. Skills - Covered by Rogue
(X)4. Arcanist Exploit (Acid Jet - SU - 2d6+3 Acid damage)
(X)5. +1 1st Level Spell Spells Per Day
(X)6. +1 1st Level Spells Memorized
(X)7. +2 1st Level Spells - Mage Armor, Snowball
(X)8. +1 Arcane Max Reservoir Point = 4/6
(X)9. White Mage - Check for cure spells per level, Next change at 9th.

Level 3 General Character Advancement

(X)1. Hero Points: +1
(X)2. Hit Points = +12
(X)3. +1 Dex = 19 = No Changes at this time
(X)4. Level Feat = Extra Arcanist Exploit (Craft Wondrous Items)
(X)5. +1 Spell Resistance = 14
(X)6. +1 lvl Spell-like Abilities = Level 3 stats

Level 3 Special Item Advancement

(X)1. Skill Focus (Spellcraft) - +3 to Spellcraft

L4 FINAL:

Level 4 Unchained Monk

1. +1 BaB, +1 CMB, +1 CMD
2. Saves - Fort/Reflex = +1 to each (+4 Total Each)
3. Ki power - Qinggong Power (Su) - True Strike
4. Still Mind - +2 bonus on saving throws against enchantment spells and effects.
5. Unarmed Damage increases to from 1d6 to 1d8
6. +1 to AC
7. Stunning Fist (4/day, DC16), Can choose to Fatigue an opponent instead of Stun.
8. Ki Pool increases by 1.

Level 4 Unchained Rogue (Underground Chemist)

1. Debilitating injury
2. Underground Chemist - Precise Splash Weapons
3. Uncanny Dodge
4. 14 Points to skills
a. Kn. Arcana = 1 (9 remaining)
b. Spellcraft = 1 (8 remaining)
c. Linguist (New Common) = 1 (7 remaining)
d. Perception = 1 (6 remaining)
e. Disable Device = 1 (5 remaining)
f. Fast Stealth = 1 (4 remaining)
g. Acrobatics = 1 (3 remaining)
h. Craft Alchemy = 1 (2 remaining)
i. UMD = 1 (0 remaining)
j. Survival, Diplomacy, and the rest of (3) crafts +1.
5. Trapfinding +2

Level 4 Arcanist (Whitemage)

1. Add +1 to Will (+4 Total)
2. Add (2+1) 2nd Level Spell Slots.
3. Add (1) Memorized Spell
4. Add Cure Moderate Wounds to Spontaneous Spell List.
5. Add (2) More Spells to Spell Book - Invisibility and Burst of Radiance.
6. Update Arcane Resource Pool to Raw/Max Pool(5/7).

Level 1 Cheese Dip 1 - PoW Stalker

1. Ki pool increases another +5 (or +1 or +0?)
2. Stalker Ki Powers: Hidden Agenda and Motives, 1 ki point = immediate action +4 Insight Bonus to Perception and Sense Motive.
3. Deadly strike +1d6, Unmodified = Confirmed Critical Hit = 5 rounds of Continuous Deadly Strikes.
4. Stalker Art - Deadly Insight = 1 Ki point = 4 rounds of Deadly Strikes +1d6 without needing a critical. If one critical hit is confirmed per round, deadly strikes

is extended for 1 round without cost. Retrain possible for 5th (20th) level?
5. (6) Maneuvers (4 can be readied):
a. Ghost Hunting Blow - Strike has Ghost Touch properties
b. Swift Claws: 1st Strike = Double Strike at Normal BaB (+9), FA: Add 2nd Single Strike @ Normal BaB (+9)
c. Flurry Strike: 1st Strike = (2) Separate Strikes at Full BaB (+11), FA: Add 3rd Strike = Normal BaB (+9)
d. Dimensional Strike = Deny Opponent Dex, remember to add Sneak.
e. Leaping Dragon
f. Sting of the Rattler - +1d4 of damage, plus an additional 1d4 damage the following round - can be used in Melee and Range Attacks.
6. (1) Stance = Pugilist Stance = +1d6 per hit
7. Stalker Maneuver Recovery:
*> Stalkers may recover their maneuvers in one of two ways. The stalker may either center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice (Which I am guessing provokes an AoO?).
*> Alternately, he may recover his Wisdom modifier (+4) in expended maneuvers (min of 2) as a full round action that does not provoke attacks of opportunity, centering his spirit completely to re-align his perceptions of the battle and change his place in it. When recovering his maneuvers as a full round action, he may move up to his base speed and adds a +4 insight bonus to his Armor Class as his ki defends his form while he re-centers himself. The next attack or martial strike he attempts after recovering his maneuvers adds his deadly strike's damage to the attack if successful.
8. Updated Weapon List - All Simple, Martial, and Monk Weapons.

Level 4 General Character Advancement

1. Hero Points: +1 if not at Max of 3.
2. Hit Points = +13
3. Level Feat = Piranha Strike
4. +1 Spell Resistance = 15
5. +1 lvl Spell-like Abilities = Level 4 stats
6. +1 DC to Mind "Psionic" Blast (now DC 16 - 11+3+2) and upgrade in effects, Dazed for 1 round + staggered for 1d6 rounds.

Level 4 Special Item Advancement

1. Expanded Preparation - Expand 1st level Spell Prepared +2.

L5 FINAL:

Level 5 Unchained Monk

(X)1. +1 BaB, +1 CMB, +1 CMD
(X)2. Saves - N/A
(X)3. Purity of Body - a monk gains immunity to all diseases, including supernatural and magical diseases.
(X)4. Style Strike (Spin Kick)(once per round during Flurry)
(X)5. +1 Stunning Fist - +1 per day = (5/day)

Level 5 Unchained Rogue (Underground Chemist)

(X)1. BaB - covered by Monk, Arcanist
(X)2. Saves - covered by Monk, Arcanist
()3. +14 Skill Points:
(X)A. +1 Fast Stealth
(X)B. +1 Disable Device
(X)C. +1 Perception
(X)D. +1 UMD
(X)E. +1 Sleight of Hand
(X)F. +1 Craft (Weapons)(+5 INT, +3 CS)
(X)G. +1 Craft (Bows)**(+5 INT, +3 CS)(**Must take more than 2 skill pts)
(X)H. +1 Craft (Armor)(+5 INT, +3 CS)
(X)I. +1 Craft (Locks)**(+5 INT, +3 CS)(**Must take more than 2 skill pts)
(x)J. +1 Kn (NW Nature)(+5 INT, +3 CS)
(x)K. +1 Kn (NW Local)(+5 INT, +3 CS)
(x)L. +1 Kn (NW Geography)(+5 INT, +3 CS)
(x)M. +1 Kn (NW Nobility)(+5 INT, +3 CS)
(x)N. +1 Kn (NW History)(+5 INT, +3 CS)
(X)4. Rogue's Edge (Disabled Device)
(X)5. Sneak Attack +3d6

Level 5 Arcanist (Whitemage)

(X)1. Saves - N/A
(X)2. Add (+1) 2nd Level Spells Per Day Slots.
(X)3. Add (+0/+1/+1) Memorized Spell
(X)4. Add (2) More Spells to Spell Book - Cat's Grace and Pilfering Hand
(X)5. Update Arcane Resource Pool to Raw/Max Pool (5/8).
(x)6. Arcanist Exploit - (Quick Study)
(X)7. +1 Concentration Checks

Level 5 General Character Advancement

(x)1. Hero Points: +1 if not at Max of 3.
(x)2. Hit Points = +13 (+10 Level, +1 CON, +1 Toughness, +1 Favored Class)
(x)3. Level Feat = Outflank
(x)4. +1 Spell Resistance = 16
(x)5. +1 lvl Spell-like Abilities = Level 5 stats
(X)6. No Upgrade to Psionic Blast

L6 FINAL:

Level 6 Unchained Monk

(X)1. +6/+1 BaB, +1 CMB, +1 CMD
(X)2. Saves - Fort/Reflex = +1 to each (+5 Total Each)
(X)3. Bonus Feat (Improved Trip)
(X)4. Ki power (Elemental Fury (Su) - Electricity)
(X)5. Fast Movement +20ft (50' total)
(X)6. Stunning Fist (6/day, DC17), Can choose to Fatigue an opponent instead of Stun.
(X)7. Ki Pool increases by 1.

Level 6 Unchained Rogue (Underground Chemist)

(X)1. Danger sense +2
(X)2. Rogue Talent (Trap Spotter)
(X)3. 14 Points to skills
(X)a. Craft Armor = 1 (Final)
(X)b. Craft Bows = 1**
(X)c. Craft Locks = 1 (Final)
(X)d. Craft Weapons = 1 (Final)
(X)e. Craft Shoes = 1
(X)f. Disable Device = 1
(X)g. Fast Stealth = 1
(X)h. Kn. Modern Dungeoneering = 1
(X)i. Kn. Modern Local = 1
(X)j. Kn. Arcana = 1
(X)k. Perception = 1
(X)l. Sleight of Hand = 1
(X)m. Spellcraft = 1 (add +6 SF @ 10 ranks)
(X)n. UMD = 1, Skill Focus +3
(X)4. Craft Alchemy = Auto +1

** - Must be added points every time.

Level 6 Arcanist (Whitemage)

(X)1. Add +1 to Will (+5 Total)
(X)2. Add (+3) 3rd Level Spell Slots.
(X)3. Add +1 0th, 3rd Spells Prepared Today
(X)4. Add Cure Serious Wounds to Spontaneous Spell List
(X)5. Add (2) More Spells to Spell Book (3rd - Fly, Lightning Bolt)
(X)6. Update Arcane Resource Pool to Raw/Max Pool(6/9).

Level 6 General Character Advancement

(X)1. Hero Points: +1 if not at Max of 3.
(X)2. Hit Points = +13
(X)3. Level Feat = Combat Stamina
(X)4. +1 Spell Resistance = 17
(X)5. +1 lvl Spell-like Abilities = Level 6 stats
(X)6. +1 DC to Mind "Psionic" Blast (now DC 17 - 11+3+3), +5' Range (45' total)
(X)7. +1 Dex (Character Level Advancement - Attribute Bonus)

Level 6 Special Item Advancement

(X)1. Skill Focus (UMD) +3 (+6 w/10 ranks)
(X)2. +5500 MVPs

--------------------------------------------------

CHARACTER PLANNING

PRIMARY TRISTALT:

UCMonk-20
UCRogue(Underground Chemist)-20
Arcanist(Whitemage)-20

UNCHAINED MONK:

1. Monk Bonus feat (Improved Grapple), Flurry of blows (+1 ATKS), Stunning fist, unarmed strike, 1d6 Damage, +0 AC, +0 ft.
2. Monk Bonus feat (Throw Everything), Evasion, 1d6 Damage, +0 AC, +0 ft.
3. Fast movement, Ki pool, Ki strike (Magic), 1d6 Damage, +0 AC, +10 ft (40').
4. Ki power (Qinggong Power - True Strike), Still Mind, 1d8 Damage, +1 AC, +10 ft (40').
5. Purity of body, Style Strike (Spin Kick+Sneak Attack)(1/round), 1d8 Damage, +1 AC, +10 ft (40').
6. Monk Bonus Feat (), Ki power (), 1d8 Damage, +1 AC, +20 ft (50').
7. Ki strike (Cold Iron/Silver), 1d8 Damage, +1 AC, +20 ft (50').
8. Ki Power (Abundant Step), 1d10 Damage, +2 AC, +20 ft (50').
9. Improved evasion, Style strike (), 1d10 Damage, +2 AC, +30 ft (60').
10. Monk Bonus feat (), Ki power (), Ki strike (lawful), 1d10 Damage, +2 AC, +30 ft (60').
11. Flurry of Blows (+2 ATKS), 1d10 Damage, +2 AC, +30 ft (60').
12. Ki power (), 2d6 Damage, +3 AC, +40 ft (70').
13. Style Strike (), Tongue of the Sun and Moon, 2d6 Damage, +3 AC, +40 ft (70').
14. Monk Bonus feat (), Ki power (), 2d6 Damage, +3 AC, +40 ft (70').
15. Style Strike ()(2/round), 2d6 Damage, +3 AC, +50 ft (80').
16. Ki Power (), Ki Strike (Adamantine), 2d8 Damage, +4 AC, +50 ft (80').
17. Style Strike (), Timeless body, 2d8 Damage, +4 AC, +50 ft (80').
18. Monk Bonus Feat (), Ki Power (), 2d8 Damage, +4 AC, +60 ft (90').
19. Flawless mind (), 2d8 Damage, +4 AC, +60 ft (90').
20. Ki Power (), Perfect Self, 2d10 Damage, +5 AC, +60 ft (90')

One Touch (Ex)
Diamond Body (Su)

UNCHAINED ROGUE - UNDERGROUND CHEMIST:

1. Finesse training (Weapon Finesse), Sneak Attack +1d6, Trapfinding
2. Evasion = Chemical Weapons, Rogue Talent (Fast Stealth)
3. Danger Sense +1, Finesse Training (Unarmed Strike), Sneak Attack +2d6
4. Debilitating Injury, Rogue Talent = Precise Splash Weapons, Uncanny Dodge
5. Rogue's Edge (Disabled Device), Sneak Attack +3d6
6. Danger Sense +2, Rogue Talent (Trap Spotter)
7. Sneak attack +4d6
8. Improved Uncanny Dodge, Rogue Talent (Abundant Step Stuff, or Certainty, or Ninja Trick - Style Master - Dragon Style)
9. Danger Sense +3, Sneak Attack +5d6
10. Alter Advanced Talents to include selected Alchemist Discoveries (Su), Rogue Talent (Preserve Organs-25%), Rogue's Edge (Stealth)
11. Finesse Training (), Sneak Attack +6d6
12. Danger Sense +4, Rogue Talent (Hide in Plain Sight)
13. Sneak Attack +7d6
14. Rogue Talent (Mummification)
15. Danger Sense +5, Rogue's Edge (), Sneak Attack +8d6
16. Rogue Talent (Spontaneous Healing)
17. Sneak Attack +9d6
18. Danger Sense +6, Rogue Talent (Preserve Organs-50%)
19. Finesse Training (), Sneak Attack +10d6
20. Master strike, Rogue Talent (Preserve Organs-75%), Rogue's Edge ()

ARCANIST - WHITEMAGE:

1. Arcane Reservoir, Arcanist Exploit - Spontaneous Healing (Su)(Can cast any Cleric "Cure" Spells the word "Cure"), Cantrips, Consume Spells, Spells,

AR Raw/Max Pool(4/4), Cure Light Wounds,
2. Spells, AR Max Pool(4/5),
3. Arcanist Exploit - (Acid Jet), Spells, AR Max Pool(4/6),
4. Spells, AR Raw/Max Pool(5/7), Cure Moderate Wounds,
5. Arcanist Exploit (Quick Study), Spells, AR Max Pool(5/8),
6. Spells, AR Raw/Max Pool(6/9), Cure Serious Wounds,
7. Arcanist Exploit (), Spells, AR Max Pool(6/10) ,
8. Spells, AR Raw/Max Pool (7/11), Cure Critical Wounds,
9. Arcanist exploit = Spontaneous Healing, Spells, AR Max Pool (7/12)
10. Spells, AR Raw/Max Pool (8/13), Spontaneous Healing (Access to Breath of Life as a "Cure" spell), Breath of Life, Cure Light Wounds, Mass,
11. Arcanist/Greater Exploits (Add Fast Healing (Su) to Greater Exploits List)(Fast Healing Greater Exploit), Spells, AR Max Pool (8/14)
12. Spells, AR Raw/Max Pool (9/15), Cure Moderate Wounds, Mass
13. Arcanist/Greater Exploit, Spells, AR Max Pool (9/16)
14. Spells, AR Raw/Max Pool (10/17), Cure Serious Wounds, Mass
15. Arcanist/Greater Exploit, Spells, AR Max Pool (10/18)
16. Spells, AR Raw/Max Pool (11/19), Cure Critical Wounds, Mass
17. Arcanist/Greater Exploit, Spells, AR Max Pool (11/20)
18. Spells, AR Raw/Max Pool(12/21)
19. Arcanist/Greater Exploit, Spells, AR Max Pool (12/22)
20. Magical supremacy, Spells, AR Max Pool (13/23)

CHEESE DIP 1 - PATH of WAR STALKER:

1st Set Cheese Dip - (PoW Stalker 1-6) - 4,8,12,16,20,24

1. Ki pool (+5 to Ki Pool), Ki Power: Hidden Agenda and Motives, Deadly strike +1d6, Stalker Art (Deadly Insight (Su) - 4 rds/Ki Point),
2. Combat insight (Defensive Reflexes)
3. Stalker art (Murderous Insight (Su), 5 rds/Ki Point)
4. Combat insight (Uncanny Dodge) - Unchained Rogue @ 8th Level
5. Deadly strike +2d6
6. Blending

CHEESE DIP 2 - SWASHBUCKLER - INSPIRED BLADE:

2nd Set Cheese Dip - (Swashbuckler - Inspired Blade) - 8,16,24

1. Deeds (Derring-Do, Dodging Panache, and Opportune Parry and Riposte (Ex)) Inspired Panache (Cha+Int), Inspired Blade Rapier Finesse (Rapier and regain Panache only on scoring critical hits)
2. Charmed life 3/day (Add CHA to any Save)
3. Deeds (Kip-Up, Menacing Swordplay, Precise Strike, Swashbuckler Initiative (Ex)), Nimble (aka Dodge which stacks) +1

TWIN-MIND (SECONDARY TRISTALT) - WHEN THE TWO-LEGGED OCTOPUS BECOMES A MIND FLAYER!!!:

PSION - TELEPATH/UNCARNATE-10/10
SOULKNIFE (DEADLY FIST/GIFTED BLADE)/DARK TEMPEST-5/5/10
AEGIS (ABERRANT)-20

PSION - TELEPATH/UNCARNATE:

Psion Telepath Abilities:

1. Bonus Feat (Psionic Body), Detect Psionics, Discipline (Telepathy), Psion Talents (like Cantrips), Powers+Points
2. Discipline Ability (Mental Intrusion), Powers+Points
3. Powers+Points
4. Powers+Points
5. Bonus Feat (), Powers+Points
6. Powers+Points
7. Powers+Points
8. Discipline Ability (Telepathy)
9. Powers+Points
10. Bonus Feat (), Powers+Points

Psion Uncarnate Abilities:

1. Matter-bound, Shed Body
2. Incorporeal Touch (1d6, Corporeal - 3/day), Uncarnate Armor, Powers+Points
3. Assume equipment, Powers+Points
4. Assume likeness, Incorporeal Touch (Corporeal - 4/day)
5. Incorporeal Touch (2d6), Parting the Veil, Powers+Points
6. Hide Mind, Incorporeal Touch (Corporeal - 5/day), Powers+Points
7. Psionic Talent, Telekinetic Force
8. Incorporeal touch (3d6, Corporeal - 6/day), Rend the Veil, Powers+Points
9. Uncarnate Bridge, Powers+Points
10. Incorporeal Touch (Corporeal - 7/day), Uncarnate

Note: If unable to become Uncarnate, then Quassine will become a Full Telepath.

SOULKNIFE(DEADLY FIST)/PSYCHIC WARRIOR(MARTIAL KINETICIST)/DARK TEMPEST:

Suggested General/Bonus Feats

1. Fighter's Blade (+4 Enhanced Strikes)(Must be taken in Level Up General)
2. Soulwarrior (+2 ML/ES, +1 atk/rd w/ reqs)(Must be taken in Level Up General)
3. Extra Blade Skill - Dual Imbue (P)
4. Extra Blade Skill(s) - +1d8 Psychic Strike(s)
5. Extra Blade Skill - Change Damage Type to Elemental @ 8th Lvl equivalent.
6. Psionic Meditation and reqs (If not already selected)
7. Deep Focus and reqs (If not already selected)

SOULKNIFE(DEADLY FIST)

1. Unarmed Assault (uMonk), Enhanced Strikes, Psychokinetic Discharge (Su), Wild Talent
2. Blade skill (Alter Blade (aka Fists/Unarmed Assault - To include all unarmed/natural attacks)
3. Enhanced Strikes +1/+1, +1d8 Psychic Strike
4. Blade skill (Full Enhancement - To include all unarmed/natural attacks with enhancement), Enhanced Strikes +1/+1
5. Enhanced Strikes +2/+1, Quick Empower

PSYCHIC WARRIOR(MARTIAL KINETICIST)

* Removed Hvy Armor if it is not on the list.
* Bonus Feats can only be Psionic and Meta Psionic.

1. Bonus Feat (), Psionic Prowess (+2 to WIS Score for Bonus PPs), Martial Psionics (Ex)
2. Bonus Feat ()
3. Expanded Martial Psionics (Ex)
4. Psionic Training (Ex)
5. Bonus Feat ()

DARK TEMPEST

11. Diverse Training, Psychic Strike +2d8, +1 Enhanced Strikes/Psychic Warrior.
12. Expanded Power List, +1 Enhanced Strikes/Psychic Warrior.
13. Power strike (1st level) + 1 Martial Psionic Attack, +1 Enhanced Strikes/Psychic Warrior.
14. Psychic Strike +3d8, +1 Enhanced Strikes/Psychic Warrior.
15. Dark Tempest Blade Skill (), +1 Enhanced Strikes/Psychic Warrior.
16. Power Strike (2nd level) + 1 Martial Psionic Attack, +1 Enhanced Strikes/Psychic Warrior.
17. Psychic Strike +4d8, +1 Enhanced Strikes/Psychic Warrior.
18. Dark Tempest Blade Skill (), +1 Enhanced Strikes/Psychic Warrior.
19. Power Strike (3rd level) + 1 Martial Psionic Attack, +1 Enhanced Strikes/Psychic Warrior.
20. Power Critical, Psychic Strike +5d8, +1 Enhanced Strikes/Psychic Warrior.

POWERS:

* Can be drawn from Psychokinesis Discipline or Descriptor, Psychic Warrior, and Dark Tempest.

1. (3x)
2. (3x)
3. (3x)
4. (3x)
5. (3x)

AEGIS(ABERRANT):

AEGIS - ABERRANT

1. VIM, Transformed Body
2. Intimidate (+1), Damage Reduction (2/-)
3. Invigorating Suit (Requirement for Metaforge), Reconfigure (1/day)
4. Augment suit (1)
5. Damage reduction (3/-), Psionic Form, Reconfigure (2/day)
6. Intimidate (+2)
7. Reconfigure (3/day)
8. Augment suit (2), Damage Reduction (4/-)
9. Reconfigure (4/day)
10. Intimidate (+3), Improved Damage Reduction (+1, 5/-)
11. Damage reduction (5+1/-), reconfigure (5/day)
12. Augment suit (3), Cannibalize suit (1/day)
13. Reconfigure (6/day)
14. Intimidate (+4), Cannibalize suit (2/day), Damage Reduction (6+1/-)
15. Reconfigure (7/day)
16. Augment suit (4), Cannibalize Suit (3/day)
17. Damage reduction (7+1/-), Reconfigure (8/day)
18. Cannibalize suit (4/day), Intimidate (+5)
19. Reconfigure (9/day)
20. Augment suit (5), Cannibalize suit (5/day), Ramage Reduction (8+1/-), Perfect Merger

Power Points/Customization Points Per Level:

Customizations

1. - [1/3] - Hardened Strikes and Brawn (Free), Powerful Build (2), Stalwart (1)
2. - [2/4] - Darkvision (Free), Underwater Breathing (1)
3. - [3/5] - Lesser Arms (1)
4. - [5/7] - Tentacle-1 (1)
5. - [7/8] - Extra Arms (2)
6. - [9/9] - Save (0)
7. - [11/10] - Save (0)
8. - [14/11] - Greater Extra Arms (3), Tentacle-2 (1)
9. - [17/13] - Tentacle-3 and 4 (2)
10. - [20/14] - Improved Damage Reduction (Free), Eyestalks
11. - [24/15] -
12. - [28/16] -
13. - [32/17] -
14. - [36/19] - Save (1)
15. - [42/20] - Save (0)
16. - [47/21] - Save (0)
17. - [52/22] - Improved Stalwart
18. - [58/23] - Save (0)
19. - [64/25] - Save (0)
20. - [70/26] - Energy Immunity, (Remaining 1)

Energy Immunity = 4 points, 15th Level
Improved Stalwart = 4 Points, 16th Level

CHARACTER ADVANCEMENT:

Skills - Crafting Skills

Currently Know: alchemy, armor, bows**, clothing, jewelry, leather, locks, and weapons.

Need to Learn: shoes, traps**, books, calligraphy, carpentry, cloth, pottery, sculptures, stonemasonry, glass, paintings, ships (last), baskets

SIGNATURE ITEM - HOODED MONK OUTFIT

Category: Magic Item
Slot: Body
Feats Granted;
02: Eschew Materials - Cast spells without materials, if component cost is 1 gp or less.
03: Skill Focus - Spellcraft: +3 to Spellcraft, and +6 with 10 ranks.
04: Expanded Preparation: Expand 1st level Spell Prepared by (2) more.
06: Skill Focus (Knowledge Arcana, UMD, or?)
07: Leadership
08: Spell Penetration
10: Greater Spell Penetration
12:
14:
16:
18:
20:

Psionic Body (More Hit Points!)(Psi)?
Psionic Meditation (Psi)?
Deep Focus (Psi)?
Persistent Focus (Psi)?

Magic Creation Pool (MCP)(spent/total): 6,000/10,500
MCP Powers;
. . Emulate Belt of Incredible Dexterity (4,000 * 50% = 6,000 MCPs)(@5th - 6,000/10,500)
. . Sew in and emulate Type 1 Bag of Holding Pocket (Left Arm Sleeve, +15 lbs, +250 lbs/30 cubic ft carry capacity)(2,500 * 50% = 3,750 MCPs)(@6th - 9,750/16,000)
(@7th - 21,750/23,000)
Flexible Power Pool (FPP)(spent/total):
. . 2/2 (sqrt 6 = 2.45)(6000/1000 = 6)
. . 3/3 (sqrt 9.750 = 3)(9750/1000 = 9.75)
FPP Powers;
N/A

Feats:

1. (6) Campaign Free Feats (Agile Maneuvers, Combat Expertise, Deadly Agility, Great Fortitude, Toughness, Weapon Focus (Unarmed Strike))
2. Improved Initiative
3. Extra Arcane Exploit
4. Piranha Strike
5. Outflank
6. Combat Stamina
7. Twist Away
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
30.

Flurry Feint (Denied AC for next attack)(3rd Party PFRD - Permission?)
Improved Flurry Feint (Denied AC for whole turn)(3rd Party PFRD - Permission?)
Touch of Serenity
Crushing Blow
Run
Endurance
Boar Style = 3 feats and can it be used with PoW?
Pummeling Style = 3 feats and can it be used with PoW??
Remember to check Path of War Feats

Psionic Based Feats

Multiattack (Mandatory - Not Psionic - must take with Twin Mind Aegis)
Feral Combat Training (Mandatory - Not Psionic - must take with Twin Mind Aegis)
Psionic Body (More Hit Points!)(Psi)
Psionic Meditation (Psi)
Deep Focus (Psi)
Persistent Focus (Psi)
Quick Suit (Quick Draw for Aegis)(Psi)
Fighter's Blade
Soulwarrior

Attribute Distribution:

3: +1 DEX
3: +1 DEX
9: +1 WIS
12: +1 DEX
15: +1 WIS
18: +1 DEX
21: +1 CHA
24: +1 DEX
27: +1 CHA
30: +1 DEX

MYTHIC:

Mythic: - Champion/Overmind, Champion/Archmage, or Archmage/Overmind, or perhaps a Triple-Path feat; Champion/Archmage/Overmind or Trickster/Archmage/Overmind?

Ability Scores

2. +2 CHA
4. +2 DEX
6. +2 INT
8. +2 INT
10. +2 INT

Mythic Feats

1. Dual-Path (Mythic) or Triple-Path or Gestalt Mythic Path?
3. Mythic Paragon
5.
7.
9.

Mythic Abilities

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Path Abilities

1. Arcane Surge, Mythic Spellcasting (Ex)(UPA)
2.
3.
4.
5.
6.
7.
8.
9.
10.

WISH LIST:

I know some of these will be rare or a stretch but that is why it is a wish list. My goal is at least even attributes and 28 INT for spells and power points.

1. Tomes that increase attributes
2. Items with at least limited wish to grant attribute increases.

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Character Creation:

Original Array with 10 points:

11
15(+3)
13(+1)
15(+1)
13(+5)
09(+0)
---
86-90 = +4 to array, after 4 point correction;
---
09+1
18
14
16
18
11+3
---
90, adding in racials

10
18
14(-2)
16(+4)
18
14(+2)

--- Final ---

10
18
12
20
18
16