
Phntm888 |
Dot, because this does look kind of interesting. Let's see what the stats are before seeing what I can come up with.
Stat 1: 4d6 ⇒ (1, 1, 6, 6) = 14
Stat 2: 4d6 ⇒ (4, 2, 4, 6) = 16
Stat 3: 4d6 ⇒ (5, 2, 2, 3) = 12
Stat 4: 4d6 ⇒ (6, 2, 4, 6) = 18
Stat 5: 4d6 ⇒ (1, 3, 4, 5) = 13
Stat 6: 4d6 ⇒ (3, 6, 3, 2) = 14
Reroll Stat 1: 2d6 ⇒ (3, 2) = 5
Reroll Stat 5: 1d6 ⇒ 6
15, 14, 10, 16, 15, 12
31 point buy equivalent. I'll take it.

The Chess |

Ok! With the new allowed races I have now some ideas :) thanks GM. Let's roll.
4d6 ⇒ (5, 4, 5, 4) = 18
4d6 ⇒ (3, 1, 1, 3) = 8
Reroll: 2d6 ⇒ (5, 4) = 9
4d6 ⇒ (5, 6, 6, 3) = 20
4d6 ⇒ (6, 4, 6, 2) = 18
4d6 ⇒ (2, 6, 5, 2) = 15
4d6 ⇒ (6, 2, 1, 1) = 10
Reroll: 2d6 ⇒ (2, 6) = 8
14, 12, 17, 16, 13, 14. I can work with it :)

Uthraed |

I think I might have an idea.
stat: 4d6 ⇒ (1, 1, 1, 3) = 6
stat: 4d6 ⇒ (6, 4, 4, 2) = 16
stat: 4d6 ⇒ (3, 2, 1, 3) = 9
stat: 4d6 ⇒ (4, 2, 2, 2) = 10
stat: 4d6 ⇒ (2, 4, 3, 3) = 12
stat: 4d6 ⇒ (4, 3, 2, 3) = 12
Ouch thats a lot of 1s and 2s. Let's reroll those ones.
rerolls: 4d6 ⇒ (3, 1, 1, 2) = 7
Why am I not suprised at these rolls.
rererolls: 2d6 ⇒ (3, 5) = 8
So that puts me at a 11,14,8,8,10,10...

Akatsu Horami |

Chess here with my character. He's basically a damage dealer, better in melee but capable at ranged. I gave him Trapfinding too so he can also fill some roles for utility, but in mythic terms he's not a Trickster, but a Champion.
Anyway, I also gave him the Vanaran language - I thought that it'd be cool if we could already know some of the other characters, and use a not-too-used language to be able to communicate in combat without giving up too much to our enemies. I picked Vanaran because William made a Vanara already, so I thought it'd fit. Not sure if it's a good idea.
Anyway... Here goes nothing :)

Loup Blanc |

Well, it looks like there are a few of us building to try and punch out a construct, and I've joined the party. I'm working on a monk/paladin mix who's on a quest for self-perfection to the tune of mastering the ultimate punch technique. Where Grum (for example) is built for lots of hits, I'm working on one big one... well, not precisely, because I'm also building to a theme.
That said, if we should be trying to push our power levels and really let 'em have it, I can drop the paladin side for a little more damage focus, but I figured it would round out the character some and help with keeping things interesting. I hope to have crunch finished along with some backstory sooner than later.

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Ok finally have a character done.
Going to post it here but won't set up a alias unless chosen as this character is unlikely to fit in any other game.
Corononis Silverglade is a paragon of Elven values and skills. A master archer and spellcaster he seeks to champion Elven values in the world as well as prove his skills against fierce opponents. Affable to a fault he displays none of the typical Elven arrogance and tends to give everyone he meets the benefit of the doubt.
Build wise he's an archer and full spellcaster. Unlike the rest of you I prefer point buy to rolling for stats. I chose magic to simulate some of the most classic spells but I love the Spheres of Power System. If chosen I'm willing to adjust magic talents to better fit the group's needs. (More healing for example).
Corononis Silverglade
Male Elf Ranger (Divine Skirmisher) 5 / Incanter 5 (Gestalt) / Champion 1
CG Medium humanoid (Elf)
Init +6; Senses Low-Light Vision, Perception +10
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Defense
--------------------
AC 19 touch 14 flat-footed 15
hp 60 (5d10 + 5 con +5 Favored class)
Fort +7, Ref +10, Will +6; +2 vs Enchantments, Immune to magical sleep effects
Defensive Abilities Hard to kill
--------------------
Offense
--------------------
Speed 60ft
Melee Masterwork Longsword +8 (1d8+2/19-20)
Ranged +1 Composite (+2 Str) Longbow +12 (1d8+4/x3)
Rapid Shot +1 Composite (+2 Str) Longbow +10/+10 (1d8+4/x3)
Special Attacks Archery Combat Style, Favored Enemy (Construct +4, Dragon +2), Fleet Charge (MA), Hunter's Bond (Companions), Mythic Power (5/day, surge +1d6), Vicious Aim(+2)
--------------------
Statistics
--------------------
Str 14 Dex 18 Con 12 Int 16 Wis 10 Cha 13
Base Atk +5; CMB +7 CMD 21
Feats Arcane Strike, Arcane Strike (Mythic), Bullseye Shot, Endurance, Extra Magic Talent (x3), Point-Blank Shot, Precise Shot, Rapid Shot
Traits Affable, Dilettante Artist (Peform (Singing)), Reactionary
Drawbacks Naive
Skills Climb +6, Fly +8, Diplomacy +9, Handle Animal +5, Heal +4, Intimidate +5, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +7, Knowledge (Engineering) +7, Knowledge (Geography) +7, Knowledge (History) +11, Knowledge (Local) +7, Knowledge (Nature) +11, Knowledge (Nobility) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +10, Perform (Singing) +6, Ride +8, Spellcraft +11, Stealth +12, Survival +8, Swim +6
Languages Common, Elven, Draconic, Gnome, Sylvan
SQ Favored Terrain (Forest), Impossible Speed (MA)
Combat Gear +1 Composite (+2 Str) Longbow, Masterwork Longsword, 200 Arrows
Other Gear +1 Mithril Chain Shirt, Cloak of Resistance +1, Efficient Quiver, Handy Haversack, 175 gp lef for consumables (will specify if chosen)
--------------------
Magic
--------------------
Caster Level 5; MSB +5 MSD 16
SP 8; Concentration +10
Casting Tradition Elven Magic
General Drawbacks Somatic Casting, Verbal Casting
Boons: Easy Focus
Sphere Specific Drawbacks Disappearance, Energy Focus (Fire Blast), Limited Protection (Can't use Ward), Touch of Light
Spheres/Talents
Alteration Sphere: Avian Transformation, Size Change
Destruction Sphere: Explosive Orb, Fire Blast
Divination Sphere
Illusion Sphere: Invisibility
Life Sphere
Light Sphere: Revealing Light
Protection Sphere: Energy Resistance
Time Sphere: Group Time
Warp Sphere
SA Arcane Focus, Casting, Elven Magic, Spell Pool
--------------------
Special Abilities
--------------------
Affable +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time.
Arcane Focus +2 racial bonus on concentration checks made to cast arcane spells defensively.
Arcane Strike As a swift action, add +2 and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arcane Strike (Mythic) Whenever using Arcane Strike the effect lasts for 1 minute instead of 1 round. If you expend one use of mythic power when using Arcane Strike, you can also add any one magic weapon special ability with a base price modifier of +1 to your weapons
Bullseye Shot spend a move action to gain a +4 bonus on your next ranged attack roll before the end of your turn
Elven Immunities immune to magic sleep effects, a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic +2 racial bonus on caster level checks made to overcome spell resistance, +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Favored Enemy +4 vs construct, +2 vs dragons. bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks, +2 bonus on weapon attack and damage rolls against them
Favored Terrain +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks while in Forest
Fleet Charge (MA) swift action, expend one use of mythic power to move up to your speed. At any point during this movement, make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Hard to Kill (MA) Auto stabilize below 0 hit points, don't die until your total number of negative hit points is equal to or greater than double Con
Hunter’s Bond spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him for 1 round
Impossible Speed (MA) base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
Surge (MA) Use 1 power to increase any d20 roll by 1d6
Naive –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.
Vicious Aim add half highest favored enemy bonus to all attack rolls and damage rolls for attacks made with ranged weapons. This does not stack with favored enemy bonus

Vrog Skyreaver |

Stats
25 Point Buy or
4d6, reroll ones, then drop the lowest
Str: 4d6 ⇒ (1, 3, 3, 2) = 9
Dex: 4d6 ⇒ (3, 5, 4, 1) = 13
Con: 4d6 ⇒ (5, 1, 5, 6) = 17
Int: 4d6 ⇒ (1, 6, 4, 5) = 16
Wis: 4d6 ⇒ (3, 4, 6, 1) = 14
Cha: 4d6 ⇒ (3, 2, 6, 4) = 15
str 1 reroll: 1d6 ⇒ 6
dex 1 reroll: 1d6 ⇒ 2
con 1 reroll: 1d6 ⇒ 2
int 1 reroll: 1d6 ⇒ 2
str 1 reroll: 1d6 ⇒ 3
After Rerolls, that is:
Str: 12
Dex: 12
Con: 16
Int: 15
Wis: 13
Cha: 13
I guess the dice want me to be a kineticist, so I shall.

rhesus_pieces |

Couple of questions:
We are allowed to take advanced talents from SoP right?
How does stuff like Wild Arcana or anything that affects spells from Mythic adventures work with spheres of power?
Rolling for stats:
4d6 ⇒ (3, 6, 5, 1) = 15
4d6 ⇒ (1, 1, 6, 3) = 11
4d6 ⇒ (6, 6, 1, 4) = 17
4d6 ⇒ (5, 5, 4, 6) = 20
4d6 ⇒ (6, 2, 2, 3) = 13
4d6 ⇒ (4, 3, 1, 3) = 11
Rerolls: 5d6 ⇒ (3, 4, 6, 2, 3) = 18
Stats: 14, 16, 16, 16, 11, 10

Joseph Bonkers |

Looks neat! I also had the idea of creating a Sundering Fist or grappler supreme but I will let someone else take that mantle :)
4d6 - 2 ⇒ (4, 4, 2, 5) - 2 = 13
4d6 - 1 + 4 - 4 ⇒ (5, 4, 6, 1) - 1 + 4 - 4 = 15
4d6 - 2 + 4 + 6 - 4 ⇒ (6, 1, 5, 1) - 2 + 4 + 6 - 4 = 17
4d6 - 2 ⇒ (2, 2, 6, 2) - 2 = 10
4d6 - 1 + 5 - 4 ⇒ (4, 6, 5, 1) - 1 + 5 - 4 = 16
4d6 - 2 ⇒ (2, 4, 6, 2) - 2 = 12
Rerolls: 4d6 ⇒ (4, 4, 6, 5) = 19
17,16,15,13,12,10
35pb, and a very usable set of stats.
One thought is to create the Internet Goblins and base them around the Control the Mindless ability, then make him an Arcanist with the Consume Magic Items exploit, gestalted with an oracle with the wreaker curse :P
The Internet Goblins strikes again!
Na, as funny as that would seem, I'll think of something else :)
You can gain control over mindless constructs and undead. Using this ability is a standard action, and requires you to make a Knowledge check against the target’s CMD. Use a Knowledge (arcana) check against a mindless construct, or a Knowledge (religion) check against a mindless undead. If your check equals or exceeds the creature’s CMD, you can give the creature an order that lasts up to 1 round. For every 5 by which you beat the DC, your control lasts 1 additional round. The creature’s creator or controller can’t regain control during this time unless it also uses this ability. If you expend one use of mythic power when attempting to use this ability, the duration of your control increases from rounds to an equal number of minutes.
If it conflicts, avoid using it.
Thats the thing, it, at minimum, needs some tweaking to apply.
Does "Spend 1 MP to cast a spell" translate to "Spend 1 MP to cast a Sphere ability and empower it with all/some/zero Spell points?Elsewise is the best an incanter can hope for is to take Mage Strike and melee people to death?
As is, the two just arnt compatable because they use different terminologies.

Flann Swallowtail |

Looking to make a Rogue/Sorcerer(Dreamspun) Kitsune Archamage(Mage Strike)
4d6 ⇒ (6, 2, 2, 3) = 13
4d6 ⇒ (4, 2, 1, 5) = 12 1d6 ⇒ 3
4d6 ⇒ (6, 4, 3, 2) = 15
4d6 ⇒ (2, 2, 2, 3) = 9
4d6 ⇒ (4, 4, 2, 6) = 16
4d6 ⇒ (1, 4, 5, 5) = 15 1d6 ⇒ 3
CHA 16(+3)
DEX 15(+2)
INT 14(+2)
WIS 12(+1)
CON 11(±0)
STR _5(-3)
might be better off with pointbuy...
hp: 4d8 + 8 + 0 ⇒ (1, 7, 8, 5) + 8 + 0 = 29
Character building notes in the alias profile...

Tenro |

oh, crap. Spheres of Power and Gestalt. I might have to enter this if i can find the time. Thinking Armorist (Soaring Blade) and Incanter.
My question is: If i have two weapons of Speed and I make a full attack, do i get 1 extra attack or 2? I haven't been able to find an actual answer, and I could see either answer being appropriate (as each have pros and cons).

Jet18 |

Male human BladeBound Kensai.5/Lore Warden.5 MR.
CG Medium humanoid (human)
Init +8; Senses Perception +9
--------------------
Defense
--------------------
AC 21, touch 21, flat-footed 11 (+1 Def. +6 Dex +4 Int)
hp 69 (5d10+14)
Fort +6, Ref +8, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (30 ft. in armor)
Melee +2 BlackBlade Bastard Sword +15(1d10+11/19-20)
Space 5 ft.; Reach 5 ft.
Magus Spells Known (CL 5th; concentration +9)
. . 2nd (2/day)(DC:16)—Blur, Cat's Grace, Glitter Dust, Mirror Image
. . 1st (4/day)(DC:15)—Blade Tutor Spirit, Burn Hands, chill touch, corrosive touch, Feather Fall,Floating disk, long arm, magic missile, shield,Shocking Grasp,True strike
. . 0 (4/day)(DC:14)—daze, detect magic, light, read magic, acid splash, arcane mark, dancing lights, disrupt undead, flare, ghost sound, mage hand, open/close, prestidigitation, ray of frost, spark
--------------------
Statistics
--------------------
Str 14, Dex 22, Con 14, Int 18, Wis 14, Cha 12
Base Atk +5; CMB +7; CMD 23
Feats Weapon finesse, power attack, combat reflex's, cut from the air, weapon focus, extra Magus arcana, Advance weapon training, Eschew Materials, Mythic Weapon finesse, weapon specialization, Mythic combat reflex's
Traits Deft Dodger, reactionary
Skills Acro.+11, Climb+10, Disable. +11, Escape.+11, intimate +9, know.(arcana) +12, Know.(Engineering) +12, Perc.+7, Sense +7, Spellcraft +12, UMD +9
Languages Common, Elven, Halfling, Gnome, Orc
Gear: +2 Black Blade Bastard Sword, +1 ring of protection +1, Belt of incredible Dexterity +2, headband of vast intelligence +2,
--------------------
Special Abilities
--------------------
Extra Mythic feat;You gain an extra mythic feat. You can take this ability a number of times equal to half your mythic tier (minimum 1). Each time you do, you gain another mythic feat.
Fleet Charge;As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Hard to Kill;Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Surge;Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Diminished Spellcasting;Myrmidarchs cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Canny Defense; when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type.
Weapon Focus:At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
Perfect Strike (Ex)At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don't roll for damage—the weapon deals maximum damage. This affects only the weapon's base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits.
If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon's critical multiplier by 1. This ability replaces spell recall.
Scholastic;Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.
Expertise; At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat.
Maneuver Mastery; At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.
Weapon Training; Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. (Heavy Blade)
Arcane Pool; A pool of arcane energy that is equal to 1/2 magus level(min 1) + int mod that can be used to apply an enchantment bonus on any weapon currently in hand by one per arcane point spent to a max of Magus level/4 this is a swift action.
Spell combat; As a full round action a magus can Cast a spell no longer then a standard action and attack with as many attacks they would have in a full attack with the weapon in hand. All attacks done during spell combat have a -2 on attack rolls. A magus can take a penilty on attack rolls when casting defensively up to the magus int mod as a bonus on concentration checks.
Spellstrike; Any spell that requires a melee touch attack can be delivered through the Magus's weapon
Magus Arcana; at 3rd level and every 3 levels the Magus can pick one Magus Arcana to gain.
Flamboyant Arcana; A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler's list of deeds.
Bonus Feat; at 5th level and every six levels thereafter the Magus gains a bonus feat, this feat can be a combat feat, metamagic feat, or item creation feat.
At 3rd level, the bladebound magus' gains a powerful sentient weapon called ablack blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class. Replaces Magus arcana at 3 level and Arcana pool is 1/3 of level instead of 1/2

DM Forgedawn |

Yokai Boy.
Emerging Guns: Firearms become more common. They are mass-produced by small guilds, lone gunsmiths, dwarven clans, or maybe even a nation or two—the secret is slipping out, and the occasional rare adventurer uses guns. The baseline gunslinger rules and the prices for ammunition given in this chapter are for this type of campaign. Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Gunsmithing feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves.

Joseph Bonkers |

oh, crap. Spheres of Power and Gestalt. I might have to enter this if i can find the time. Thinking Armorist (Soaring Blade) and Incanter.
My question is: If i have two weapons of Speed and I make a full attack, do i get 1 extra attack or 2? I haven't been able to find an actual answer, and I could see either answer being appropriate (as each have pros and cons).
Awwww dang. Here I am building up an Armorist/Incanter myself :(
I am trying to figure out if I want to build up a Whitesmith master enchanter or a Blaster with a really cool gun :)I am currently and heavily leaning towards the whitesmith and making my own special blend of warforged ^_^
Armorist and Incanter make a great pair.

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let's see...
Spheres of Power, Gestalt, Background Skills and giant ro... er constructs! I'm loving it already lol!
I'm thinking Half-Elf Mageknight/Elementalist
stat rolls
4d6 ⇒ (2, 2, 3, 1) = 8 1d6 ⇒ 2 = 8
4d6 ⇒ (3, 6, 6, 1) = 16 1d6 ⇒ 3 = 15
4d6 ⇒ (6, 6, 6, 6) = 24 = 18
4d6 ⇒ (5, 2, 6, 5) = 18 = 16
4d6 ⇒ (3, 2, 4, 4) = 13 = 11
4d6 ⇒ (2, 4, 5, 4) = 15 = 13
Str 18, Dex 13, Con 15, Int 11, Wis 8, Cha 16
i'll post up a full build later.

Avoron |
Allow me to introduce you to Arthur Perregon, an eager and protective life oracle and stonelord paladin.
His whole life, Arthur had been interested in the world around him. Growing up in a small human settlement built in the tunnels left over from an abandoned dwarf mining colony, he would spend hours exploring the surrounding passageways and caverns. Living beneath the earth became second nature to him, crafting stone tools and moving seamlessly through underground halls. Just as strong, though, was his devotion to the people of his town: he became skilled at healing wounds, building sturdy structures, anything to keep his community happy and safe. There were strange rumors about Arthur's past - that he was not born in their village, that he had been discovered out in the wilderness beneath the surface - but Arthur didn't worry about them. He was deeply idealistic and a bit naive, content to learn and grow and help the people around him.
Arthur was nineteen when the earthquake hit. One moment their settlement was healthy and secure, the next it was falling apart. Floors buckled, ceilings collapsed, their town was buried in rubble. Several friends lost their lives in the chaos and the falling debris. Standing there in the ruins of the community he'd lived in for as long as he could remember, Arthur cared about the world so much that the world started caring back. He was blessed by a power from beyond the material plane, a divine force to heal the sick and fix the broken. A power to fight, if needed, to protect his people. There was no flash of light, no choir of angels, just a surge of resilience and inner strength flowing into him through the stone beneath his feat. A small boulder that blocked his path rolled to the side and molded into the shape of a loyal elemental servant, and together they began the task of unburying the survivors. His town would not run away. They would heal, they would rebuild, and Arthur would keep them safe.
LG medium humanoid (dwarf, human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+7 armor, +3 Dex, +1 natural)
hp 66 (5d10+16)
Fort +7, Ref +5, Will +6
Defensive Abilities defensive stance (14 rounds), hard to kill, heartstone, stoneblood, guardian’s call (sudden block); DR 2/adamantine; Immune fatigue, fear
Aura aura of courage, aura of good
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee fauchard +11 (1d10+8/18-20)
armor spikes +10 (1d6+5)
Ranged chakram +8 (1d8+5)
Special Attacks earth channel (DC 15, 3d6, earth variant channeling), lay on hands (4/day, 2d6), mythic power (5/day), retributive reach, stonestrike (5/day), surge (1d6)
Spell-Like Abilities (CL 5th)
At-will - detect evil
Oracle Spells Known (CL 5th, concentration +7)
2nd (5/day) - cure moderate wounds, lesser restoration, make whole, shatter (DC 14)
1st (7/day) - bless, cure light wounds, detect undead, divine favor, liberating command, unbreakable heart
0 (at-will) - create water, detect magic, light, mending, read magic, stabilize
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 14, Int 13, Wis 12, Cha 15
Base Atk +5, CMB +10, CMD 22
Feats Combat Reflexes, Elemental Channel (earth), Fey Foundling, Mythic Power Attack, Power Attack, Racial Heritage (dwarf)
Traits Fate’s Favored, Glory of Old, Sun-Blessed
Drawback Naive
Skills Craft (stonemasonry) +9, Diplomacy +10, Heal +9, Knowledge (dungeoneering, engineering, nature) +9, Sense Motive +9, Spellcraft +9
Languages Common, Terran
SQ bonded spirit (life), lame curse, life mystery, life link hex, life link revelation, stone servant
Other Gear +1 fauchard, +1 spiked agile breastplate, boots of the earth, cloak of resistance +1, 70 gp
LG small outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 20 (+3 armor, -1 Dex, +7 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref -1, Will +3
Immune elemental traits; Resist acid 5, cold 5, electricity 5; SR 6
--------------------
Offense
--------------------
Speed 20 ft., burrow 20 ft., earth glide
Melee longspear +7 (1d6+4), slam +1 (1d6+1)
slam +6 (1d6+4)
Special Attacks earth mastery, smite evil (1/day)
--------------------
Statistics
--------------------
Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2, CMB +4, CMD 13
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
Other Gear masterwork studded leather, masterwork longspear

Joseph Bonkers |

So I found out something exceptionally OP that a Whitesmith could do :p
At level 1, a Whitesmith could take the Enchantment Sphere, Greater Enchantment and Energy Weapon talents.
Thanks to Personal Refinement, a Whitesmith does not need to concentrate to maintain an enhancement effect on his weapons and armor.
So.... A Whitesmith first casts Enhance Equipment on his weapon then his armor, granting them each a +2 enhancement bonus. He then casts Energy Weapon to grant his sword the Flaming property, then Frost, corrosive and shock properties. And since he doesn't need to concentrate on any of these they are more-or-less permanent :P
A +2 Corrosive/Flaming/Frost/Shock longsword and a +2 hide shirt at lvl 1 \^__^/
now I am not going to do quite that much cheese :P

Avoron |
Avoron, you know that stonelords can only be Dwarves, right?
Yep! That's why Arthur took the Racial Heritage feat at first level. Turns out he had some dwarves way back in the family tree.

Tenro |

So I found out something exceptionally OP that a Whitesmith could do :p
At level 1, a Whitesmith could take the Enchantment Sphere, Greater Enchantment and Energy Weapon talents.
Thanks to Personal Refinement, a Whitesmith does not need to concentrate to maintain an enhancement effect on his weapons and armor.
So.... A Whitesmith first casts Enhance Equipment on his weapon then his armor, granting them each a +2 enhancement bonus. He then casts Energy Weapon to grant his sword the Flaming property, then Frost, corrosive and shock properties. And since he doesn't need to concentrate on any of these they are more-or-less permanent :PA +2 Corrosive/Flaming/Frost/Shock longsword and a +2 hide shirt at lvl 1 \^__^/
now I am not going to do quite that much cheese :P
Well, I probably wont have enough time to submit a character for this game so no worries from me.
on to what you've typed here, the Enhancement sphere grants an Enhancement bonus. The Energy Weapon ability doesn't specify that it is an Enhancement bonus, so it should technically stack on top of the +2 or whatever (some grinch-y GMs may disagree). However, bonuses from the same source generally don't stack, so I don't think many GMs would let you stack 4d6 damage on top of your weapon. And if they did, I would advise you to invest in a locking gauntlet, because as soon as it is disarmed, it loses all of its enhancements and you have to spend 1-5 turns putting them back on there.

Vrog Skyreaver |

Ah, I missed that. Sorry!
Here is my submission:
Kaliel
Races: Half-Elf
Classes: Occultist 5/Aegis 5/Guardian 1
Str: 14 (16)
Dex: 12
Con: 16 (18)
Int: 16/18
Wis: 13
Cha: 13
HP 70 (75)
AC 18 (8 armor) Touch 10 FF 18
BAB 5
Init +1
Fort +10
Ref +4
Will +7
Speed 30 (Juggernaut: 20', 80' fly (perfect); Skin: 40', 80' fly (Good))
Earthbreaker:
Normal: +9 (11 w/bane) to hit; 2d6+5 (4d6+15 w/bane) damage; x2 crit
Power Attack: +7 (9 w/bane) to hit; 2d6+13 (4d6+15 w/bane) damage; x2 crit
Adventuring Skills: Autohypnosis +9, Disable Device +9, Knowledge (arcana, planes, dungeoneering, Nature, Religion) +12, Perception +9, UMD +11, (Diplomacy +9)
Background Skills: Craft (Weaponsmithing) +13, Knowledge (Engineering) +12
Feats: Extra Customization, Power Attack, Extra Mental Focus
Traits: Practiced Activator, Fate's Favored
**=Base Focus Power
Occultist: Mental Focus (13; 6 Abjuration, 7 transmutation), Magic Item Skill, Object Reading, Shift Focus, Aura Sight
*Implements: Abjuration (Resonant Power: Warding Talisman; Focus Powers: *Mind Barrier, Aegis, Energy Shield), Conjuration (Resonant Power: Casting Focus; *Servitor (SMII)), Transmutation (Resonant Power: Physical Enhancement; Focus Powers: *Legacy Weapon; Quickness)
__________________________________________________
Aegis: Astral Repair, Form Astral Suit, Craftsman (Weaponsmithing, +1), DR 3/-, Invigorating Suit, Reconfigure (2/day), Augment Suit (1), Customization Points (11), PP 12
Typical Suit Configuration:
*Skin: Speed x2, Nimble, Evasion, Flight (6; +40' perfect), Ranged Attack (1), Energy Blast (2), Improved Energy Blast (2)
*Juggernaut: Fortification, Hardy, Stalwart, Evasion (1), Stalwart (1), Improved DR (2), Flight (7; Perfect, +60' Fly Speed)
Spells/Day: -/5/3
0: Resistance, Create Water, Mending
1: Shield, Cure Light Wounds, Ant Haul
2: Resist Energy, Glitterdust, Darkvision
Mythic Path: Guardian
Guardian's Call: Sudden Block
Base Path Abilities: Hard to Kill, Mythic Power (5), Surge +1d6
Mythic Feats: Power Attack
Mythic Path Abilities: Armor Master
Gear: +2 Headband of Intelligence (Diplomacy) -4000, +1 Adamantine Earthbreaker -5040, Wand of Cure Light Wounds (50 charges) -750, 210 gp
Kaliel is the son of an Elven archmage and an Aegis in service who was ordered to marry an archmage in order to strengthen ties between their two countries. He learned to fight from his Human mother, and bitter disappoint and shame from his father, who detested the fact that his son did not have any talent for the wizard's trade.
This inability to become a wizard lead to his father growing distant and constant fights between his parents, which culminated one night in his father calling him an abomination. So enraged was his mother that in a moment of anger she slew her husband. When she came to her senses, she took her own life out of grief, all before Kaliel could even react.
Charged with his parents' murder, he served over a decade in prison before the truth came to light and he was freed. Having no desire to remain in Elven lands, Kaliel made his way to the lands of his mother, where he picked up the trade of the mercenary adventurer. Now he wanders the lands, drawing upon his birthright from his mother, who was one of a handful of warriors from her lands that were blessed by the god of battle to be unstoppable warriors. Kaliel knows nothing of this, however.

Flann Swallowtail |

It had been so long since the world had seen a Kitsune like Atsumu, the kit grew to adulthood without realizing her own potential.
By the light of a full moon, bandits came to pillage and raze her village. The violence was horrific, and in a panic, the frail Atsumu pulled something baleful from her core, and put the entire village under a powerful, enchanted sleep. Atsumu thought she had killed them, and fled.
Since then, the girl has spent her days on the fringes of soceity as a dart in the dark. Her arts of enchantment, illusion, and conjuration grew with her, haunted her, and made her survival possible in a world full of horrors, but as her dream-like heritage blossoms, she’s becoming more distant and aloof.
Just gotta figure out ewuipment, I think... and reformat things.

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Nastiir Alonse
Ifrit bard (solacer) 5/incanter 5/gestalt 5/Marshal 1 (Pathfinder Player Companion: Healer's Handbook 18, Pathfinder RPG Bestiary 2 160)
CG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 57 (5d8+17)
Fort +4, Ref +6, Will +5; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities hard to kill; Resist fire 5
Weaknesses focus casting, magical signs, skilled casting
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 armor spikes +1 (1d6+2)
Ranged mwk shortbow +5 (1d6/×3)
Special Attacks bardic performance 16 rounds/day (distraction, fascinate [DC 16], inspire competence +2, inspire courage +2, inspire tenacity), channel positive energy 7/day (DC 16, 3d6), mythic power (5/day, surge +1d6)
Spell-Like Abilities (CL 5th; concentration +9)
. . 1/day—burning hands (DC 15)
Bard (Solacer) Spells Known (CL 5th; concentration +9)
. . 2nd (3/day)—blur, cure moderate wounds, mirror image
. . 1st (5/day)—chord of shards[UM] (DC 15), cure light wounds, unbreakable heart[ISWG], vanish[APG] (DC 15)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 14), mending, summon instrument, vacuous vessel (DC 14)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 13, Int 16, Wis 11, Cha 18
Base Atk +3; CMB +4; CMD 15
Feats Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Spell Points, Mythic Paragon[M]
Traits alabaster odalisque (jalmery), competitive
Skills Acrobatics +5, Bluff +10, Climb +5, Craft (musical instruments) +5, Diplomacy +13, Disguise +8, Escape Artist +5, Heal +10, Intimidate +8, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +13, Perform (sing) +8, Perform (string instruments) +15, Sense Motive +8, Sleight of Hand +5, Spellcraft +11, Stealth +9, Use Magic Device +12
Languages Aquan, Auran, Common, Ignan, Terran
SQ casting, creative treatment, cure, greater healing, greater restore, inspired defense[MA], invigorate, learned physician, magic skill bonus, magic skill defense, mass healing, rally[MA], ranged healing, restorative cure, restore, restore mind, restore movement, restore soul, resuscitate, revitalize, specialization (channel energy)
Combat Gear wand of cure light wounds, durable arrow (10); Other Gear +1 armor spikes mithral chain shirt, mwk shortbow, eyes of the eagle, pauldrons of unflinching fortitude +1/+2[MA], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, journal[UE], masterwork Gittern, mess kit[UE], mirror, soap, trail rations (5), waterskin, 324 gp, 18 sp, 10 cp
--------------------
Special Abilities
--------------------
Bardic Performance (standard action, 16 rounds/day) Your performances can create magical effects.
Casting (CL 5, Charisma, DC 14) You can cast sphere effects.
Creative Treatment (1/day) (Su) Activate when fail heal check to reroll. Can use Cha when acting as a confidante.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Focus Casting (DC 22) You must make a concentration check to use magic without your focus item
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Incanter Channel Positive Energy 3d6 (7/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Inspired Defense (Ex) Bonus from inspire courage performance applies to all saves. Spend 1 power to add tier.
Learned Physician (1/day) (Ex) May always take 10 on knowledge skills with ranks. Activate to take 20 on heal check instantly.
Life: Cure 4d8+25 Heal a target for 4d8+25 hit points
Life: Greater Healing (4) Your cure heals 1 additional HP per caster level
Life: Greater Restore Restore heals ability damage and removes some conditions that it would otherwise lessen
Life: Invigorate (Up to 5 temp HP) Grant up to 5 temporary HP to an injured target
Life: Mass Healing Your cure can affect multiple targets
Life: Ranged Healing Your cure, invigorate, and restore abilities have a range of Close rather than Touch.
Life: Restorative Cure Restore your target when you cure or invigorate them
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Restore Mind Cure heals +1d8 HP, and restore cures confused and dazed conditions
Life: Restore Movement Cure heals +1d8 HP, and restore can free the target from movement-impairing effects
Life: Restore Soul Cure heals +1d8 HP, and restore cures ability drain and negative levels
Life: Resuscitate Cure or invigorate creatures who died within the last round
Life: Revitalize Cure can grant the target Fast Healing instead of healing normally
Magical Signs Your use of magic is obvious to all observers
MSB +5 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 16 Use when defending against an MSB check
Rally (Su) As a swift action, use 1 power to grant allies in 30 ft a d20 reroll before your next turn.
Skilled Casting (Perform [string instruments], DC 17) You must succeed at a skill check to use magic
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
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Edinoiz |

Well then, this looks interesting. I might have an idea involving... Soulknives
(25 pb or a decent 4d6 drop lowest? Why is the GM smiling?!?)
4d6 ⇒ (6, 6, 2, 1) = 15 6+6+4=16
4d6 ⇒ (4, 4, 5, 1) = 14 4+5+5=14
4d6 ⇒ (3, 1, 1, 5) = 10 3+3+5=11
4d6 ⇒ (3, 2, 4, 4) = 13 4+4+3=11
4d6 ⇒ (6, 5, 6, 2) = 19 6+5+6=17
4d6 ⇒ (4, 6, 2, 1) = 13 4+6+4=14
EDIT: Aaand re-rolling four 1s: 4d6 ⇒ (4, 5, 3, 3) = 15
EDIT2: And off I forgot the 5th 1...: 1d6 ⇒ 1
EDIT3: And another 1: 1d6 ⇒ 4
Str 11, Dex 16, Con 14
Int 14, Wis 17, Cha 11
Nice, a 35pb!

Loup Blanc |

Alright, I've got my submission's crunch done, and I think I'm done tweaking it. I've gone through a few iterations since my original concept, but I like where it is now and I'll go crazy if I keep toying with changes. Let me know if there's anything strange here or things that need changing, and I'll be working on getting up a coherent background.
(Also, part of me is hopeful we'll get a group comprised mostly or entirely of people who want to punch giant constructs in the face.)
Male aasimar monk (drunken master, master of many styles, monk of the four winds, qinggong)/paladin (Iroran paladin 5) Gestalt
Mythic Champion 1
LG Medium outsider (native)/humanoid (human)
Initiative +5; Senses Perception +11, darkvision 60 ft.
- - - - -
DEFENSE
- - - - -
Armor Class 21, touch 16, flat-footed 15 (+3 Dex, +3 Cha, +5 armor)
Hit Points 65/65 (5d10+5+5+5)
Nonlethal Damage 0
Condition Normal
Fortitude +8, Reflex +11, Will +8
Resistances acid 5, cold 5, electricity 5
Special Defenses Confident Defense, Divine Grace, Dragon Style, Evasion, Ki Pool (5/5), Snapping Turtle Style
- - - - -
OFFENSE
- - - - -
Speed 30 feet
Melee unarmed strike +12 (1d8+8)
Melee unarmed strike +10 (1d8+16) with Dragon Style and Power Attack
Melee Perfect Fist +13 (1d8+1d6+2d6 fire+19) with Divine Body, Dragon Style, Drunken Strength, Elemental Fist, Personal Trial, and Power Attack
Ranged masterwork composite longbow +9 (1d8+4)
Special Attacks Divine Body, Dragon Style, Drunken Strength +1d6, Elemental Fist +1d6, Ki Pool (5/5), Ki Strike (magic), Personal Trial +2 (2/2), Power Attack
- - - - -
STATISTICS
- - - - -
Strength 18, Dexterity 16, Constitution 13, Intelligence 10, Wisdom 13, Charisma 17
Base Attack Bonus +5
Combat Maneuver Bonus +13 (+18 to grapple)
Combat Maneuver Defense 25 (27 vs. grapple)
Feats Agile Maneuvers, Dragon Style, Improved Grapple, Improved Unarmed Strike, Power Attack, Snapping Turtle Style
Mythic Feats: Agile Maneuvers
Traits Bred for War, Quain Martial Artist, Reactionary
Drawbacks Pride
Trained Skills
Acrobatics +10 (5 ranks+3 class+3 Dex-1 ACP)
Escape Artist +10 (5 ranks+3 class+3 Dex-1 ACP)
Knowledge (religion) +8 (5 ranks+3 class)
Lore (martial arts) +8 (5 ranks+3 class) (Background skill)
Perception +11 (5 ranks+3 class+1 Wis+2 racial)
Perform (oratory) +10 (5 ranks+3 class+2 Cha) (Background skill)
Languages Common
Equipment
Weapons
Masterwork composite longbow (+4 Str) (800 gp)
--20 arrows
Armor and Clothing
Amulet of mighty fists +1 (4000 gp)
Armbands of the brawler (500 gp)
+1 brawling leather lamellar (4250 gp)
Other Gear
Money 449 gp
Advancement
Level | Monk Features | Paladin Features | Feats | Ability Scores
Level 1: AC Bonus, Elemental Fist, Fuse Styles, Unarmed Strike; Aura of Law, Confident Defense, Personal Trial, Sense of Perfection, Unarmed Strike; Dragon Style, Improved Grapple, Improved Unarmed Strike
Level 2: Evasion; Divine Grace, Lay on Hands; Snapping Turtle Style
Level 3: Drunken Ki, Fast Movement +10 ft, Maneuver Training; Aura of Excellence, Drunken Ki, Mercy (Sickened); Power Attack
Level 4: Ki Pool, Ki Strike (magic), Qinggong Power (Feather Step); Ki Pool; Str +1
Level 5: Drunken Strength, High Jump; Divine Body; Agile Maneuvers
Mythic Advancement: Champion
Tier 1: Hard to Kill, Mythic Power, Surge +1d6; Blowback, Fleet Charge

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stat: 4d6 ⇒ (2, 4, 3, 2) = 11 => 9
stat: 4d6 ⇒ (4, 1, 2, 4) = 11 reroll: 1d6 ⇒ 6 => 16
stat: 4d6 ⇒ (2, 6, 5, 2) = 15 => 13
stat: 4d6 ⇒ (2, 4, 2, 6) = 14 => 12
stat: 4d6 ⇒ (4, 5, 1, 1) = 11 reroll: 2d6 ⇒ (5, 2) = 7 => 14
stat: 4d6 ⇒ (1, 3, 3, 6) = 13 reroll: 2d6 ⇒ (6, 6) = 12 => 18
[18,16,14,13,12,9]