
Simeon |
1 person marked this as a favorite. |

I'll have the stats up once I have access to a computer, but here's my backstory for the Vulture King.
Ages ago, in the days of ancient Azlant, the god Curchanus ruled over animals. Man and beast were not at odds, the wolf did not seek to kill the man, and man did not seek to kill the wolf. But that time was not to be. The demon queen Lamashtu, mother of monsters, sought more power as all demons are want to do. She lured Curchanus into a trap and murdered him, stripping him of his dominion over beasts. Man and animal were turned irrevocably at odds, the wolf seeking to hunt man, and man wishing to hunt the wolf. Once he was dead, Lamashtu cared little for the corpse of Curchanus. And so, the first scavengers descended. Brother Vulture, Sister Jackal, Sister Raccoon, Brother Hyena, many others. Brother Vulture was the first. A few sparks of divinity still lingered, and as he feasted that divine might coursed through him. First came intelligence, introspection, self-awareness. Then once he realised his existence, came magic, an shard of the might Curchanus wielded over nature. Finally, came an echo of the true divinity that the dead god once held. Immortality, deific magic, and the ability to grant spells to those that venerated him. He watched as Azlant grew fat and complacent, secure that their dominion was without end. Their hubris was punished. The skies fell, the earth shattered, and all that was became no more. And so, the scavengers descended. Brother Vulture became venerated by scattered cults, seeking protection. His worshippers gave him a new name, befitting of a god. And so, as the old world collapsed, the Vulture King was truly born.

Fury of the Tempest |

Alright. So finally, the mechanics of the Nameless Warrior is complete. Heavily using Sphere's of Might for the basis of the entire character, as well as three other bit's of homebrew. Pathfinder's Feat Taxes. Grod the Giant's Low Magic Item Rules and the Legendary Games Mythic Hero's Handbook, with the Path Ability currently in use from it, being down in the Other Notes section.
Now, let me go into why I'm putting out just the mechanics now, instead of the fluff. If you have a peek at his profile, you'll notice that he has a lot of Sphere Abilities. As in almost every single one of them, which is way, WAY more than what a level 20 gestalt should have... and that's where this post comes in. See, Spheres doesn't grant you more powerful abilities, it simply allows you to diversify what you can do. Sure, this opens up combos, but the aim is diversity, first and foremost. The Nameless Warrior is meant to be THE warrior of warriors. A master of every single fighting technique known, and several more that have been lost to time. Hence why I decided to give him all of these abilities.
The abilities and skills with stars are the ones I gain from normal levels. The ones without stars, are ones given to me by Spheres. If this is too high powered, I will tone him down, and I am willing to remove certain abilities deemed too powerful. I hope howerver, that I won't have to, as the mechanics reflect his lore incredibly well.
Oh and if anyone here can figure out/guess why my character is using a Lampost as his chosen weapon? Have a cookie.

Yasss Queen |

After spending way to long agonizing on a name, I decided that, for now, I will use this old profile.
Also, totally cool with starting wherever and however you want, though I still hope I can wake up sans other PCs.
You can wake up apart from the other PCs but just so we can be on the same page and I can maximize the fun what specifically are you trying to get from waking up apart story wise?

Monkeygod |

Liriiestil wrote:You can wake up apart from the other PCs but just so we can be on the same page and I can maximize the fun what specifically are you trying to get from waking up apart story wise?After spending way to long agonizing on a name, I decided that, for now, I will use this old profile.
Also, totally cool with starting wherever and however you want, though I still hope I can wake up sans other PCs.
Just a really amusing scene that I have in my head, that will work best without others around. You'll understand a bit more once I get my backstory up.

Vrog Skyreaver |

Yasss Queen |

Talking off the Ultimate Warrior. You said that the CR Max is 30. What rating does Nameless have at the moment? Knowing how much wiggle room I have would be quite useful if I decide to give him a nudge or two.
Well challenge rating is more of a vague guideline in general and I haven't seen him in play yet but I would guess somewhere between CR 23 - 25.
Really just make what you like, even the CR 6 - 30 range I gave was just to please those players who feel they need guidelines.
Really what I want is for you to play a character you are personally super into and would like to play but haven't had the chance before.

Fury of the Tempest |

Really just make what you like, even the CR 6 - 30 range I gave was just to please those players who feel they need guidelines.
Really what I want is for you to play a character you are personally super into and would like to play but haven't had the chance before.
... ... ...
I will not give into temptation and go grab my level 100 Quintasalt character. As much as I would love to play them, I'm pretty sure that even they are a little too insane for this type of play.
Plus, it'll feel like cheating, not making a new sheet.

Yasss Queen |

Created the Gameplay Thread to get a head start on the game and write the long prologue of the first adventure(less work for me later), check it out if you'd like.

Yasss Queen |

Yasss Queen wrote:Really just make what you like, even the CR 6 - 30 range I gave was just to please those players who feel they need guidelines.
Really what I want is for you to play a character you are personally super into and would like to play but haven't had the chance before.
... ... ...
I will not give into temptation and go grab my level 100 Quintasalt character. As much as I would love to play them, I'm pretty sure that even they are a little too insane for this type of play.
Plus, it'll feel like cheating, not making a new sheet.
Play what you like=)

Lucas "Hathcock" Martin |
1 person marked this as a favorite. |

Created the Gameplay Thread to get a head start on the game and write the long prologue of the first adventure(less work for me later), check it out if you'd like.
Well damn. I'm hooked. Even if Lucas isn't part of the party, I'll be following this campaign.

Simeon |

Here's the stats for the Vulture King.
Vulture King CR 19
XP 204,800
Giant vulture oracle 13/Hierophant 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 3 284)
N Large magical beast (augmented animal)
Init +10; Senses darkvision 60 ft., low-light vision, scent; Perception +25
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Defense
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AC 31, touch 22, flat-footed 21 (+3 deflection, +9 Dex, +1 dodge, +9 natural, -1 size)
hp 269 (20d8+185)
Fort +17, Ref +18, Will +14; +4 vs. disease
Defensive Abilities hard to kill
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Offense
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Speed 10 ft., fly 50 ft. (average)
Melee bite +20 (3d6+9 plus grab and forsaken agony), bite +20 (3d6+9 plus grab and forsaken agony)
Space 10 ft.; Reach 5 ft.
Special Attacks disease, inspired spell[MA], mythic power (9/day, surge +1d6)
Oracle Spells Known (CL 13th; concentration +22)
. . 6th (5/day)—heal, mass inflict moderate wounds (DC 25), litany of madness[UC], summon monster VI
. . 5th (8/day)—aspect of the wolf[APG], flame strike[M] (DC 24), greater forbid action[UM] (DC 24), mass inflict light wounds (DC 24), plane shift[M] (DC 24)
. . 4th (8/day)—blessing of fervor[APG] (DC 23), inflict critical wounds (DC 23), moonstruck[APG] (DC 23), restoration, spiritual ally[APG], tongues
. . 3rd (8/day)—bestow curse (DC 22), chain of perdition[UC], dispel magic, inflict serious wounds (DC 22), magic circle against evil, rage
. . 2nd (8/day)—augury, dust of twilight[APG] (DC 21), hold person (DC 21), inflict moderate wounds (DC 21), pilfering hand[UC], shield other, spiritual weapon[M]
. . 1st (9/day)—bane (DC 20), bless, doom (DC 20), fumbletongue[UM] (DC 20), inflict light wounds (DC 20), protection from chaos, protection from law
. . 0 (at will)—bleed (DC 19), create water, detect magic, guidance, light, mending, resistance, spark[APG] (DC 19), vigor
. . Mystery Lunar
. . M mythic spell
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Statistics
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Str 22, Dex 16, Con 22, Int 14, Wis 19, Cha 28
Base Atk +14; CMB +21 (+25 grapple); CMD 38
Feats Dodge, Extra Revelation[APG], Great Fortitude, Greater Spell Penetration, Hover, Improved Initiative, Improved Natural Attack (bite), Mythic Spell Lore[M], Spell Penetration, Toughness[M], Weapon Focus (bite)
Skills Acrobatics +3 (-5 to jump), Bluff +29, Diplomacy +32, Fly +9, Intimidate +19, Knowledge (history) +16, Knowledge (nature) +16, Knowledge (planes) +16, Linguistics +10, Perception +25; Racial Modifiers +8 Perception
Languages Abyssal, Aklo, Auran, Celestial, Common, Cyclops, Daemonic, Draconic, Infernal, Protean, Sylvan
SQ amazing initiative, diseased, divine source[MA], longevity[MA], mythic domain[MA], oracle's curse (hunger), recuperation, revelations (form of the beast, moonbeam, moonlight bridge[APG], prophetic armor, touch of the moon)
Other Gear amulet of natural armor +3, headband of mental superiority +4, ring of protection +3
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Darkvision (60 feet) You can see in the dark (black and white only).
Disease (DC 19) (Su) Forsaken Agony: Bite—injury; save Fort DC 19; onset immediate; frequency 1/day; effect 1d6 Wis drain plus sensory loss; cure 2 consecutive saves. The save DC does not include the +2 bonus from the ximtal’
Diseased (Ex) Foes struck exposed to disease (10% chance).
Divine Source (2 domains) (Su) You can grant divine spells to those who follow your cause.
Fly (50 feet, Average) You can fly!
Form of the Beast IV (Tiny or Large Magical Beast, 17 hour(s)) (Su) Assume the form of a Tiny or Large magical beast (Beast Shape IV, for up to 17 hours.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Hunger Gain bite attack, but sickened until successfully hit with bite. Cannot benefit from sustenance effects.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Moonbeam (1d6+8, 9/day) (Su) Fire ray of moonlight as ranged touch attack vs. any creature witin 30 ft.
Moonlight Bridge (170 ft., 9/day, DC 27) (Su) Create a 170' bridge of moonlight from your position. It lasts 24h or until you cross it.
Mythic Domain (1/day) (Su) Spend 1 power to regain use of domain powers and revelations as 8 hours rest.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Touch of the Moon (DC 27) (Su) Targets damaged by your inflict spells suffer confusion for rounds equal to spell level.
Toughness [Mythic] Gain DR 10/epic when below 0 hit points.
The background is included for convenience as well.
Ages ago, in the days of ancient Azlant, the god Curchanus ruled over animals. Man and beast were not at odds, the wolf did not seek to kill the man, and man did not seek to kill the wolf. But that time was not to be. The demon queen Lamashtu, mother of monsters, sought more power as all demons are want to do. She lured Curchanus into a trap and murdered him, stripping him of his dominion over beasts. Man and animal were turned irrevocably at odds, the wolf seeking to hunt man, and man wishing to hunt the wolf. Once he was dead, Lamashtu cared little for the corpse of Curchanus. And so, the first scavengers descended. Brother Vulture, Sister Jackal, Sister Raccoon, Brother Hyena, many others. Brother Vulture was the first. A few sparks of divinity still lingered, and as he feasted that divine might coursed through him. First came intelligence, introspection, self-awareness. Then once he realised his existence, came magic, an shard of the might Curchanus wielded over nature. Finally, came an echo of the true divinity that the dead god once held. Immortality, deific magic, and the ability to grant spells to those that venerated him. He watched as Azlant grew fat and complacent, secure that their dominion was without end. Their hubris was punished. The skies fell, the earth shattered, and all that was became no more. And so, the scavengers descended. Brother Vulture became venerated by scattered cults, seeking protection. His worshippers gave him a new name, befitting of a god. And so, as the old world collapsed, the Vulture King was truly born.

Yasss Queen |

Yasss Queen wrote:Created the Gameplay Thread to get a head start on the game and write the long prologue of the first adventure(less work for me later), check it out if you'd like.Well damn. I'm hooked. Even if Lucas isn't part of the party, I'll be following this campaign.
Thank you =)

Vrog Skyreaver |

So since Mythic is a go, I think I'm going to rebuild my character using the mythic rules. I'm going to tone down my race (cause 109 RP is a bit much, even to me) and I'm going to make him a mythic tier 10 expert 8 (keeping him roughly the same level). I'm going to finish him up tonight (most likely) and then I'll get him posted. I'll probably forgo the spell-like abilities (or at least some of them) and instead just pick a power suite and use that (it'll likely be super strength, invulnerability, and flight). With improved ABP he'll be really, really tough, and not reliant at all on magic items.

Yasss Queen |

Thanks for the compliments guys! Honestly it took me about three hours to write it and another two to edit it so it made sense and so there were minimal plot holes and spelling errors. So five hours of effort for one prologue!....*collapses in exhaustion*
It's all good though, I will endeavor to bring my best and make the game as fun as possible as consistently as I can. If nothing else we are off to a nice start setting the stage a bit=)

Monkeygod |

I've decided to make my character a gestalt druid 20/Oracle 20, with the innate spellcasting of a 20th level sorcerer. Most of my druid spells are RP oriented(speak with animals/plants, plant growth, stone shape, etc).
He's still a shapechanger trickster, but he's also going to be a powerful elementalist and guardian of nature.

Yasss Queen |

I've decided to make my character a gestalt druid 20/Oracle 20, with the innate spellcasting of a 20th level sorcerer. Most of my druid spells are RP oriented(speak with animals/plants, plant growth, stone shape, etc).
He's still a shapechanger trickster, but he's also going to be a powerful elementalist and guardian of nature.
Sounds good!

Fire Drake |
1 person marked this as a favorite. |

The Prologue is great. Interested to see how this will play out with our characters.
Speaking of, I finally got the crunch done, if not the fluff. I think this build was even harder than a shapeshifting dragon girl, but then again, it was my first time making a kineticist. Here's what I've got so far:
Name
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Male Half-Saiyan Kineticist/Unchained Monk Level 20
Age 22; Skin White
LG Medium humanoid (human, saiyan)
Init +9; Senses Dark Vision, Perception +26
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Defense
-----------------------
AC 24*, touch 24, flat-footed 18 (+5 Monk AC, +1 Dodge, +3 Wis, +5 Dex)
HP 354 DR 10/chaotic
Fort +19, Ref +17, Will +9
+4 against death effects; +2 against energy drain, negative energy, necromantic spells and SLA's, and enchantment spells and effect
Resistances Negative Energy 5 Immunities diseases
*+4 if triggering AoO from movement.
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Offense
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Speed 90 ft.
Melee Flurry of Strikes +28/+28/+28/+23/+18/+13 (2d10+7/19-20)
Special Options
Jabbing Style - +2d6 for 2 hits, +4d6 for 3+; move 5ft.
Kinetic Blast - See Wild Talent Section.
Kinetic Fist - +3d6 to Flurry of blows.
Medusa's Wrath - 2 more strikes at highest bab if target is dazed, flat-footed, paralyzed, staggered, stunned, or unconscious.
Power Attack - -5 attack for +10 damage.
Spring Attack - Move 10ft to max and make single attack.
Stunning Fist - Fort DC 23, 25/day, fail (choose 1): stun 1 round, fatigued, sickened 1 min, staggered or paralyzed 1d6+1 rounds, or permenantly blind or deafen the target.
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Statistics
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Str 25 (+7), Dex 20 (+5), Con 24 (+7), Int 10 (+0), Wis 16 (+3), Cha 12 (+1)
Base Atk +20/+15/+10/+5; CMB +27; CMD 51
Traits
Enlightened Warrior - Gain Monk levels while Neutral.
Pride of Saiyan Race - If successful will save causes lesser effect, you are unaffected.
Feats
Blind-Fight - Can reroll miss chance percentile when you miss because of concealment; invisible opponents get no advantage against you; no acro check to move full speed while invisible.
Combat Reflexes - Make AoO's up to your Dex mod.
Dodge - +1 AC
Elemental Knowledge - Add class skills from all expanded elements, and gain +1 for all class skills associated with your chosen elements.
Improved Critical (Unarmed Strike) - Double threat range.
Improved Initiative - +4 to Init.
Improved Unarmed Strike - Do not provoke AoO from unarmed strikes, and they deal lethal or nonlethal at will.
Intimidating Prowess - Add Str to Initmidate on top of Cha.
Jabbing Style, Jabbing Dancer, Jabbing Master - +2d6 to final attack if two unarmed attacks hit, +4d6 if three or more hit; can move 5ft around target each time a blow hits.
Medusa's Wrath - When using full-attack against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe, make 2 extra unarmed strikes at highest bab.
Mobility - +4 AC if movement provokes AoO
Power Attack - -5 attack for +10 damage.
Spring Attack - As a full-round action, move 10ft up to max and make a single attack during the movement with no AoO triggered.
Step Up - Move with opponent if they make a five foot step.
Stunning Fist - Fort DC 23, 25/day, fail: stun 1 round.
Weapon Focus (Unarmed Strike) - +1 attack.
Skills (80 ranks - 4/lv class)
Acrobatics +15 (7 ranks, 3 class, 5 Dex)
Climb +11 (1 rank, 3 class, 7 Str)
Diplomacy +4 (3 ranks, 1 Cha)
Fly +29 (20 ranks, 3 class, 1 Elemental Knowledge, 5 Dex)
Initimidate +31 (20 ranks, 3 class, 1 Cha, 7 Str)
Perception +26 (20 ranks, 3 class, 3 Wis)
Sense Motive +13 (7 ranks, 3 class, 3 Wis)
Stealth +9 (1 rank, 3 class, 5 Dex)
Swim +11 (1 rank, 3 class, 7 Str)
Favored Class Bonuses
Kineticist - Human (Scion of Humanity) - +1/6 Extra Wild Talent Feat - x6
Kineticist - Human (Scion of Humanity) - +1 hp - x14
Languages
Common
Alternate Racial Traits
Deathless Spirit - Negative energy resistance 5; +2 against death effects, energy drain, negative energy, and necromantic spells and SLA's; do not lose hp from negative levels.
Heritage: Angel Blooded - +2 Str and Cha.
Immortal Spark - +2 on Knowledge (History) checks; +2 against death effects.
Scion of Humanity - Counts as human for all feats, racial traits, etc.
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Possessions
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Inventory
Inventory Weight and Load
Wealth
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Special Abilities
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AC Bonus - Add Wis+5 to AC if not wearing armor and unencumbered.
Burn (Ex) - Accepting a burn deals 20 nonlethal damage that can't be reduced or redirected. Can accept up to 6 burn per round, to a max total burn of 10.
Elemental Overflow (Ex) - You glow a golden sheen whenever you accept burn. While shining, you gain a bonus on attack rolls with kinetic blasts equal to your burn up to +6 and twice that bonus on damage rolls with kinetic blasts.
At 3 points of burn, +2 to two physical ability scores of your choice. Chance to ignore the effects of a critcal hit or sneak attack equal to your burn times 5%.
At 5 points of burn, +4 to a physical ability score and +2 to the other two.
At 7 points of burn, +6 to a physical ability score, +4 to another, and +2 to the last one.
Can stop the visual effect by concentrating for a full round, but loses all benefits as well. Immediately resumes when more burn is accepted.
Fast Movement - +60 to base movement.
Flurry of Blows - Full-Round Action to make two extra attacks with highest bab.
Gather Power and Supercharge (Su) - Gather power as a move action to reduce the burn of a wild talent by 2 points, a full round action to reduce one on the next turn by 3 points, or a full round action and your move action on the next turn to reduce it by 5 points.
Doing so creates a loud, visble display in a 20ft radius of you. If you take damage before releasing, succeed a concentration check (using Con mod) of DC (10 + the damage + SL of wild talent) or lose the energy and accept burn points equal to amount it would have reduced.
Improved Evasion - No damage on a successful Ref save, half on a fail.
Internal Buffer (Su) - As a full-round action, accept 1 burn to add 1 point to your Internal Buffer, up to a max of 3 points. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them.
When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don’t activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.
Metakinesis (Su) - Add power to kinetic blasts:
Empower - 1 Burn - All variable numbers are increased by half. (ie. 2d6+1 becomes 3d6+1)
Maximize - 1 Burn - All variable numbers are maxed.
Quicken - 3 Burn - Swift Action, instead of standard.
Copy - 4 Burn - Creates a second, identical kinetic blast.
Metakinetic Master (Su) - Maximize -1 burn.
Omnikinesis (Su) - 1 burn to use any blast wild talent; 1 burn as a standard to change a wild talent to another of the same category for 24 hours; elemental requirements are ignored with this ability.
Perfect Self - Treated as an outsider for spells and magical effects; DR 10/chaotic; can still be revived; perfect calm state to restore 1 ki point per 10 minutes.
Purity of Body - Immune to diseases.
Still Mind - +2 on saves against enchantment spells
Stunning Fist - Gain Stunning Fist as a bonus feat, and choose any one condition to inflict instead of the usual: stun 1 round, fatigued, sickened 1 min, staggered or paralyzed 1d6+1 rounds, or permenantly blind or deafen the target.
Timeless Body (Ex) - No penalities to ability scores for aging, and no magically aging; still dies of old age.
Tongue of the Sun and Moon (Ex) - Can understand and speak with any living creature.
Unarmed Strike - Unarmed strikes deal 2d10 damage.
Ki
-----------------------
Ki Pool - 13/day
If pool has 1 remaining, unarmed strikes are treated as magic weapons, cold iron, silver, lawful, and adamantine.
Ki Powers
Diamond Mind - 1 point - Remove Fear at 20th CL as swift; spend 2 to use when frightened or panicked.
Diamond Soul - 2 points - Gain SR 30 for 20 rounds as a swift.
Flurry - 1 point - Extra attack on flurry of blows as swift.
Insightful Wisdom - 2 points - Allow ally to reroll an attack or saving throw.
Ki Guardian - Varies - Spend as many points as chosen allies to roll a saving throw for them; failing any causes your character to autofail theirs as well.
Ki Volley - 2 points - When spell or SLA fails to penetrate SR from diamond soul, send the spell back to its caster.
One Touch - At least 1 remaining - Standard to make an unarmed strike as a touch attack; add 10 to damage; spend 1 point to double bonus damage.
Quivering Palm - 4 points - Standard action to make an attack; if attack deals damage, it is successful. As a free action, will the target to die once within 20 days to force a Fort DC 23 or it dies.
Sudden Speed - 1 point - +30 base speed for 1 min as a swift.
Wholeness of Body - 2 points - Heal 1d8+20 as a standard action.
-----------------------
Style Strikes
-----------------------
When using Flurry of Blows, designate up to two attacks as any style strike you know before rolling attack.
Flying Kick - Move up to 60ft, using blows during the movement freely, and ending the movement with a kick against an adjacent foe.
Knockback Kick - Kick, making a free combat maneuver with current bab if it hits. If maneuver is successful, foe is knocked back 10 ft + 10 ft per every 5 extra it succeeds, up to 60 ft total.
Shattering Punch - Punch, bypassing any DR or hardness possessed by target.
Spin Kick - Kick at flat-footed AC; unusable against creatures that cannot be caught flat-footed.
Elements
-----------------------
-Take a standard action unless otherwise noted.
-DC's are 17 + talent's spell level
Elemental Focus
Fire
Class Skills - Escape Artist, Knowledge (Nature)
Basic Manipulation - Basic Pyrokinesis - Use flare, light, or spark at will, all producing normal heat; can use only one at a time.
Simple Blast - Fire Blast
Defense - Searing Flesh
Air - Expanded at 7th
Class Skills - Fly, Knowledge (Nature)
Basic Manipulation - Basic Aerokinesis - +2 on saves against heat, breat weapons, cloud vapors, and gases
Simple Blast - Electirc Blast
Aether - Expanded at 15th
Class Skills - Knowledge (Engineering), Sleight of Hand
Basic Manipulation - Basic Telekinesis - Mage Hand with weight limit of 40 pounds at 30 ft per round speed, hold liquids with an aether made cup, and move magical objects; can replicate the open/close cantrip.
Simple Blast - Telekinetic Blast
-----------------------
Kinetic Blasts
-----------------------
Simple Blast Talents
Standard action to shoot one up to 30 ft. All considered magic for DR. Full damage to swarms. Readied blasts can counterspell any spell of equal or lower level.
Physical - ranged - 10d6+17 - No SR applied to attack
Energy - ranged touch - 10d6+3
Electric Blast - Element: air; SL -; Blast Type: energy; Damage: electricity
Fire Blast - Element: fire; SL -; Blast Type: energy; Damage: fire
Telekinetic Blast - Element: aether; SL -; Blast Type: physical; Damage: bludgeoning, piercing, or slashing
Throw an item of up to 80 lbs at target; hit deals damage to both target and item.
Composite Blast Talents
Deal more damage than simple, but use burn. Composite burn costs are reduced by 1 (already figured in shown costs).
Physical - ranged - 20d6+17 - No SR applied to attack
Energy - ranged touch - 20d6+3
Aetheric Boost - Element: aether; SL -; Burn 1; Blast Type: same as simple energy blast
Infuse a simple energy blast with aether for additional +1 dam/die to the blast.
-----------------------
Defense Wild Talents
-----------------------
Searing Flesh - Element(s) fire; Burn 0
Natural and unarmed attacks against you cause 5 fire damage to attacker. Grappled creatures take 10 fire damage at the end of each turn.
Increase damage by 5 for 1 burn up to 7 times until your burn is removed. Accepting burn for fire wild talents causes damage from this talent to double for 1 round.
Dismiss or restore as an immediate action.
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Utility Wild Talents
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Aerial Adaptation - Element: air; Type: utility (Sp); SL 1; Burn 0
You are immune to altitude sickness, and gain an amount of electricity resistance equal to twice your current amount of burn.
Elemental Grip - Element: universal; Type: utility (Sp); SL 3; Burn 0
Saving Throw Will negates; Spell Resistance yes
You use your element to halt a creature associated with your element, as hold monster except it requires concentration to maintain, and it works only on creatures with a subtype matching one of your elements (for example, a pyrokineticist could use it on creatures of the fire subtype). At any time, you can accept 1 point of burn to remove the need to concentrate.
Expanded Defense
Element(s) universal; Type utility (Su); Level 4; Burn ?
Choose an element you selected with expanded element. You gain that element’s defense wild talent. You can take this wild talent multiple times, choosing a different element each time.
Fire’s Fury
Element(s) fire; Type utility (Su); Level 1; Burn ?
When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.
From the Ashes
Element(s) fire; Type utility (Sp); Level 9; Burn 2
When you are about to fall unconscious or die from hit point damage, as an immediate action you can burst into flames that leave behind only ash, which cannot be appreciably affected by most attacks or effects, though a disintegrate spell or similar magic can annihilate it. At the start of your next turn, unless the ash has been completely destroyed, you arise in the square where the most ash is located, having taken the damage from the triggering effect but having also healed 5 points of damage per kineticist level you possess.
Foxfire
Element(s) fire or wood; Type utility (Sp); Level 2; Burn 0
Prerequisites fire blast or positive blast
Saving Throw none; Spell Resistance yes
You surround a creature with glowing flames that outline it, as per faerie fire. If you use foxfire with positive energy, the flames don’t give off heat. If you use it with fire, the flames still aren’t hot enough to deal damage immediately, but the illuminated creature counts as being under the effects of severe heat and must succeed at a Fortitude save against nonlethal damage after 10 minutes. A creature can extinguish the foxfire automatically as a full-round action.
Heat Wave
Element(s) fire; Type utility (Sp); Level 3; Burn 1
Prerequisite(s) heat adaptation, searing flesh
You create an aura of shimmering heat that distorts the area around you. Until the next time your burn is removed, you can begin or end the heat aura as a swift action. The temperature in the area 30 feet around you rises by 5° F per kineticist level you possess, to a maximum modified temperature of 120° F. If this brings the temperature to at least 90° F, all attacks made by creatures within 5 feet of you suffer a 20% miss chance due to concealment. You are immune to these effects, as are those immune to fire or benefiting from endure elements.
Ride the Blast
Element(s) universal; Type utility (Sp); Level 6; Burn 0
You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast’s path, adjacent to the blast’s target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn’t work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).
Spell Deflection
Element(s) aether; Type utility (Sp); Level 7; Burn 0
You weave strands of aether around yourself in order to deflect targeted magic back at the caster. Until the beginning of your next turn, every time you are targeted by a spell that could be affected by spell turning, roll 1d10?1 and determine the effects of the spell as if you had spell turning with that many spell levels remaining. You can accept 1 point of burn to increase the duration to 10 minutes per kineticist level you possess, but in that case, it deflects only 10 spell levels in total (still rolled 1d10?1 at a time) before ending early.
Telekinetic Deflection
Element(s) aether; Type utility (Sp); Level 8; Burn 0
You can deflect your foes’ attacks, as the spell deflection with a duration of 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.
Wings of Air
Element(s) air; Type utility (Sp); Level 3; Burn 0
Prerequisite(s) air cushion or air’s leap the air bends to your will, allowing you to soar to great heights.
You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.
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Infusion Wild Talents
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Can add one substance infusion and one form infusion to a blast talent, simple or composite. Each can only affect Associated Blasts.
Reduce the total burn cost that infusions add to a single blast by 5.
Chain - Element: air; Type: form; SL 5; Burn 3
Associated Blasts - Electric Blast
If it hits, attempt another ranged touch attack against a target within 30 ft of first target dealing 1d6 less. Continue until you run out of dice, fail to deal damage, or miss. Cannot hit the same target twice.
Dazzling Infusion - Element: fire or wood; Type: substance; SL 1; Burn 1; Saving Throw: Will - Negates
Associated Blasts - Fire Blast
If it hits, foe makes a Will save or is dazzled for 1 minute. Reduce damage by half to increase DC by 2.
Detonation - Element: fire; Type: form; SL 4; Burn 3; Saving Throw: Reflex - Half Damage
Associated Blasts - Fire Blast
Flames explode outward from your body, dealing your blast damage to all creatures and objects within a 20foot radius.
Explosion - Element: fire; Type: form; SL 7; Burn 4; Saving Throw: Reflex - Half Damage
Associated Blasts - Fire Blast
Create an explosion of fire within 120 feet of you with a radius of 5, 10, 15, or 20 ft. All creatures and objects within the explosion take your blast’s damage.
Extended Range - Element: universal; Type: form; SL 1; Burn 1
Associated Blasts - any
Increase range of attack to 120 ft.
Flurry of Blasts - Element: universal; Type: form; SL 3; Burn 2
Associated Blasts - any
Shoot five blasts as if at first level at targets within a 15 ft radius circle up to 120 ft away from you. Any blast that hits a target that has already been hit adds 1d6 damage.
Physical - 1d6+8 or 2d6+8
Energy - 1d6+3 or 2d6+3
+1d6 if hit already by this talent this turn.
Focused Blast - Element: universal; Type: form; SL 2; Burn 2
Associated Blasts - any
+1 to attack and CL to overcome SR. Increase burn by 2 to increase bonus to attack by 1, up to +5 to attack for 10 burn. Reduce damage by half to reduce burn by half.
Kinetic Fist - Element: universal; Type: form; SL 1; Burn 1
Associated Blasts - any
Use as part of an attack action, charge action, or full-attack action to add damage to all natural and unarmed attacks until the beginning of your next turn.
+3d6 for a simple blast (fire or electric damage)
+6d6 for a composite blast (using extra burn)
More of a normal half-saiyan build than any interpretation of a specific character. (Goku's wis would definitely be single digits, for instance).

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Guys, it just occurred to me..... my player name (not character name) is Artemis P, a mix of my favorite fantasy characters and my real- life name..... I'm dead. AHHHH!!! :)
@Vrog- isn't the point of Superman that he's THE most powerful character who refuses to use anything more than a fraction of his power, a la World of Cardboard speech? It's up to you, but I know I'd like to see it

Liriiestil |

Yasss, as I already have change shape racially, I would like to trade out the Druid's wild shape for a familiar and favored terrain, and possibly something else(not sure what, just yet). Is that cool?
Also, can I give my animal companion(and possible familiar) some templates so they can remain useful and not die easily?
Finally, even though I'm a druid, I went with spells known as that's just easier, is that OK? In some cases, I went way beyond the max of known spells per level(for all 3 classes). I think for 2nd level druid spells, I have 24. Is that alright?
I know you're all 'play what ya want and what will be fun, and don't really worry about rules' but I do like to check in, just in case.

Yasss Queen |

The Vulture King was never human. He was a semi-divine vulture, who with his scavenger siblings ate the corpse of Curchanus.
Sorry, I wasn't trying to be mean, I know about the vultures backstory but if you will refer to the opening post, all PCs were originally human beings from the real world who died and awoke in this different universe.
You can have the same backstory for the vulture there should just be a backstory backstory as well! (huh?)
If you like you can have arrived thousands of years before other PCs and we can work out how you fit into current events, I suppose if you really don't like that you can be a natural inhabitant of the world though it would take a little work to fit you into the main story.

Simeon |

Ah, didn't quite catch that aspect. Maybe the Vulture King was an ancient deity on Earth who completely fell out of worship. With his worshippers dead or unfaithful, he faded out of existence. He then reawoke at the height of his power. I'll also retool the backstory to make it aligned to Earth mythology.

Yasss Queen |

Ah, didn't quite catch that aspect. Maybe the Vulture King was an ancient deity on Earth who completely fell out of worship. With his worshippers dead or unfaithful, he faded out of existence. He then reawoke at the height of his power. I'll also retool the backstory to make it aligned to Earth mythology.
Doesn't quite work for me because in the "real" world the characters come from there are no real gods or magic and that idea is actually important to the story.