| Phntm888 |
...I just counted, and am 5 feats short, since with my human bonus feat and 2 monk bonus feats, I have 58 total. I think what happened is I didn't realize I got a feat every level on both sides of the gestalt. I'm gonna fix that.
EDIT: Okay, fixed.
Iakyth, the Thunder Fist
Male half-dragon human (Garundi) unchained monk (scaled fist) 5//cleric (ecclesitheurge) 5 VMC Bard
LN Medium dragon (human)
Init +11; Senses Perception +20; low-light vision, darkvision 60 ft
Favored Class: Unchained Monk
FCB: +5 Skill Points
DEFENSE
AC 42, touch 33, flat-footed 34 (+5 armor, +7 Dex, +8 Cha, +5 deflection, +1 dodge, +2 monk, +4 natural)
HP 150 (5d10+50)
Fort +19, Ref +18, Will +20; +2 vs fear; +1 vs charm and compulsion
Special Defenses channel energy 2d6 (11/day, DC 20), draconic mettle, evasion, moderate fortification, perfected form +2; Immune disease, electricity, paralysis, sleep
OFFENSE
Speed 40 ft, fly 80 ft (average)
Melee unarmed strike +21 (1d10+15), bite +16 (1d6+7), 2 claws +16 (1d6+7)
Melee flurry of blows unarmed +23/+23 (1d10+15)
Ranged +3 adamantine spear +15 (1d8+14)
Special attacks blessing of the faithful, breath weapon 1/day (5d6 electricity, DC 17), draconic fury (electricity), ki pool (11), ki strike (magic), stunning fist 6/day (DC 21, stunned or fatigued), style strike (flying kick)
Domain Spell-Like Abilities (CL 5th; Concentration +13)
At will - lore keeper (29)
Spells Prepared (CL 5th; Concentration +13)
3rd (3+1) - dispel magic, ki leech, prayer, tongues (D)
2nd (5+1) - bull’s strength (D), hold person (DC 21), ironskin (2), lesser restoration, resist energy
1st (6+1) - bless, compel hostility (DC 20), divine favor (2), enlarge person (D), remove fear, touch of blindness (DC 20)
0 - detect magic, enhanced diplomacy, guidance, stabilize
D Domain Spell; Domains Self-Perfection (primary), Language (secondary) (see domain mastery)
STATISTICS
Str 32, Dex 24, Con 28, Int 20, Wis 28, Cha 26
Base Atk +5; CMB +16 (+18 bull rush, grapple, trip); CMD 32 (34 vs bull rush, grapple, trip)
Traits Centered, Exchange Agent (Survival)
Feats Binding Ki Throw, Chokehold, Combat Expertise, Combat Reflexes, Combat Style Master, Dragon Ferocity, Dragon Style, Dodge, Domain Strike, Enhanced Ki Throw, Feral Combat Training (bite, claw), Flyby Attack, Following Step, Grabbing Drag, Grabbing Style, Great Fortitude, Hover, Improved Bull Rush, Improved Grapple, Improved Initiative, Improved Ki Throw, Improved natural Attack (Claw), Improved Unarmed Strike (M), Improved Trip, Intimidating Prowess, Iron Will, Jabbing Dancer, Jabbing Style, Ki Channel, Ki Stand, Ki Throw, Lightning Reflexes, Mobility, Outflank, Point Blank Shot, Precise Shot, Precise Strike, Press to the Wall, Power Attack, Savage Slam, Scribe Scroll, Selective Channel, Shake it Off, Sidestep, Skill Focus (Acrobatics, Fly, Knowledge (religion), Perception), Spinning Throw, Spring Attack, Stand Still, Steady Engagement, Step Up, Stunning Fist (M), Toughness, Vicious Stomp, Weapon Focus (bite, claw, unarmed)
(M) - denotes monk class feature
Skills (ACP -0)
--Appraise* +10 = 5 Int + 2 ranks + 3 Class
--Acrobatics +18 = 7 Dex + 5 ranks + 3 Class + 3 Skill Focus
--Climb +15 = 11 Str + 1 rank + 3 Class
--Diplomacy +16 = 8 Cha + 5 ranks + 3 Class
--Escape Artist +14 = 7 Dex + 4 ranks + 3 Class
--Fly +15 = 7 Dex + 2 ranks + 3 Class + 3 Skill Focus
--Intimidate +25 = +11 Str + 8 Cha + 3 ranks + 3 Class
--Knowledge (arcana) +11 = 5 Int + 1 rank + 3 Class + 2 Bardic Knowledge
--Knowledge (dungeoneering) +11 = 5 Int + 1 rank +3 Class + 2 Bardic Knowledge
--Knowledge (engineering)* +11 = 5 Int + 1 rank + 3 Class + 2 Bardic Knowledge
--Knowledge (geography)* +11 = 5 Int + 1 rank + 3 Class + 2 Bardic Knowledge
--Knowledge (history)* +12 = 5 Int + 2 ranks + 3 Class + 2 Bardic Knowledge
--Knowledge (local) +11 = 5 Int + 1 rank + 3 Class + 2 Bardic Knowledge
--Knowledge (nature) +11 = 5 Int + 1 rank + 3 Class + 2 Bardic Knowledge
--Knowledge (nobility)* +11 = 5 Int + 1 rank + 3 Class + 2 Bardic Knowledge
--Knowledge (planes) +15 = 5 Int + 5 ranks + 3 Class + 2 Bardic Knowledge
--Knowledge (religion) +18 = 5 Int + 5 ranks + 3 Class +3 Skill Focus + 2 Bardic Knowledge
--Perception +20 = 9 Wis + 5 ranks +3 Class + 3 Skill Focus
--Profession (scribe)* +15 = 9 Wis + 3 ranks + 3 Class
--Sense Motive +17 = 9 Wis +5 ranks + 3 Class
--Spellcraft +13 = 5 Int + 5 ranks + 3 Class
--Stealth +15 = 7 Dex + 5 ranks + 3 Class
--Swim +15 = 11 Str + 1 rank +3 Class
*denotes background skill points
Languages Common, Garundi, Ancient Osiriani, Azlanti, Draconic, Dwarven, Osiriani, Vudrani
SQ aura (Lawful), bardic knowledge, bonded holy symbol, domain mastery (Self-perfection, Knowledge), ecclesitheurge’s vow, fast movement, inherent bonuses, orisons, purity of body
Combat Gear wand of cure critical wounds (50 charges), 4 potions of invisibility, 2 potions of cure moderate wounds, potion of water breathing, 2 flasks acid, 2 flasks alchemist’s fire, 2 flasks holy water, 2 flasks liquid ice, 2 tanglefoot bags, 2 thunderstones Gear ghost touch amulet of mighty fists +4 (bonded holy symbol), cloak of resistance +5, bracers of armor +8 (+5 Armor, moderate fortification), ring of protection +5, ring of sustenance, belt of physical might (Dex, Con) +2, headband of inspired wisdom +2, handy haversack, traveler’s any-tool, monk’s robe, iron holy symbol of Irori, 43 gp
Cleric (Ecclesitheurge)
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Blessing of the Faithful (Su): As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
Bonded Holy Symbol (Su): At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item.
As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domain Mastery: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge of Sarenrae with Glory and his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.
Ecclesitheurge’s Vow: At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one).
Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Unchained Monk (Scaled Fist)
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Draconic Fury (Su): At 3rd level, the scaled fist has gains the elemental fury ki power. This ability replaces the ki power normally gained at 4th level.
Draconic Mettle (Su): At 4th level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects. This ability replaces the still mind ability.
Draconic Might : Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.
Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed.
Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Ki Pool (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
Elemental Fury (Su): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Style Strike (Ex): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.
Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.
Other
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Centered: Requirement(s) Irori
Having anchored yourself in your faith and your knowledge of yourself, you’ve made it difficult for others to dominate you. You gain a +1 trait bonus on saving throws against charm and compulsion effects, and the DC of any attempts to use the Intimidate skill on you increases by 1.
Exchange Agent: Although you’re a relative newcomer to Magnimar, you’re not some naive stranger. You’ve been sent by the Pathfinder Society lodge in your home country to learn more about Varisia by experiencing the frontier firsthand. After arriving, you reported to the Magnimar lodge and placed your expertise at the venture-captain’s disposal. To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language (see The Inner Sea World Guide). Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.
Inherent Bonuses: Iakyth has used a manual of bodily health +4, manual of quickness of action +4, manual of gainful exercise +5, tome of clear thought +4, tome of understanding +4, and tome of leadership and influence +4 to boost the relevant stats.
CR: Same as the base creature + 2 (minimum 3).
Type: Creature type changes to dragon. Do not recalculate HD, BAB, or saves.
Armor Class: Nat. armor improves by +4.
Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon.
Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature's base land speed (average maneuverability).
Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon's size (see Natural Attacks.)
Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier). 60-foot line of electricity.
Abilities: Increase from the base creature as follows: Str +8, Con +6, Int +2, Cha +2.
Skills: A half-dragon with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature's.
Iakyth’s story begins at The Monastery of the Learned Warrior, a somewhat isolated monastery on the southern coast of Jalmeray. His draconic mother, Maxera, was the monastery’s guardian, and she gave him to the monks with strict instructions to train him in both mind and body, to hone his skills, for 25 years. After that time, he was to journey to her island by boat, where he would face a series of trials to prove himself worthy of her blessing. The monks agreed.
Iakyth was told nothing of this, though growing up it was readily apparent he was not like anyone else in the monastery. He was no throwback to a draconic ancestor. His tiny wings, teeth, and claws, coupled with a human child’s mind, made him a most difficult and unruly child. Many a monk grew tired keeping him controlled and attempting to teach him discipline suitable for Irori. Perhaps as much for sanity as anything else, those who had the duty of teaching him thought of their time as a test of their patience, centeredness, and devotion to the Master of Masters. Eventually, as the dragonling grew older, he became more calm and studious, more focused and centered. He applied himself to both his physical and his mental studies, proving himself of keen mind and powerful body. His draconic heritage grew more pronounced as his wings became capable of bearing his weight, his claws and teeth grew sharper, and his scales became more refined.
Under the monk’s physical training, his innate draconic strength and toughness were honed to peak physical condition. He was constantly pushed to his limits, for he had started so far beyond other students that he had to be pushed further than they. For training the mind, where other students were to study three or four subjects each, he was forced to study all of them, the monks adhering to his mother’s instruction that they should ready him for whatever tests lie ahead. They taught him not to rely on his advantages, for they could be taken away at any moment. Finally, upon his 25th birthday, he was called before the leader of the monastery, and was told of his mother.
300 years ago, the Monastery of the Learned Warrior was established. Part temple to Irori, part martial arts training dojo, and part school, the Monastery attracted the attention of a bronze dragon, Maxera, who had made her lair on a rocky island some distance away. Intrigued, she adopted a human guise and sought to learn about the monks and their traditions. She sought acceptance to the school, and was able to prove herself worthy of their teachings. The monks taught a hard discipline, emphasizing that only through perfection of mind and body could one truly attain enlightenment. Students were expected to study a wide variety of topics and maintain themselves in perfect physical form. Time in the day was limited, but these were the monks’ expectations. Maxera found their teachings useful, and eventually revealed to the monks her true identity. In thanks for their teachings, Maxera vowed to protect the monastery should any danger arise.
They told him she had given him to the monastery to raise and train, and that he must now journey to her island and face a series of tests to prove his worth. The monastery provided a small, one-person boat for him, and Iakyth left to meet his mother. His mother, knowing this day would arrive, saw him coming, and used her magic to cloak herself in invisibility. When he got close, she called up the winds of the tempest, capsizing and destroying the small boat, forcing Iakyth to swim to the rocky shore, for he could not fly in the strong winds. Once he’d made it to the shore, he saw no way up but straight. Again, his mother brought the tempest winds, stopping him from flying, and forcing him to climb the hundreds of feet to the top of the cliff.
Once he arrived, on top of the cliff, he found himself facing a forest of strange trees he had never seen before. His mother, pleased at his success, left to prepare herself for the next test. It had been several hours since Iakyth had eaten or rested, his food lost in the capsized boat. Fortunately, he was able to gather some food and water from a stream, and took some time to meditate and regain his strength. He then pressed on into the forest, until he came to a gate of crystal, guarded by an Oread. The Oread greeted him, and said he would unlock the gate and allow Iakyth to pass, so long as he could recite the history of the war between Nex and Geb. Having learned this, Iakyth did so, and the Oread unlocked the gate and allowed him to pass into a vast crystal labyrinth.
He spent until the next night within the labyrinth until he arrived at a grove in the center. There, a dryad awaited with her sacred tree, along with a pool of clear, drinkable water and other fruit-bearing trees. The dryad said he could partake of the water and fruit, and rest in her grove, if he could but describe to her twelve different varieties of tree and six different animals. It took him an hour, but he was able to answer her question, and so had the chance to eat and rest. When he awoke, the dryad showed him the path he had to take in order to find the exit, and he set off yet again.
After several hours, he found the exit to the maze, but his way was blocked by the next test - a massive stone slab that would have to be moved. Calling on Irori for strength, he caused himself to grow to the size of a small giant and pushed and heaved until the stone was moved out of the way, and he stepped into a cavern, so dark that even with his draconic sight he could not see, for his mother had filled the way with globes of deeper darkness to further challenge him. He had to blindly find his way through the caves carefully avoiding tripping on stalactites or stalagmites, winding downwards until he came into a part of the cave where the magical darkness was gone. There, he found a dwarf, who challenged him to a wrestling contest in order to move on. Iakyth accepted, and he and the dwarf battled for several minutes until the half-dragon got the upper hand and pinned the dwarf so he could not escape. Laughing, the dwarf showed him the path to take to his final challenge.
Eager, Iakyth strode down the path, looking forward to completing his tasks. He was tired, and he had not eaten since the dryad’s grove, but soon he would prove his worth. He stepped into a round chamber, lit by torches with continual flame spells on them. A circle was drawn about the perimeter of the chamber, one step from the walls. Standing at the far side of the circle was a woman, knelt in meditation. As he stepped into the chamber, her eyes opened, and she stood, saying, ”You have done well, my son, in making it this far. You have shown your endurance, your knowledge, your cunning, and your strength. The rules for your final test are simple. Once you cross the line, the test begins. After crossing the line, you cannot cross it again until you have completed the test. If you do, you have failed. You have one hour to rest and prepare yourself before you cross the line. If you do not do so by the end of the hour, you will have failed. Questions will not be answered. You will be told the test once you cross the line.” Here, she pulled an hourglass from somewhere, and said, ”Your hour begins...now.” The hourglass turned, and the sand began to fall.
Iakyth was tired, and he knew an hour would not be enough time to recover his rest. There was clearly no food for him, so he was hungry as well. Still, he had never backed away from a test, never backed away from a chance at improving himself. Kneeling, he meditated, steadied his breathing, and attempted to will away his fatigue. As the end of the hour drew near, he preyed to Irori for strength, for both mind and body, and to guide him in combat. Opening his eyes, he stepped over the line, saying ”I am ready.” His mother smiled. ”Good. Your task is very simple - you must hit me.” A task which proved to be not so simple after all.
It was evident within the first minute that his mother’s skill was far beyond his. She evaded fist, foot, elbow, head, knee, claw, and maw. She ducked, weaved, flipped, and sidestepped out of the way his attacks with ease, saying nothing, merely smiling a small smile. For half an hour they went. Iakyth’s muscles burned, and he labored for breath. His mother seemed hardly to have exerted herself at all. Iakyth knew that he could not keep going for much longer. Pausing to catch his breath, he replayed the fight, and then noticed a pattern. When he was his most aggressive, she would always respond with a certain defense. If he changed up his attack…
Iakyth spread his wings and let out a draconic bellow, charging at his mother, pulling his fist back for a powerful punch. She began her dodge...and then Iakyth whipped his leg around to kick her in the side, right in the path of where she was dodging. He was pretty sure it didn’t hurt her - she didn’t react with pain, anyway - but she stopped, smiled, and said, ”Well done, my son. You are worthy. Come.”
She led him to another passage, this one ascending, until they arrived at a pagoda. Within, he was given food and drink, and she revealed to him that over the years he had populated her island with several followers, and used magic to shape the rocky land to something more suitable. His father had been one of her followers, a Pathfinder who would go on expeditions. He had died shortly after he was born, dead in an ancient Osirian tomb of a devious trap. She had left him to be trained at the monastery because he would always be a being of two worlds - dragon and human - and he needed to be trained first in the human world, in their ways, before he could be trained in the dragon’s ways.
For the next two years, Iakyth trained with his mother, learning to incorporate his draconic ancestry with his Iroran techniques. She also taught him more about magic and the planes, subjects the Monastery hadn’t covered, and how to use his wings to properly fly, not clumsily fumble about. During that time, she gave him access to books from her horde, some of which were imbued with magic that would enhance his abilities. Finally, she pronounced him ready, and gave him a task: to venture into the world, gather knowledge, and add it to her library. The Pathfinder Society would be his best path to do so, and the nearest lodge was in Sothis, in Osirion. She gave him some items from her horde to aid him, and Iakyth returned to the monastery. From there, he took ship from Jalmeray to Katapesh, and then Katapesh to Sothis, where he presented himself at the Pathfinder Lodge there. With both his mother’s and the monastery’s education, he easily proved himself worthy. He joined a couple of Pathfinder expeditions to ancient Osirian ruins, where both his knowledge and his martial skills proved valuable to the expedition. After a year, he was chosen to participate in an exchange program with the Pathfinder lodge in Varisia. He set sail on a ship, first to Absalom, and then from there to Magnimar. Now, he has presented himself to Heidmarch manor, the Society’s lodge, to meet with the Venture-Captain, Sheila Heidmarch.
Also, Hayato Ken, I noticed a couple of things in your item list. You have greater shadow bracers of armor +8[/url], but the description of bracers of armor says you can't put non-numerical enhancement bonuses on them. I also noticed your [i]+5 agile dueling amulet of mighty fists. The amulet's description says that it cannot have a modified bonus higher than +5, including special abilities. Were we ignoring those rules? Cause I may consider reworking my items if we were, especially the amulet of might fists.
| River of Sticks |
1: 45
2: 4
3: 2
4: 4
5: 2 = 55is correct.
You can just assume retraining, or evaluate qualification at 5th level -- you don't need to go back and imagine what the 1st level version looked like.
Quick note - that’s 57 at 5th. I had included the first level bonus feats and regular feats twice by accident, which was where I got the 61.
| Sebecloki |
Sebecloki wrote:Quick note - that’s 57 at 5th. I had included the first level bonus feats and regular feats twice by accident, which was where I got the 61.1: 45
2: 4
3: 2
4: 4
5: 2 = 55is correct.
You can just assume retraining, or evaluate qualification at 5th level -- you don't need to go back and imagine what the 1st level version looked like.
You are correct. I apparently can't do simple addition any more :).
| Sebecloki |
...I just counted, and am 5 feats short, since with my human bonus feat and 2 monk bonus feats, I have 58 total. I think what happened is I didn't realize I got a feat every level on both sides of the gestalt. I'm gonna fix that.
EDIT: Okay, fixed.
** spoiler omitted **...
Is the alignment as loyalties system from unchained going to be an issue for you? I'm still trying to decide what to do about alignment.
| Hayato Ken |
I like the ideas of loyalties.
My suggestion would be get rid of alignment restrictions, take loyalties, but let smite etc. work as normal. Super easy.
@Phntm888: Don't know about that stuff, might be off. I've been putting together things half asleep lately. PbP is for me to take off stress and because i can't get live games since some time and probably for some time.
It's an anchor for sanity, so i'm not overly in rules discussions.
Pretty sure if i were to look over some others stuff i would find things to nitpick and question, but i really don't care^^
I'm here to have fun and good rp.
Before we play my character might change quite some times anyway.
This character theme could be a barbarian/oracle as well for example.
| gyrfalcon |
The talk of loyalties, and loosening alignment restrictions, made me realize I should take another look at the Deadly Prankster template.
Now, for ultimate Pranksterism, I think I'll be a Bard (Prankster)/Inquisitor of the Lantern King (Sworn of the Eldest)--also known as a Pranquisitor!--with the Fey Creature and Deadly Prankster templates.
The build is coming together...
| Sebecloki |
Well, in this case I was thinking more like the ancient Thassilonians are an equivalent to the dark primordial/Lovecraftian powers, and the Pathfinders are sort of like the agency that Hellboy works for -- I think in the case of Hellboy Nazi occultism is only present in the first movie/one series. The second movie was about dark elves basically, and was sort of urban fantasy.
| Diamondust |
The loyalties thing is cool but sounds pretty complicated. Hopefully there will be some way to track it all that the GM puts in the campaign tab or something as we go. This game is looking pretty fun. My wizard is taking shape slowly.
If my wizard has a familiar do they get similar bonuses to animal companions?
| River of Sticks |
Well, feats are picked, race and template are a go, I'm really liking the backstory and driving some of the flavor choices from it, and just need to wrap up equipment.
Question: is the Overclocked Magic variant from Unchained on the table to use? Swift/single action to make a spellcraft check to add 2 to CL or to the DC. I like the additional tactics it opens up, but thought I'd ask before assuming.
| Diamondust |
Here's some progress on my character sheet. Gotta get more feats, spells, formulae, items and the tumor familiar sorted. And the backstory is coming along nicely too. I hate my slow move speed but I suppose some weakness is in order. One thing I notice is that when at 0hp my vampire healing stops for 1 hour but the regeneration would keep working if it hasn't been stopped by good or silver. So that would mean I would regen hp and be able to keep going and not be helpless for 1 hour, would my fast healing reactivate since I'm not helpless at 0hp anymore? "after 1 hour–regardless of the state of its remains–it regains 1 hit point, is no longer helpless, and resumes healing at the rate of 5 hit points per round". Hopefully that means I'm one of the hardest vampires to be put down, ever. The funny thing is a Nightmare can feign death for a bit while it regens. Hahah I'm really liking this character.
I'm already locked in this build but going through my options I found a hilarious idea for a different character. It would work better with a melee damage build, say a vivisectionist/barbarian or some such, than a wizard/alchemist. Basically I make a few simulacra of myself via the discoveries available and take the Rat Stack feat so all my simulacra can stand in the one square and be flanking. ALL THE SNEAK ATTACK! The Ratfolk Death Squad.
Dezhin Longtail (possessed by Qrolk)
Male Nightmare Vetala Vampire Ratfolk Wizard (Shadowcaster)/Alchemist (Mindchemist/Psychonaut) 5
NE Small Undead (Augmented Ratfolk)
Init +17; Senses Darkvision 120 ft.; Perception +25; Aura fear (60 ft., DC 25), frightful presence (30 ft., DC 25)
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Defense
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AC 35, touch 22, flat-footed 24 (+8 armour, +11 dex, +5 natural armour, +1 size)
hp 230 (5d8+65+5+5) (2x max); fast healing 5, regeneration 5 (good or silver weapons, good spells)
Fort +19, Ref +15, Will +9
Defensive Abilities channel resistance +4, illusion resistance +4, poison resistance +2, rat familiar (+2 fortitude saves), feign death (DC 26), protection from good; DR 10/magic and good, 5/good or silver; Immune undead traits; Resist fire 10, electricity 10
Weaknesses vetala weaknesses
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Offense
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Speed 20 ft., climb 20 ft., fly 10 ft. (perfect)
Melee 2 claws +14 (1d4 + paralysis)
Ranged touch +14
Special Attacks swarming, terror (17/day), drain prana (DC 25), malevolence (DC 25, 13 hours), paralysis (DC 25), possess corpse, night terrors (DC 25), bomb 19/day (3d4+14 fire, DC 26)
Spell-like Abilities (CL 5th; concentration + 18)
Constant—protection from good
3/day—detect thoughts (DC 25), dream (DC 28), nightmare (DC 28), suggestion (DC 26)
1/day—shadow walk
Wizard Spells Prepared (CL 5th; concentration +19) (base+bonus+school/day)
3rd (1+3+1*/day)—
2nd (2+4+1*/day)—
1st (3+4+1*/day)—
0 (4/day at will)— 4
Alchemist Extracts Prepared (CL 5) (base+bonus/day)
2nd (2+4/day)—
1st (4+4/day)—
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Statistics (102 pt. buy) Str 8(-2), Dex 18(17), Con 6(-6), Int 24(50), Wis 18(17), Cha 20(26); Race: +2 Dex, +2 Int, –2 Str; Vetala: +4 Str, +2 Dex, +4 Int, +2 Wis, +6 Cha; Nightmare: +4 Dex, +2 Int, +4 Cha; Items: +6 Dex, +6 Int, +6 Cha
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Str 10(+0), Dex 32(+11), Con -, Int 38(+14), Wis 20(+5), Cha 36(+13)
Base Atk +3; CMB +3; CMD 24
Feats Scribe Scroll, Brew Potion, Throw Anything, Toughness, Weapon Finesse, [Alertness, Blind-Fight, Deceitful, Improved Initiative, and Skill Focus (Disguise)]
Traits Reactionary, Hedge Magician
Skills (4 class + 14 int + 2 background* = 20)/level
Acrobatics +11, (0 ranks, +11 Dex) (0 ACP)
Appraise +17, (0 ranks, +3 CS, +14 Int)
Bluff +20, (5 ranks, +13 Cha, +2 feat)
Climb +8, (0 ranks, +0 Str, +8 racial) (0 ACP)
Craft (alchemy) +24 (+29 to create an alchemical item), (5 ranks, +3 CS, +14 Int, +2 racial)
Diplomacy +13, (0 ranks, +13 Cha)
Disable Device +11, (0 ranks, +0 CS, +11 Dex)
Disguise +23, (5 ranks, +13 Cha, +5 feat)
Escape Artist +11, (0 ranks, +11 Dex)
Fly +29, (5 ranks, +3 CS, +11 Dex, +8 racial, +2 size)
Handle Animal +13 (+17 vs. rodents), (0 ranks, +13 Cha)
Heal +5, (0 ranks, +0 CS, +5 Wis)
Intimidate +17, (0 ranks, +13 Cha, +4 racial)
Knowledge (arcana) +36, (5 ranks, +3 CS, +28 Int)
Knowledge (dungeoneering) +36, (5 ranks, +3 CS, +28 Int)
Knowledge (engineering) +36, (5 ranks, +3 CS, +28 Int)
Knowledge (geography) +36, (5 ranks, +3 CS, +28 Int)
Knowledge (history) +36, (5 ranks, +3 CS, +28 Int)
Knowledge (local) +36, (5 ranks, +3 CS, +28 Int)
Knowledge (nature) +36, (5 ranks, +3 CS, +28 Int)
Knowledge (nobility) +36, (5 ranks, +3 CS, +28 Int)
Knowledge (planes) +36, (5 ranks, +3 CS, +28 Int)
Knowledge (religion) +36, (5 ranks, +3 CS, +28 Int)
Linguistics +22, (5 ranks, +3 CS, +14 Int)
Perception +25, (5 ranks, +3 CS, +5 Wis, +10 racial, +2 feat)
Perform +13, (0 ranks, +13 Cha)
Profession +5, (0 ranks, +0 CS, +5 Wis)
Ride +11, (0 ranks, +11 Dex)
Sense Motive +15, (0 ranks, +5 Wis, +8 racial, +2 feat)
Sleight of Hand +19, (5 ranks, +3 CS, +11 Dex) (0 ACP)
Spellcraft +22, (5 ranks, +3 CS, +14 Int)
Stealth +36, (5 ranks, +11 Dex, +12 racial, +4 size, +4 enhancement) (0 ACP)
Survival +5, (0 ranks, +0 CS, +5 Wis)
Swim +0, (0 ranks, +0 Str) (0 ACP)
Use Magic Device +23, (5 ranks, +3 CS, +13 Cha, +2 racial)
Racial Bonuses +2 Craft (alchemy), +10 Perception, +2 Use Magic Device, +4 Handle Animal (to influence rodents), +8 Disguise, +8 Sense Motive, +12 Stealth, +4 Intimidate
Languages Aklo, Common, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, Shadowtongue, Undercommon
SQ tinker, rodent empathy, opposed schools (Evocation/Necromancy), shadow spells (3 spell levels), extended illusions (2 rounds), alchemy (alchemy crafting +5, identify potions), perfect recall (knowledge checks, remembering), discoveries (tumor familiar: ratling, ), cognatogen (+4/-2, +2 natural, 50 minutes)
Wealth 880,000gp
Combat Gear Bracers of Armour +8
Other Gear Belt of Incredible Dexterity +6, Headband of Mental Prowess (Int/Cha) +6,
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Ratfolk Abilities
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Size (Small) Ratfolk are Small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Tinker (Ex) Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Rodent Empathy (Ex) Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming (Ex) Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
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Wizard Abilities
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Shadow Spells (Su) At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level of the highest-level wizard spell he can cast. For example, if he can cast 6th-level wizard spells, he could prepare six 1st-level spells, two 3rd level-spells, or any similar combination that adds up to a total of six spell levels. These spells are stored in his shadow. He can only cast these spells when he is in an area of normal light or dim light. He gains Shadowtongue as a bonus language.
Shadow Sight (Ex) At 5th level, a shadowcaster gains darkvision 60 feet. This ability replaces the shadowcaster’s 5th-level wizard bonus feat.
Opposed Schools: Evocation/Necromancy A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
Arcane School: Illusion (Phantasm) Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Extended Illusions (Su) Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Terror (Su) As a standard action, you can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from you or an ally of your choice. Creatures with more Hit Dice than your wizard level are unaffected. This is a mind-affecting fear effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Bonus Feats 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats. A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.
Wizard Spells Known A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own. Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Cantrips
1st Level Spells
2nd Level Spells
3rd Level Spells
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Alchemist Abilities
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Alchemy (Su) When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Bomb (Su) An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. A psychonaut’s bombs deal damage one die step lower than normal (regular bombs deal d4s, concussive bombs deal 1d3s, and so on).
Cognatogen (Su) When an alchemist brews a cognatogen, he selects one mental ability score—either Intelligence, Wisdom, or Charisma. It’s a standard action to drink a cognatogen. Upon being imbibed, the cognatogen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the cognatogen is in effect, the alchemist takes a –2 penalty to one of his physical ability scores. If the mutagen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.
Discovery (Su) At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. A mindchemist may select Skill Focus (Disable Device, Disguise, Heal, any Knowledge skill, Sense Motive, or Spellcraft) in place of a discovery. A mindchemist may learn three languages in place of a discovery.
Tumor Familiar (Ex) The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.
Chameleon (Su) An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.
Poison Resistance (Ex) At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison.
Perfect Recall (Ex) At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.
Swift Alchemy (Ex) At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Precognition At 5th level, a psychonaut adds augury to his formula book as a 2nd-level extract (this extract does not require a divine focus component).
Alchemist Formulae Known An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
1st Level Formulae 18
2nd Level Formulae augury (does not require focus), 2
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Vetala Abilities
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Natural Weapons (2 claws) A vetala’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Drain Prana (Su) A vetala can drain the mental vitality of a grappled opponent. If the vetala establishes or maintains a pin, it drains this energy, dealing 1d4 points of Charisma damage. Additionally, the victim is affected by the spell modify memory, as if the vetala had spent 5 minutes concentrating. The vetala gains perfect knowledge of any memory it chooses to eliminate using this ability. Vetalas often use this ability to prevent victims from remembering they’ve been attacked.
Malevolence (Su) As a full-round action, a vetala can attempt to take control of a helpless living creature’s body, as the spell magic jar (caster level 10th or the vetala’s Hit Dice, whichever is higher), except that it does not require a receptacle. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same vetala’s possession for 24 hours. If a creature fails its save, its consciousness and control of its body are subsumed as the vetala takes command of its body. The vetala can remain in control for a number of hours equal to its Charisma modifier or until it decides to end the possession. Whenever the possession ends or the host body is killed, the vetala’s consciousness instantly returns to its body, regardless of distance, so long as it remains on the same plane. If the vetala’s body has been destroyed or moved to another plane, the vetala’s consciousness is destroyed when the possession ends. While possessing another creature, the vetala’s body is empty and vulnerable, though it is instantly aware if its body is disturbed or takes damage.
Paralysis (Ex) Any creature struck by a vetala’s claws must make a successful Will save or be paralyzed for 1d4+1 rounds. Elves are immune to this effect.
Possess Corpse (Su) As a full-round action, a vetala can possess a Large or smaller corpse just as it can a living body. The vetala’s consciousness leaves its body and takes control of the corpse, animating it as either a skeleton or zombie (depending on its state of decay). The vetala can remain in control of a corpse indefinitely, and can communicate through the body, but cannot use any of its other special abilities. This ability otherwise functions just as malevolence.
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Nightmare Abilities
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Feign Death (Ex) Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Heal check or Will saving throw (DC 10 + 1/2 the nightmare creature’s Hit Dice + the nightmare creature’s Intelligence or Charisma modifier, whichever is higher) to recognize it is actually alive.
Illusion Resistance (Ex) A nightmare creature automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects.
Fear Aura (Su) All creatures within a 60-foot radius that see or hear a nightmare creature must succeed at a Will save or be shaken for as long as they are within the aura. Whether or not the save is successful, that creature cannot be affected again by the same nightmare creature’s fear aura for 24 hours. This is a mind-affecting fear affect.
Frightful Presence (Su) This ability activates when the nightmare creature charges, attacks during a surprise round, or succeeds at a DC 15 Intimidate or Perform check. Its frightful presence has a range of 30 feet.
Night Terrors (Su) Once a nightmare creature enters a target’s mind with its dream or nightmare spell-like ability, it can attempt to control the target’s dream. If the target fails a Will saving throw, it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare creature controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score.
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Feats
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| Dαedαlus |
From a strictly RAW perspective, I think becoming a vampire cancels out your regeneration- per the Bestiary, "Only a creature with a Constitution score can have regeneration," but then there's also examples that contradict that.
Also, finished the backstory for Ronodin Velris. Anyone care to take a stab at what he is? I'm curious as to how well I interwove his attributes into the backstory (it turned out much longer than I was anticipating).
One of those beings was Kel-sharai, born in a traveling Varisian caravan, consisting mostly of Kitsune. Born the very day the god of humanity died, it was obvious he wasn't normal, with a snow-white coat, eyes the color of midnight, and three tails from his very birth. He was trained as a sorcerer, and his aptitude for natural magic could not be denied (he was a prodigy in nearly every conceivable area, especially the arcane), and his natural powers blossomed from even a young age. However, this did not satisfy him. With a mind keener than any of his peers, he ran circles around all who tried to mentor him, but as his other six tails grew in and his shapechanging abilities developed, he tackled studied magic, trying to become the ultimate mage. He certainly did manage that, and his arcane powers blossomed. He also proved a gifted craftsman, capable of infusing magic into nearly anything. However, as anyone who tried to get Kel to do anything he didn't want to do faced a near impossible battle, as the only thing stronger than Kel's magic was his will, and it was virtually impossible to get him to change his mind about anything.
Before he even reached adulthood, Kel's family was fed up with him, and he with them. As a result, at the age of 14 (4620 AR), he ran away from home to the young city of Magnimar, where he developed his wizardry skills into something more substantial. Three years later, going by the name Tor Grundarr, as a member of the Eyes of the Hawk, helped Magnimar fend off shriezyx as the spider creatures attempted to attack the city. Uncontent with this, though, he adopted the name of Galdurin Barmier and founded the Twilight Academy some miles outside of the city. His headstrong and sometimes reckless nature bled into the nature of the research done at the academy, and it resulted in the Twilight Academy attracting those whose projects were perhaps more uncouth.This culminated when, one day, he was overseeing a new necromancy experiment being executed by an aspiring sorcerer, when it backfired and instantaneously killed everyone within a hundred yard area, their bodies untouched but their souls severed from their bodies.
Or at least, that's the apparent result. In truth, it's likely that only Kel and the necromancer would have died, but as he felt his life get stripped away, was no exception to this, but he had other ideas. As he felt his soul slip away, he simply refused to die. As he desperately clung onto life, he used so much of his natural power that it was actually weakened, but accomplished no more than clawing the life out of many students in the vicinity.
And yet… after death, the combined magical and mental energy of himself and the students mingled together, unlocking power in his dead body, and he arose as a psychic vampire a day later, with a hunger for knowledge (both literal and metaphorical). However, as he was already considered dead as Galdurin (and so having had his kitsune nature made apparent to those who buried him, Kel finally abandoned his old life and name, and set off into the wilds to reinvent himself and learn about his new abilities and weaknesses. He did so, and spent about a decade learning how to weave the necromantic energies from his new form into powerful curses, and deliver them at the tip of a sword.
In 4649 AR, he returned to Magnimar, now going by the name of Marat Velris, and, after just a bit of work, managed to set himself up quite nicely, purchasing a relatively modest house in the Alabaster district. Over the next 50 years, he quietly developed a business crafting magical items, and eventually pretended to pass away. Now, he's filling the role of Marat's "son" Ronodin, as an eclectic mage and someone with a keen interest in collecting magical items and expanding his knowledge. As both of those tasks are the primary goals of the Pathfinders, Ronodin joined them relatively recently as a scholar-warrior, and is waiting for a new assignment.
| River of Sticks |
There's a LOT of feats published.... Here's a start. Need to finish equipment, and all the various tweaks that come from having said equipment.
In combat, Caramon uses a Two-Bladed Sword double weapon to either TWF on full attacks, or two-hand for charges / opportunity attacks. He can mass intimidate, and tank on the front lines. Janelk focuses on movement, running around and triggering AoO from movement and using panther style to retaliate and trip the enemy. Anyone using teamwork feats will get extra bonuses if they use Caramon as one of the allies for the feat.
Out of combat the pair make a sneaky combo for skill monkeying, eventually trapfinding, healing, buffing, and crafting.
Spoilers contain Walls of Text.
Caramon and Janelk were prisoners of a wizard, Vlashka, conducting experiments delving into immortality. In his pursuits Vlashka captured many subjects from different planes, and kept them in his personal demiplane for his experiments. He even managed to bring in draconic powers in various forms. His attempts to create immortality often failed, and even his apparent successes never saw the light, as he could not bear to look upon their twisted forms and kept them ever in the darkness.
Over the years he refined his approach, and slowly the results of his testing grew stronger, with more sanity. Vlashka realized that he would not be able to accomplish his goals with the "materials" that he had access to, and set about perfecting his rituals to summon more power. When Vlashka thought he was ready, he attempted to summon Yig, Father of Serpents, and bind him to his will. He failed terribly, and paid for his hubris with his life. Seeing the many experiments caged by the wizard, Yig freed them from Vlashka's bindings to find their own lives. More than half the experiments had turned feral, or never progressed past that stage in their development; the chaos and destruction upon their release was immense. The rational survivors banded together to slay each of the insane monstrosities; and then for the most part, the sane monstrosities went their own way.
Caramon remembered enough of his early days to know that times ahead would be tough, and made a pact with Janelk, one of the other surviving experiments, to work together. The deimplane was close to the Plane of Shadow, and though Janelk had survived Vlashka's experiments they had left him vulnerable to influence from the Shadow Plane, though still corporeal. The survivors knew that once they left the demiplane, there was no way back; and so they left at different times, as each felt ready to go into the worlds. Caramon and Janelk stayed on the permanent demiplane for almost a year, learning all that they could and readying themselves to enter a hostile world. Caramon found himself drawn to Yig, both as their savior from the wizard and because of his release of the experiments; Caramon rejoiced when the arcane shackles burst, and credits Yig with his freedom.
Caramon
Half Dragon Half Orc Inquisitor (Sanctified Slayer) 5 / Bloodrager (Bloodrider, Urban, Crossblooded Abyssal & Arcane) 5
CN Medium humanoid (Changeling, Orc, Human, Dragon)
Loyal to Yig, Father of Serpents
Init + 14; Perception +17, Senses: 30' Scent, DV 60', LLV, See in Darkness
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Statistics
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STR: 34, DEX: 24, CON:30 , INT 28: , WIS: 25, CHA: 26
Modifiers: STR: +12, DEX: +7, CON: +10, INT: +9, WIS: +7, CHA: +8
(Started with 18s across the board. Half Dragon Template, Half Orc, +6 Stat boosts, and +1 at 4th level.)
Feats (55 + Bonus Feats): Eschew Materials (Bonus), Additional Traits, Racial Heritage (Changeling), Coven Caster, Cosmopolitan, Hermean Blood, Healer's Hands, Open Conduit (Healer's Hands), Extreme Mood Swings, Auspicious Birth (Conjunction), Keen Scent, Raging Vitality, Arcane Vendetta, Undersized Mount, Mad Magic, Power Attack, Smash, Stunning Irruption, Skill Focus (Stealth), Dampen Presence, Two-Weapon Fighting, Double Slice, Blindfight, Moonlight Stalker, Brilliant Planner, Craft Wondrous Item, Craft Magic Arms and Armor, Arcane Strike, Blooded Arcane Strike, Riving Strike, Combat Stamina, Mercenary Company Tattoo, Weapon Focus (Two Bladed Sword), Dazzling Display, Hero's Display, Performing Combatant, Shake it Off, Combat Expertise, Outflank, Pack Flanking, Combat Reflexes, Master Alchemist, Signature Skill (Heal), Bonded Mind (Bonus), Insightful Gaze, Shielded Caster, Spirits Gift, Swarm Scatter, Juju Way, Boon Companion, Evolved Companion, Intimidating Prowess, Veiled Contempt, Mounted Combat, Shield Focus, Allied Spellcaster, Multiattack, Alertness*, Endurance*, Diehard*, Improved Unarmed Strike*, Deflect Arrows*, Catch off Guard* (*Via equipment)
Traits: Fools for Friends (Region), Focused Mind (Magic), Community Minded (Campaign), Memorable (Social), Carefully Hidden (Racial), Meticulous Drawback: -2 with untrained skills
Common Skills (Ranks): Bluff +16 (5), Craft:Alchemy +18 (5), Diplomacy +16 (5), Disable Device +15 (5),Handle Animal +16 (BG), Heal +15 (5), Intimidate +32 (5), K Local +18 (5), K. Planes +18 (5), Linguistics + 18 (BG), Perception +17 (5), Ride +12 (2), Sense Motive +20 (5), Spellcraft +20 (5), Stealth +18 (5), UMD +16 (5)
Remaining Trained Skills (Ranks): Acrobatics +12 (2), Climb +16 (1), Escape Artist +8 (1), Disguise +13 (2), K Arcana +13 (1), K Dungeoneering +13 (1), K Nature +13 (1), K Religion +13 (1), Perform (Dance) +9 (1), Sleight of Hand +8 (1), Survival +11 (1), Swim +16 (1)
+8 on K. Checks to identify monsters
+2 Survival to track
Roll twice and take the better on Sense Motive checks vs Bluff
DC for Hunch (sense motive) is 20 + Bluff, rather than 20. It is 20 + 2x Bluff to determine loyalties.
Languages: Common*, Orc*, Giant*, Abyssal*, Draconic*, Gnoll*, Goblin*, (*Racial), Dwarven, Elven, Celestial, Infernal, Aklo, Sign Language, Read Lips
Equipment: Belt of Physical Perfection +6, Headband of Mental Superiority +6,
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Defense
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AC: (+4 NA
Touch AC:
(Includes +6 circumstance assumed for Animal Companion and Familiar being adjacent)
CMD + 24
HP: (Maxed 5d10 x 2 + 50)
Fort + (4 base + 10 CON +4 from Shake it Off)
Ref + (1 base + 7 DEX +4 from Shake it Off )
Will + (4 base +7 WIS +4 from Shake it Off +1 trait -2 Crossblooded)
(+2 trait vs divination)
1/day reroll failed Fort, Will, or CON
Immune to Cold, Sleep, and Paralysis
10 /day can Treat Deadly Wounds as full round action. DC 20 heals 2x HD, 2 ability damage. DC 25 adds WIS (+7) to HP. DC 30 adds K. Planes (5) to HP.
TDW bonus: +15 +
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Offense
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Speed 30 ft.
Fly Speed: 60 ft, average maneuverability
AoO: 7 per round, +1 immediate
BAB +5; CMB +17;
Stamina points: 15
Modifiers: STR: +12, DEX: +7, CON: +10, INT: +9, WIS: +7, CHA: +8
Weapon Focus +1
Melee Attack (Two Bladed Sword 2H) +__, 1d8 +___ (19-20/x2)
Melee Attack (Two Bladed Sword, 2H, PA) +__, 1d8 +___ (19-20/x2)
Melee Attack (Two Bladed Sword) +__, 1d8 +___ (19-20/x2)
Melee Attack (Two Bladed Sword, PA) +__, 1d8 +___ (19-20/x2)
Melee Attack (Two Bladed Sword Off Hand) +__, 1d8 +___ (19-20/x2)
Melee Attack (Two Bladed Sword, Off Hand, PA) +__, 1d8 +___ (19-20/x2)
Bite + , 1d6 + (20/x2)
Claw x2 + , 1d4 + (20/x2)
Rage: 22 rounds / day
+3 STR, +5 CON, -2 Will, Blur and +2 to DC for casting defensively in threatened area. +2 attack and damage from Moonlight Stalker + Blur, +2 damage Blooded Arcane Strike
Performance Combat Modifier: +15 (+8 from CHA, +1 from BAB, +1 from Perform (Dance), +3 from Circlet of Persuasion, +2 from Hero's Display); Can initiate on a charge, critical, rage, death, or multiple hits (with a +2 bonus for each additional after 2) as a swift action
Special Attacks
Challenge: issue a challenge vs enemy, take -2 AC vs all others. Add 5 damage to every attack. Gain +2 morale to attacks if you have encountered that race in the last 24 hours.
Bane: Swift action that increases enhancement bonus by 2 and adds 2d6 damage vs a specific Ranger favored enemy type. 5 rounds.
Dragon Breath: 5d6 cold damage 1/day, DC 22 (10 + 1/2 HD + CON Mod)
Arcane Vendetta: +2 damage if identified an arcane spellcaster in last five rounds
Sneak Attack +1d6
Arcane Strike: Swift action +2 damage and -2 to saves vs spells and SLAs on a hit for 1 round
Studied Target: Move action to pick two targets and get + 2 to attack, damage, perception, bluff, sense motive, knowledge checks, and DCs
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Spells and Spell Like Abilities
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SLA:
Discern Lies, for 5 rounds per day
Detect Alignment, at will
+2 trait to concentration
+6 from shielded caster
+Caster level things later
Bloodrager: CHA Based, Concentration bonus of + 21
First Level (3 known, 3 spells/day): Long Arm, Enlarge Person, Shield
Inquisitor: WIS Based, Concentration bonus of + 20
Cantrips (6+1 known): Create Water, Detect Magic, Stabilize, Light, Read Magic, Sift, Detect Poison
First Level (4+2 known, 6 spells/day): Handy Grapnel, Shadowfade, Shield Companion, Comprehend Languages, Bless, Divine Favor
Second Level (3 known, 4 spells/day): Ally Across Time, Darkness, Shared Training
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Special Abilities
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FCB (Human): additional spell known at least one level lower than highest slot. Selected 3 times
FCB (Half Orc): +1/2 to Intimidate and Knowledge checks to identify monsters. Selected twice.
Shaman Enhancement (Orc Racial Feature): Gives AC & familiar a +2 to one physical stat and +2 trait to spellcraft.
Tenacious (Orc Racial Feature): 1/day can reroll a failed Fortitude or Will saving throw, or Constitution check.
Skilled (Orc Racial Feature): +1 skill point per level
Focused Mind (Magic Trait, 1/5): +2 to concentration checks
Community Minded (Campaign Trait, 2/5): Morale bonuses you create last two rounds longer
Fools For Friends (Regional Trait, 3/5): Increase aid another bonuses given and received by 1
Memorable (Social Trait, 4/5): Effects you create that are fear or mind affecting (Charm, compulsion, phantasm, patterns, morale) last one round longer. Diplomacy and Intimidate to adjust attitude last 1.5x as long.
Carefully Hidden (Racial Trait, 5/5): +1 trait to will saves and +2 trait to saving throws vs Divination
Meticulous: Drawback, -2 to untrained skill checks
Class Features:
Domain (Revelry): Touch of Madness; 3 + WIS per day can make a melee touch attack to cause opponent to roll 2d20 and take the worst for every roll for 1 round
VMC Wizard (Teleportation, Level 3 Feat 1/2): Gain a Familiar as a wizard of your level
VMC Cavalier (Order of Vengeance, Level 3 Feat 2/2): Gain challenge 1/day.
Fast Mount: Mount gains 10' bonus to speed.
Crossblooded: Abyssal and Arcane. Take a -2 penalty Will saves permanently, and a further -2 when raging.
Disruptive Bloodrage (First Level Bloodline Power, Arcane): +2 to the DC to cast defensively within threatened area while raging
Controlled Bloodrage (Urban Bloodrager 3): +4 split between STR, DEX, and CON in increments of 2. Take -2 to Will saves while raging
Restrained Magic (Urban Bloodrager 3): Can give allies in spell area a +2 bonus to their save
Arcane Bloodrage (Fourth Level Bloodline Power, Arcane): Cast Blur on self as a free action when raging, for the duration of the rage.
Eschew Materials (Bloodrager Bonus Feat): Do not need material components costing 1 gp or less
Bloodcasting (Bloodrager 4): Can cast a limited number of spells based on CHA
Feral Mount (Bloodrider 5): Gain an animal companion as a Druid of level-4
Studied Target (Sanctified Slayer 1): +1/5 CL to attack, damage, perception, bluff, sense motive, knowledge checks, and DCs vs 1/5 levels target, selected as a move action
Monster Lore (Inquisitor 2): Add WIS mod to Knowledge checks to identify monsters
Cunning Initiative (Inquisitor 2): Add WIS mod to initiative
Stern Gaze (Inquisitor 2): Add half level as a morale bonus to Intimidate and Sense Motive
Track (Inquisitor 2): Add half level as bonus to following or identifying tracks
Detect Alignment (Inquisitor 2): Can use Detect Alignments at will, though only one at a time.
Solo Tactics (Inquisitor 3): Inquisitor counts allies as having teamwork feats. Can change out the most recently selected bonus TW feat WIS / day.
Bonus TW Feat (Inquisitor 3): Bonded Mind
Sneak Attack (Sanctified Slayer 4): +1d6 sneak attack
Bane (Inquisitor 5): Rounds per level +2 / +2+2d6 to one weapon, swift action to start.
Discern Lies (Inquisitor 5): Rounds per level can Discern Lies as the Spell
Feats:
Combat Stamina (First level Feat 1/45) : BAB + Con mod pts (First Level Feat 1/45)
Racial Heritage (Changeling) (First level Feat 2/45): Count as changeling for feat or item pre-requisites
Coven Caster (First level Feat 3/45): Can aid another as a standard action to increase caster level by 3 (1 base, 1 from RoTP, +1 from Auspicious Birth)
Cosmopolitan (First level Feat 4/45): Handle Animal and UMD are class skills. Learn two additional languages.
Hermean Blood (First level Feat 5/45): Disable Device and Sleight of Hand are class skills
Additional Traits (First level Feat 6/45): Two additional traits
Healers Hands (First level Feat 7/45): Can Treat Deadly Wounds as a full round action K. Planes + 5/day. DC 20 to TDW; DC 25 to add WIS mod; and DC 30 to add K.Planes
Extreme Mood Swings (First level Feat 8/45): Morale effects on self increase by 1
Auspicious Birth (Conjunction) (First level Feat 9/45): Increase the numerical bonuses of teamwork feats by 1 for all beneficiaries
Keen Scent (First level Feat 10/45): Gain scent 30'
Raging Vitality (First level Feat 11/45): +2 CON when raging, and you do not immediately end rage if brought to 0 HP
Arcane Vendetta (First level Feat 12/45): +2 damage on weapon attacks after having witnessed enemy cast arcane spell within last 5 rounds
Undersized Mount (First level Feat 13/45): Can ride a mount of the same size
Mad Magic (First level Feat 14/45): Can cast other classes spells in a bloodrage
Power Attack (First level Feat 15/45): Can take a penalty to attack to increase damage
Smash (First level Feat 16/45): Ignore the first 5 points of hardness of inanimate and unattended objects. Gain a +5 bonus to STR for breaking things.
Skill Focus (Stealth) (First level Feat 17/45): +3 bonus to Stealth. +6 at 10 ranks.
Two Weapon Fighting (First level Feat 18/45): Can make attacks with off hand with reduced penalty. Brings it to -2 / -2 for a one-handed weapon with a light off hand.
Double Slice (First level Feat 19/45): Add full Strength Mod to off hand attacks, rather than half.
Blindfight (First level Feat 20/45): No penalties to movement when blinded, and no benefit to attack for being invisible
Combat Expertise (First level Feat 21/45): Can take a penalty to attacks to increase AC
Mercenary Company Tattoos (First level Feat 22/45): Can take 10 on Intimidate checks, even in combat
Weapon Focus (Two Bladed Sword) (First level Feat 23/45): +1 to attacks
Dazzling Display (First level Feat 24/45): As a full round action, can present weapon and make an Intimidate check vs all enemies within 30'
Hero's Display (First level Feat 25/45): Make a performance combat check as a swift action to use Dazzling Display, with a +2 bonus on the check.
Performance Combatant (First level Feat 26/45): Can make a performance combat check in any combat. DC 20 CHA check modified by BAB and Perform Dance.
Shake it Off (First level Feat 27/45): +3 to saves per adjacent ally, to a maximum of +4. (+1 base, +1 RoTP, +1 Auspicious Birth)
Combat Reflexes (First level Feat 28/45): Can make a number of AoO equal to Dex Modifier
Shielded Caster (First level Feat 29/45): +6 competence to Concentration when adjacent to an ally, and halve any increases to DC for casting defensively (Includes +1 RoTP and +1 Auspicious Birth)
Swarm Scatter (First level Feat 30/45): +3 circumstance to AC for every adjacent ally (+1 base, +1 RoTP, +1 Auspicious Birth)
Mounted Combat (First level Feat 31/45): 1/round can make a ride check as an immediate action to negate an attack vs mount
Shield Focus (First level Feat 32/45): Increase AC bonus from shields by 1
Allied Spellcaster (First level Feat 33/45): +4 competence to spell penetration when adjacent to another creature. Increases to +6 and +3 to caster level. (Includes +1 RoTP and +1 Auspicious Birth)
Multiattack (Second Level Feat 1/4): Reduce penalties for secondary natural attacks from -5 to -2.
Intimidating Prowess (Second Level Feat 2/4): Add STR to Intimidate
Bonded Mind (Third Level Bonus TW Feat): Can use Message at will, non-verbally and with no signs
Moonlight Stalker (Fourth Level Feat 1/4): +2 attack and damage when concealed from enemy
Craft Wondrous Item (Fourth Level Feat 2/4):
Arcane Strike (Fourth Level Feat 3/4):+2 damage for 1 round as swift action
Blooded Arcane Strike (Fourth Level Feat 4/4): Arcane Strike is constantly active while raging
Open Conduit (Fifth level Feat 1/2)
Stunning Irruption (Fifth level Feat 2/2):
JuJu Way (First Level Feat 34/45, retrained to 5th): cast touch spells with range of 20' to willing ally
Veiled Contempt(First Level Feat 35/45, retrained to 5th): DC to get a hunch is 20 + Bluff ranks, rather than DC 20.
Riving Strike(First Level Feat 36/45, retrained to 5th): Enemy damaged by arcane strike takes a -2 penalty to spells and SLAs for 1 round
Outflank (First Level Feat 37/45, retrained to 5th)
Spirit's Gift (First Level Feat 38/45, retrained to 5th): 24 hours for AC of FH 1, +2 NA, Constant Blur, +2 STR, DR 5/adamantine, Mobility + Breathe underwater, ignore difficult terrain,
Dampen Presence (First Level Feat 39/45, retrained to 5th)
Brilliant Planner (First Level Feat 40/45, retrained to 5th): can spend 250 GP (50*HD) and then pull anything that cost or under from it at a later time.
Insightful Gaze (First Level Feat 41/45, retrained to 5th): Can roll twice and take the better on Sense Motive Checks vs Bluff
Pack Flanking (First Level Feat 42/45, retrained to 5th): Flank with mount
Master Alchemist (First Level Feat 43/45, retrained to 5th): 10x faster crafting of alchemical items
Signature Skill (Heal) (First Level Feat 44/45, retrained to 5th): When treating deadly wounds, target recovers hit points and ability damage as if they had a full days rest.
Boon Companion (First Level Feat 45/45, retrained to 5th): Increase animal companion level by 4, up to HD
Craft Magic Arms and Armor (Second Level Feat 3/4, retrained to 5th):
Evolved Companion (Second Level Feat 4/4, retrained to 5th): Animal companion adds 1.5x STR on bite attack
Alertness (Dark Blue Rhomboid Ioun Stone): +2 to Perception and Sense Motive; +4 with 10+ ranks
Endurance (Scarlet and Green Cabachon): +4 to various checks against CON or Fortitude, and can sleep in light or medium armor
Diehard (Talisman of the Orc Mother's Fury): Can choose to act as disabled rather than dying at 0 HP, and auto-stabilize when below 0 HP.
Catch Off Guard (Gloves of Unexpected Violence): No penalties on improvised weapons
Improved Unarmed Srike (Perfectionist Shavtooth): Always considered to be threatening surrounding space unless bound.
Gold Cost to Retrain Feats: 5 days per feat, 13 feats = 75 days. 10 gp x level x days = 50 x 75 = 3,750. + 250 GP for brilliant planner is 4,000 gp total. Headband + Belt is 144,000.
Retraining costs: 5 x 3 X 50 = 750 GP for wolf
Janelk
Half Dragon Shadow Animal Wolf
N Medium Animal
Init +; Perception +, Senses DV 60', LLV, Scent 30', See in Darkness
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Defense
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AC: +2 NA +4 NA -1 NA + 1 NA +10 Dex
Touch AC:
HP: 140 (Maxed 5d8 x 2 + 60)
Fort +16 (4+12)
Ref +14 (4+10)
Will +11 (1+8+2)
(+4 vs charm / compulsion, +2 vs mind affecting, +4 vs fear)
Immune: Acid
Shadow Blend: 20% concealment in normal or dim light, or darkness
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Offense
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Speed 50 ft. , Ignores Difficult Terrain and can walk on liquids, 4" above them + 10' from bloodrider, +10' from shadow
Flight 200', average maneuverability
Shadow Step: 50' teleport as a move action from dim light or darkness to dim light or darkness, usable every 1d4 rounds.
Bite +18 (1d8 +18 + Trip) (20/x2)
Claws x2 + 18 , 1d4 +12 (20/x2)
Power Attack:
Combat Expertise:
Dragon Breath: 5d6 Acid 1/day, DC 26 (10 + 1/2 HD + CON Mod +2)
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Statistics
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STR: 35, DEX: 31, CON: 34, INT: 16, WIS: 26, CHA: 20
Modifiers: STR: +12, DEX: +10, CON: +12, INT: +3, WIS: +8, CHA: +10
(Started with 20 / 20 / 20 / 12 / 18 / 14 for 102 pt buy; +6 physicals and +6 WIS, +1 Str/Dex, +template, +2 CON from Half Orc)
Base Atk +5 ; CMB +18 (30 for trip); CMD 28 (30 vs trip)
Stamina Points: 17
Traits: Snowstride, Death touched
Feats (51): Narrow Frame, Lithe Attacker, Noxious Bite, Ability Focus, Disruptive Companion, Combat Reflexes, Power Attack, Hefty Brute, Additional Traits, Combat Expertise, Improved Trip, Run, Fury's Fall, Skill Focus Stealth, Dampen Presence, Jumper, Iron Will, Sure Footed, Scale and Skin, Weapon Focus (Bite), Improved Unarmed Strike, Feral Combat Training, Improved Natural Attack (Bite), Combat Stamina, Vicious Stomp, Step Up, Following Step, Cunning, Stealthy, Night stalker, Bodyguard, Tenacious Hunter, Greater Tenacious Hunter, Intercept Blow, Valiant Steed, Stable Gallop, Dodge, Mobility, Spring Attack, Blindfight, Moonlight Stalker, Panther Style, Panther Claw, Panther Parry, Nimble Moves, Acrobatic Steps, Intimidating Prowess, Lithe Attacker, Alertness, Dragon Style,
Skills (Ranks): Acrobatics +18 (20 for balance/falling) (5), Climb + 20 (5), Fly +18 (5), Linguistics + 8 (5), K. Geography +8 (5), Perception +18 (5), Stealth +23 (29 in dim light or darker) (5), Swim + 20 (5)
Escape Artist +20 (5), Intimidate + 34 (5), Survival +16 (5), Sense Motive +18 (5)
Languages: Common,
Tricks (42 total): Attack x 2, Intimidate, Work, Flank, Break Out, Come, Deliver, Detect, Down, Guard, Activate Veil, Invest Essence, Intimidate (Immediate to Aid Another),
Equipment: Belt of Physical Perfection +6, Headband of Inspired Wisdom +6
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Special Abilities
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Link: +4 circumstance to Handle Animal Checks by master
Share Spells: Is a valid target for spells that normally can only target the master
Snowstride Regional Trait: can trip one size larger than normal (two sizes larger than self total)
Deathtouched Race: Any trait: +2 trait to saves vs mind affecting
Feats:
Narrow Frame (First level feat 1/45): No penalties for squeezing into half-size squares or larger, but still takes twice the movement
Noxious Bite (First level feat 2/45): +1 point of acid damage on bite attack. Enemy must make Fortitude save at breath weapon DC or be nauseated for 1+CON mod rounds.
Ability Focus (Dragon Breath) (First level feat 3/45): Increase DC of Dragon Breath by 2
Disruptive Companion (First level feat 4/45): Increase DC for concentration checks by 2 within threatened area. Opponents cannot take 10, and must have 4 more ranks in skill than AC HD if they normally can
Combat Reflexes (First level feat 5/45): May make a number of Attacks of Opportunity equal to Dexterity modifier
Power Attack (First level feat 6/45): Take an attack penalty to increase damage
Hefty Brute (First level feat 7/45): Treat animal companion as one size larger for CMB, CMD, carrying capacity, and any size-based special attacks like trample.
Additional Traits (First level feat 8/45): two traits
Combat Expertise (First level feat 9/45): Take an attack penalty to increase dodge bonus to AC
Run (First level feat 10/45): Can run at 5x normal speed, and keep dex bonus to AC while running
Improved Trip (First level feat 11/45): Do not provoke AoO for tripping, and gain a +2 bonus to CMB and CMD for trip
Fury's Fall (First level feat 12/45): Add dex to CMB for trip
Skill Focus (Stealth) (First level feat 13/45): +3 stealth; +6 at 10 ranks
Jumper (First level feat 14/45): Always count as having a running start, and Acrobatics is a class skill
Iron Will (First level feat 15/45): +2 bonus to Will saves
Sure Footed (First level feat 16/45): Move at normal speed on hills, +2 bonus to Reflex to avoid falling and to acrobatics checks to keep balance
Scale and Skin (First level feat 17/45): +1 bonus to Natural Armor when under the effect of a transmutation spell; +2 if the effect is CL 10 or higher
Weapon Focus (Bite) (First level feat 18/45): +1 bonus to attack with bite
Improved Unarmed Strike (First level feat 19/45): Always considered to be threatening
Feral Combat Training (First level feat 20/45): May apply feats that modify unarmed strikes to Bite attacks
Improved Natural Attack (Bite) (First level feat 21/45): Increase damage of bite attack by one step
Combat Stamina (First level feat 22/45): BAB + Con mod pool of stamina points
Dodge (First Level feat 23/45): +1 dodge to AC
Mobility (First level feat 24/45): +4 dodge to AC vs AoO caused by movement
Stealthy (First level feat 25/45): +2 Escape Artist and Stealth; Increases to +4 for 10 ranks or more
Night Stalker (First level feat 26/45): +2 to stealth in dim light or darker, and no size penalties
Bodyguard (First level feat 27/45): Can use an AoO to aid another for AC vs an attack
Intercept Blow (First level feat 28/45): Animal Companion can expend an AoO and make an attack roll vs one melee attack targeting master. A higher rolls splits the damage between both.
Vicious Stomp (First level feat 29/45): Opponents who fall prone provoke attacks of opportunity
Step Up (First level feat 30/45): Can take a 5' step in response to an enemy 5' stepping away, as an immediate action. Also uses next turns 5' step and -5' movement during that turn
Following Step (First level feat 31/45): May follow with a 10' step, and still 5' step in the next turn.
Cunning (First level Feat 32/45): +1 skill point per HD
Valiant Steed (First level feat 33/45): +4 morale to saves vs emotion and fear. Handle Animal DC does not increase for being wounded.
Stable Gallop (First level feat 34/45): Halve AC penalties from charging. +4 to rider's concentration checks caused by movement
Blindfight (First level feat 35/45): Invisible attacker gains no benefit
Nimble Moves (First level feat 36/45): Can move 5' every turn ignoring difficult terrain
Acrobatic Steps (First level feat 37/45): Can move 20' every turn ignoring difficult terrain
Panther Style (First level feat 38/45): Can make a swift action retaliatory strike when opponent makes an AoO because of movement
Panther Claw (First level feat 39/45): Can retaliate as a free action up to WIS mod times per turn
Panther Parry (First level feat 40/45): Retaliatory attacks take place before the triggering AoO. If opponent is damaged, they take a -2 to attack and damage on the AoO.
Weapon Focus (Claw) (First level feat 41/45): +1 to attacks with claws
Intimidating Prowess (First level feat 42/45): Add STR mod to Intimidate checks
Alertness (First level feat 43/45): +2 Perception and Sense Motive
Improved Natural Armor (First level of 44/45): +1 NA
Tenacious Hunter (Third level feat (1/1): +2 perception on opposed stealth checks; +10 to pinpoint invisible attackers
Greater Tenacious Hunter (Fourth level feat 1/2): Can search with Perception as a swift action, and +20 to pinpoint invisible attackers
Spring Attack (Fourth level feat 2/2): Can move and make 1 attack and then move again
Dampen Presence (Fifth level feat 1/1): Blindsight and Blindsense get no bonus vs this creatures stealth
Dragon Style (First level 45/45, retrained to third): Can charge without difficult terrain penalties, and add 1.5x Str on first attack
Lithe Attacker (Second Level feat 1/2, retrained to fifth):
Moonlight Stalker (Second level feat, 2/2), retrained to third): +2 attack and damage when concealed
| Sebecloki |
Well, feats are picked, race and template are a go, I'm really liking the backstory and driving some of the flavor choices from it, and just need to wrap up equipment.
Question: is the Overclocked Magic variant from Unchained on the table to use? Swift/single action to make a spellcraft check to add 2 to CL or to the DC. I like the additional tactics it opens up, but thought I'd ask before assuming.
overclocked magic is fine
| Sebecloki |
From a strictly RAW perspective, I think becoming a vampire cancels out your regeneration- per the Bestiary, "Only a creature with a Constitution score can have regeneration," but then there's also examples that contradict that.
Also, finished the backstory for Ronodin Velris. Anyone care to take a stab at what he is? I'm curious as to how well I interwove his attributes into the backstory (it turned out much longer than I was anticipating).
** spoiler omitted **...
I'll allow the regeneration thing if there are supporting examples
| Sebecloki |
Here's some progress on my character sheet. Gotta get more feats, spells, formulae, items and the tumor familiar sorted. And the backstory is coming along nicely too. I hate my slow move speed but I suppose some weakness is in order. One thing I notice is that when at 0hp my vampire healing stops for 1 hour but the regeneration would keep working if it hasn't been stopped by good or silver. So that would mean I would regen hp and be able to keep going and not be helpless for 1 hour, would my fast healing reactivate since I'm not helpless at 0hp anymore? "after 1 hour–regardless of the state of its remains–it regains 1 hit point, is no longer helpless, and resumes healing at the rate of 5 hit points per round". Hopefully that means I'm one of the hardest vampires to be put down, ever. The funny thing is a Nightmare can feign death for a bit while it regens. Hahah I'm really liking this character.
I'm already locked in this build but going through my options I found a hilarious idea for a different character. It would work better with a melee damage build, say a vivisectionist/barbarian or some such, than a wizard/alchemist. Basically I make a few simulacra of myself via the discoveries available and take the Rat Stack feat so all my simulacra can stand in the one square and be flanking. ALL THE SNEAK ATTACK! The Ratfolk Death Squad.
** spoiler omitted **...
Also simultaneously hilarious and awesome
Reckless
|
Ssethiss was mighty psychic serpentfolk who underwent mythic ascension, living many centuries and attempting to reach the pinnacle of demigodly power during the fall of the seprentfolk empire. His study of mythic power led him down darker and darker roads.
In desperation, he began seeking the means to bring down the enemies driving his people to extinction. Studying the vast alien influence of the dark tapestry and the mumblings of the servants of Groetus, he found and began studying a Doomsday Door rumored to touch upon the face of mythical Shoggoths and Star-spawn in the vast depths of space.
Alas for him, the complexity of the door’s mechanisms and the passage of time were catching him in the waning years of his time. Still, he had mastered the formulae needed to perform the reincarnation ritual that would allow him to disguise himself as a lesser, human creature, giving him the time he needed to complete his research.
Doomsday, however, waits for no creature, not even one of Ssethiss’ might. When the Door opened a crack mid-ritual, Ssethiss was pulled through the door, captured mid-reincarnation and experimented upon by the alien beings beyond the door.
Whether time passes differently on the other side, or it truly was millennia Ssethiss spent under the tender graces of the chaos-born creatures beyond the stars matters little, the effect was the same. For Sessthis, broken, rebroken, and reincarnated ad-infimum until his mind no longer held together completely, the past- both in the ancient serpent kingdom and in the cold depths of space- are pieces of his life his mind will no longer allow him to see.
A second crack of the Doomsday Door just under a year ago released a new being, whose barely coherent mind has renamed himself Seth Thyss. Seth’s mind gets frequently frightening half-visions of the past, but chalks it up to something he saw when the door opened just a bit, at which time he grabbed the treasures in the chamber and fled for his life.
Seth isn’t sure what happened to him before fleeing and what little he knows about it makes his mind reel against any attempt to rediscover the hidden past. He knows he’s not really human, at least, he figures, not anymore. His psychic abilities are difficult for him to master, and he finds spending too much time trying to recover the powers he feels he has hidden inside him brings the nightmares in full force.
Seth contacted the Pathfinder Society in hopes that the study of ancient civilizations as a whole will distract him from whatever in his past haunts him.
Seth is a tall, pale-skinned human with dark hair and startling purple eyes. Handsome in the extreme, he is of athletic if somewhat slight build. He has a serpentine birthmark on his inner left thigh.
Seth usually uses his ioun stone’s disguise self ability to appear as a slightly shorter, much less handsome, varisian man with lighter hair and brown eyes, finding it easier to fit in to Magnimar’s streets this way.
Seth Thyss
Mythic chaos-warped coil of ydersius human (pureblooded Azlanti) gestalt psychic (amnesiac)/slayer (ankou's shadow) 5
CG Medium humanoid (human, mythic)
Init +16; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 48, touch 22, flat-footed 42 (+12 armor, +5 deflection, +5 Dex, +1 dodge, +1 insight, +6 natural, +8 shield)
hp 148 (5d10x2+48); insidious regeneration
Fort +21, Ref +21, Will +21
Defensive Abilities dark defense, trap sense +1; DR 5/epic; Immune chaos immunity, mind-affecting effects
--------------------
Offense
--------------------
Speed 35 ft., swim 30 ft.
Melee +3 sharding heavy shield bash +17 (1d6+10) or
. . +5 dueling keen leveraging limning slithering adamantine fauchard +19 (1d10+15/15-20) or
. . gauntlet (from armor) +13 (1d3+7) or
. . unarmed strike +13 (1d3+7) or
. . other melee natural attack +8 ()
Ranged +3 adaptive endless ammunition darkwood composite longbow +16 (1d8+10/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +5 dueling keen leveraging limning slithering adam)
Special Attacks chaos touch, impossible reach, phrenic amplifications (defensive prognostication[OA], focused force[OA]), phrenic pool (9 points), sneak attack +2d6
Spell-Like Abilities (CL 5th; concentration +12)
. . At will—disguise self, ventriloquism (DC 18)
. . 1/day—dominate person (DC 22), major image (DC 20), mass suggestion (DC 23), mirror image, suggestion (DC 20), teleport
. . —blur
Psychic Spell-Like Abilities (CL 5th; concentration +16)
. . 1/day—detect thoughts (DC 18)
Psychic (Amnesiac) Spells Known (CL 5th; concentration +16)
. . 2nd (7/day)—blur, fear the sun (DC 23)
. . 1st (9/day)—blurred movement[ACG], color spray (DC 22), hypnotism (DC 22)
. . 0 (at will)—daze (DC 21), detect magic, know direction, mage hand, message, prestidigitation
. . Psychic Discipline Shadow
--------------------
Statistics
--------------------
Str 24, Dex 25, Con 24, Int 32, Wis 24, Cha 24
Base Atk +5; CMB +13 (+23 bull rush, +23 dirty trick, +23 disarm, +23 drag, +33 reposition, +45 trip); CMD 36 (41 vs. bull rush, 46 vs. dirty trick, 51 vs. disarm, 41 vs. drag, 51 vs. reposition, 41 vs. sunder, 53 vs. trip)
Feats Accomplished Sneak Attacker, Acrobatic, Additional Traits, Agile Maneuvers, Alertness, Aquatic Advantage, Aquatic Combatant[UW], Armor Focus, Athletic, Blind-fight, Combat Expertise, Deadly Aim, Deft Hands, Disorienting Maneuver[UC], Dodge, Double Slice, Drag Down[UC], Dragonfly Style, Dragonfly Wings, Exotic Weapon Proficiency (fauchard), Fast Learner[ARG], Fury’s Fall, Graceful Athlete, Great Fortitude, Improved Improvisation[ARG], Improved Initiative, Improved Shield Bash, Improved Trip, Improved Unarmed Strike, Improvisation[ARG], Iron Will, Landing Roll[UC], Lightning Reflexes, Missile Shield[APG], Mobility, Peerless Courtier, Peerless Courtier, Peerless Courtier, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Reach Defense, Shadow Strike[APG], Shield Brace, Shield Focus, Skill Focus (Stealth), Spear Dancing Reach, Spear Dancing Spiral, Spear Dancing Style, Spring Attack, Tangled Limbs, Titan's Tangle, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (fauchard), Weapon Focus (shield, heavy), Weapon Trick (polearms), Weapon Versatility, Whirlwind Attack
Traits born under the green star (castrovel), fate's favored, reactionary, serpent runner (armor)
Skills Acrobatics +23, Appraise +18, Bluff +18, Climb +23, Craft (all) +18, Diplomacy +18, Disable Device +23, Disguise +18, Escape Artist +14, Fly +19, Handle Animal +14, Heal +18, Intimidate +14, Knowledge (arcana) +26, Knowledge (dungeoneering) +26, Knowledge (engineering) +22, Knowledge (history) +26, Knowledge (Improvisation) +18, Knowledge (local) +26, Knowledge (nature) +26, Knowledge (planes) +26, Knowledge (religion) +26, Linguistics +18, Perception +16, Perform (Improvisation) +14, Profession (Improvisation) +14, Ride +13, Sense Motive +20, Sleight of Hand +16, Spellcraft +22, Stealth +34, Survival +18, Swim +29, Use Magic Device +15
Languages Aboleth, Abyssal, Azlanti, Azlanti, Celestial, Common, Draconic, Elder Thing, Infernal, Orc, Polyglot, Shadowtongue, Thassilonian; telepathy 100 ft.
SQ amnesia spell slots, amnesia spell slots, repressed memories, shadow double (mirror image, divide movement), slayer talents (fast stealth, trapfinding[ACG]), spell recollection, track +2, trapfinding +2, twilight influence
Combat Gear ring of invisibility, wayfinder, ebon; Other Gear +5 shadow blending shadow, greater mithral lamellar (steel) armor[UC], +5 corsair shield spikes vital guard mithral heavy steel shield, +3 adaptive endless ammunition darkwood composite longbow, +5 dueling keen leveraging limning slithering adamantine fauchard, all tools vest[APG], amulet of natural armor +5, belt of physical perfection +4, black marketeer's bag[UI], bodice of resistance +5, boots of striding and springing, bracers of archery, lesser, brown thorny ioun stone, clear spindle ioun stone, dusty rose prism ioun stone, eastern star ioun stone, fog-cutting lenses, gauntlet of the skilled maneuver (trip)[UE], headband of aerial agility (int +4)[UE], iridescent spindle ioun stone, minor cloak of displacement, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, northern star ioun stone, pale green prism ioun stone, pearlescent pyramid ioun stone, ring of protection +5, southern star ioun stone, stone of good luck (luckstone), western star ioun stone, masterwork thieves' tools, 526 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Amnesia Spell Slots (1st-Level spells, 2/day) Recall a spell from the psychic list.
Amnesia Spell Slots (2nd-Level spells, 1/day) Recall a spell from the psychic list.
Aquatic Advantage You gain AoO from creatures without swim speeds while underwater.
Aquatic Combatant +2 bonus on Swim checks; avoid normal penalties on melee attack rolls underwater.
Blind-Fight Re-roll misses because of concealment, other benefits.
Chaos Immunity (Ex) Creature is immune to any transmutation effect that allows spell resistance.
Chaos Touch (DC 17) (Su) Once per day, creature may make a melee touch attack as a standard action. If he hits, the target must make a Fortitude save or be transformed into a small, dark, tentacled mass similar in appearance to a shoggoth, but Tiny. This ability functions si
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Dark Defense (Su) +2 to AC vs. any attack you have conceal from, +4 if total conceal.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Prognostication (Su) 1/2 pool: gain +2/+4 defl bonus AC for 1/round per level of cast div. spell.
Disorienting Maneuver After successful tumble through opponent's square, gain +2 on attack rolls vs. that opponent
Drag Down If tripped, you can attempt a trip against that foe
Dragonfly Style When adjacent to vertical surface capable of supporting weight, +1 melee atk rolls vs. same size or smaller.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Focused Force (Su) 1 pool: increase increase die size of force spell one step, from d4 to d6, etc.
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Impossible Reach (Ex) Ignore non-mythic effects that do not provoke AoO. 50% to ignore mythic effects. 1 MP: increase to 100%.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Insidious Regeneration (Su) Cannot be permanently killed unless reduced below -30 hp and then using wish or miracle to kill it.
Landing Roll If tripped, move 5 feet as an immediate action
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Peerless Courtier (Bluff) As a favored hero of the satrap, you’ve learned to translate skill at arms into social influence.
Prerequisites: Cha 13, base attack bonus +3.
Benefit: Choose one of the following skills: Bluff, Diplomacy, or Sense Motiv
Peerless Courtier (Diplomacy) As a favored hero of the satrap, you’ve learned to translate skill at arms into social influence.
Prerequisites: Cha 13, base attack bonus +3.
Benefit: Choose one of the following skills: Bluff, Diplomacy, or Sense Motiv
Peerless Courtier (Sense Motive) As a favored hero of the satrap, you’ve learned to translate skill at arms into social influence.
Prerequisites: Cha 13, base attack bonus +3.
Benefit: Choose one of the following skills: Bluff, Diplomacy, or Sense Motiv
Phrenic Pool (9/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reach Defense +2 dodge bonus to AC on AoO from foes not adjacent to you.
Repressed Memories Your past is blank slate, your memories gone.
Shadow Double (2 doubles) (Sp) Create shadowy doubles as a full-round action.
Shadow Strike You can deal precision damage against targets with some concealment.
Shield Brace Can use 2 handed spear/polearm with shield, but take the ACP of shield as pen to attack.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spear Dancing Reach (Fauchard) Spear Dancing Style: full attack grants reach to one or both ends of chosen wep.
Spear Dancing Spiral (Fauchard) Spear Dancing Style: use weapon finesse with chosen weapon.
Spear Dancing Style (Fauchard) Chosen weapon becomes double weapon as light mace on off handed side.
Spell Recollection (1/hour) (Ex) Recollect a spell from the psychic spell list.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Surge (1d6) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Swim (30 feet) You have a Swim speed.
Tangled Limbs (Fauchard) Target of trip maneuver doesn't recieve bonus for more than two legs.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Titan's Tangle (Fauchard) Attempt to trip creatures more than one size category larger than you.
Track +2 Add the listed bonus to Survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Twilight Influence (Su) Spont convert spell to darkness domain spell (once per spell level/day) and regain 1 phrenic pool.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Trick (Polearms) You may perform weapon tricks with the chosen weapon type.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Notes Still have to get everyday gear and might make a coupl eother minor adjustments, but this is pretty close to done.
| Hayato Ken |
I think i have my character ready, just need to write down the background.
Changed the race. Deeper Darkness turning into supernatural darkness would probably be too annoying and difficult for the rest of the party.
Also still turning the last feats around, but i'm ready for some good flanking, tipping and AoO action :D
With Panther Style i'm prepared and should have the AC to draw out AoOs from enemies. Snake Style will follow with the levels.
Reckless
|
Reckless wrote:Reckless, I do not believe we actually have mythic ranks yet... Something to double check.Something screwy with my feats there. Don't see combat reflexes(m) there. Will check once I get home.
Don't even know if this campaign is going mythic, but with "all Paizo" and "templates" approved, I have the Mythic Template as part of my submission. Maybe the DM has no interest in this, and that's a risk I'm taking.
| River of Sticks |
River of Sticks wrote:Don't even know if this campaign is going mythic, but with "all Paizo" and "templates" approved, I have the Mythic Template as part of my submission. Maybe the DM has no interest in this, and that's a risk I'm taking.Reckless wrote:Reckless, I do not believe we actually have mythic ranks yet... Something to double check.Something screwy with my feats there. Don't see combat reflexes(m) there. Will check once I get home.
Ah, my apologies. I missed that was a template, not the first rank of a mythic path.
| Diamondust |
Sweet. I've chosen a rat familiar (to be a ratling at level 7 with improved familiar) with the demonic vermin and ghost templates (and it's from a tumor familiar). The story to it is, it is actually the spirit of the original ratfolk somehow still hanging around after the vetala spirit took over. It was supposed to fully consume him but a part of his spirit escaped into the tumor and still lives, or unlives i suppose, in a tortured and twisted way.
| Sebecloki |
River of Sticks wrote:Don't even know if this campaign is going mythic, but with "all Paizo" and "templates" approved, I have the Mythic Template as part of my submission. Maybe the DM has no interest in this, and that's a risk I'm taking.Reckless wrote:Reckless, I do not believe we actually have mythic ranks yet... Something to double check.Something screwy with my feats there. Don't see combat reflexes(m) there. Will check once I get home.
I hadn't thought about this -- I posted above I'm open to incorporating mythic at some point, but I want to have some adjustment time to see how these characters handle before I throw that on top of these already crazy builds.
That introduces a bunch of additional subsystems and abilities -- and also I think that means, fluffwise, everyone might want to add mythic as a template on top of whatever else they're doing, since aesthetically it's not really specific to anything.
Consequently, I want there to be a group decision -- either we're going to allow everyone to have the mythic template if they want, OR no one will use it. I'll leave that to the group to vote on.
If it's a yes, then I think we're considering this https://www.d20pfsrd.com/alternative-rule-systems/mythic/mythic-monsters/my thic-simple-templates/. Is that the template you used?
| Sebecloki |
Also, I have some experience with these kinds of recruitments before -- if you finish a character, you should be able to play (excepting my veto power for stuff I think isn't a legitimate attempt to make a character, but no one has fallen afoul of that). I never get more than I can handle of complete submissions.
So I don't want people to have apprehension that they're just throwing stuff into the wind, with no chance of being selected in some kind of drawn out process -- that's not the case -- almost 100% you'll get to play your submission.
| TheWaskally |
So I don't want people to have apprehension that they're just throwing stuff into the wind, with no chance of being selected in some kind of drawn out process -- that's not the case -- almost 100% you'll get to play your submission.
That's gratifying to hear. Because with the submission rules you applied, making my submission is becoming a real labor of love.
My human noble is complete. I just working on the character profile, making sure all related information is properly formatted and linked.I've chosen a Investigator (empiricist)/Wizard (sword binder) gestalt, with mutliclassing into Noble Scion PrC at 6th level.
Reckless
|
I suppose I was using the Mythic Subtype from here (just 1 Mythic Tier). I was using Hero Lab and it listed it under templates, which may be wrong. I was using it to add a few weird mythos/chaos-based abilities without going too wacky (not that this seems to be an issue here XD )
Of the Simple Templates, I'd recommend avoiding the Agile as it doubles the action economy of the character.
EDIT: further digging into the Hero Lab Mythic Creature tab has revealed that there is no source listing, and the abilities I wanted to add are in fact from the Mythic Monster Manual, a third-party product. Looks like I'll have to adjust things, rethink a thing or two here.
In case it matters, here is what the mythic subtype gave me:
Impossible Reach, Insidious Regeneration, Mythic Power(1), Mythic Surge(1d6), Combat Reflexes(M). DR 5/epic, 8 hp, +1 AC(natural)
| River of Sticks |
That mythic monster template is certainly fine. I don't mind if we do it, but we don't have to.
Having claws with a 17-20*4 crit is nice. You can bet that become 15-20*4 soon then.Which tier would we have then? I suppose tier 1?
Not sure where the high crit range is coming from, but the templates are mythic rank 1, and most are rank 2 if over 11 HD.
I would prefer not to use mythic at this point. It’s relatively easy to add in later, and at this point there cannot be a lot of character progression mechanically- level gated feats or expensive artifact level items are about it (I’m not complaining!) Keeping mythic on the table for later could help keep that feel of progression.
| Dαedαlus |
I would also like to request no Mythic templates, especially not just using the subtype. It’s just so much better than everything else, and I don’t trust myself to not flat-out break the game with it. However bad mythic ranks are for abuse, the mythic template/subtype itself is a hundred times worse.
| Hayato Ken |
Archive of nethys is the best, but they update as well. I guess pre-errata stuff stays only in print. Or you know what your search for and can find it on comments.
I mean there's a great which would add cha to saves pre errata, but that would be ridiculous for my character. Didn't even go with a cloak of resistance.
| River of Sticks |
Like hayato said. Your best bet for curiosity would be to read the errata PDFs, and search for the items/feats/etc that got changed by name. You can usually find discussion about it. For myself, I usually find pre-errata preferable. The feat Hayato mentioned is one exception, especially in a game like this. Then again, I never felt you could / should carry five quick runners shirts and change them every combat for pseudo-pounce, either.
| Hayato Ken |
I think i'm quite finished with the crunch on my character and now working on the fluff. I'm not usualy one for already long background stories, more fleshing out traits and quirks of the character to give me personaly a guideline of the personality and how i want to play the character, but level 5 justifies some adventures.
@River of Sticks: Yeah i stayed away from that one feat. What good are ~+45 saves? We'll need to see about party balance anyway. I put my AC quite high, since i'm planning on drawing out AoOs a lot.
@Sebecloki:
You said this would be dungeon heavy? Would dungeons count as city environment for street style feat chain?
| NarcoticSqurl |
Oh blast, I'm just now seeing this. Is recruitment open still, and if so for how much longer (I believe I saw an earlier post saying roughly 3-4 weeks)? I would love to do this just for the stupid lulz. I'm not interested in trying to break the game (I mean, with 45 feats it would be easy, but that's no fun), but I would love to try and put something together that's just hilarious and fun to play.
Couple questions:
1. I don't own herolabs, so can I create the sheet somewhere else, and submit it?
2. 880k Gold is an absolute insane amount. What are your restrictions for magic items? How many abilities can they have, and what's your limit on the + modifiers, do they top out at 5? 10? Whatever we can afford?
| gyrfalcon |
I actually *was* thinking of taking pre-errata Divine Protection, though I'm not attached. Really though, with a game like this, any attempts Paizo made to balance classes, feats, items, etc. is totally out the window.
I think we should build the characters we're excited about, focusing mostly on our image of who the character should be, and what will be interesting to have as part of a party of adventurers.
THEN, when we have a party, I think it makes sense to do some comparison. Obviously Seb will HAVE to adjust up the foes, so if we're "close enough" in power then everything is fine.
If it turns out A has a 40 AC & B has a 20 AC...that gets tricky, since a foe that can hit B on a 1 still can't hit A without rolling a 20. The same goes, of course, for our saves, the DC of our abilities, etc. If that happens (and I assume it will, at least somewhat) then I suggest either:
a) we negotiate to even things up a bit, OR
b) Seb suggests some changes, and we go with them.
(some folks will always have somewhat higher AC, etc...but probably we don't want one player who's significantly ahead or behind on everything)
I suspect that the easiest way to do this might be with arbitrary fiat.
What do yall think?
| Sebecloki |
Oh blast, I'm just now seeing this. Is recruitment open still, and if so for how much longer (I believe I saw an earlier post saying roughly 3-4 weeks)? I would love to do this just for the stupid lulz. I'm not interested in trying to break the game (I mean, with 45 feats it would be easy, but that's no fun), but I would love to try and put something together that's just hilarious and fun to play.
Couple questions:
1. I don't own herolabs, so can I create the sheet somewhere else, and submit it?
2. 880k Gold is an absolute insane amount. What are your restrictions for magic items? How many abilities can they have, and what's your limit on the + modifiers, do they top out at 5? 10? Whatever we can afford?
It will still be open for a few weeks
You don't need to own HeroLab, I'm just trying to accommodate those who do use it.
No restrictions