
Vhinservun Tekra |

@Smiles-a-lot, my pleasure! I like having things organized enough to actually do it sometimes.
@Linndell, that is how I read the Oath Against Artifice (which doesn't mean I'm right.) Also we're actually not using ABP I don't think, though many people are simulating it with the Oath of Offerings and the Boons that do almost the same thing.

Sebecloki |

thanks Vhin. quick question about the oath of artifice...it doesn't mention metal weapons...just armour...is that correct? oh and have to make a final few yweaks to my items...no armour since the defence bonus is there..and forgot t factor in ABP...
There's no automatic bonus progression -- did I write that somewhere?

Krauz "The Wolf" Bloodforge |

I have looked over the oaths but the only oath I can see that would fit Krauz would be the Oath Against Mercy, which seems problematic. Would it mean I could never let any enemy that we encounter survive or is it any enemy that personally attacks me/harms me or if I harm them?
If it is the latter, I can take it. If not, I'll skip the oaths. It'll cost me some power but we're all pretty ridiculous as it is.
EDIT: Vhin, that document is awesome. Thank you for making it!

Locmore |
I updated my alias to refelct Visara instead of my dwarven paladin. I need to pick 2 feats at 3rd and since I understood us to be paying for VMC, I'll go looking for something that'll increase my to hit, I think. I'm trying to avoid posting with the alias since it'll lock in if I hit 10 posts (I think that's how it works?) but there's a link to it here.
I also need to finalize equipment and fill up my spellbook. Chances are I'll be buying a lot of scrolls.

Vhinservun Tekra |

Here are a couple extra questions that will help me make a more useful archetype for your build.
Does Soto usually use in combat? One-hander and shield, two-hander or dual wielding one-handers?
Do you have your traits already sorted out or would there be either a faith or magic trait free that I could use to boost some abilities?
Do you have any feats that you know you'll be taking? I might be able to replace them with talents that do the same thing and use the feat slots to have your spheres powers interact with your other paladin abilities in easy to use, helpful ways.

Vhinservun Tekra |
2 people marked this as a favorite. |

Actually, I promised simple, so here's an archetype that you could add no matter what else you're doing with your build. You'll fight like normal and cast the spells added like normal. It gives you a small additional smite option (which lasts one attack, costs an immediate action and will usually be usable once per fight,) and gives you some more healing and restoration spells. Let me know if it all makes sense or if anything looks like you'd hate to have it. While no where near optimized, it should be pretty easy to use to supplement the rest of what you're doing.
Martial Focus: You start each day with Martial Focus. It can be expended to take 13 on any single Fortitude or Reflex save (like take 10, but you automatically roll a 13 instead) or used for your Insightful Strike. You recover martial focus after 1 minute of rest, taking the total defense action, or Using Focusing Grasp.
Insightful Strike (Su) Whenever the valiant champion would successfully damage a creature, he may, as an immediate action, determine if the creature is evi (as if using Detect Evil.) If the creature is evil, he may expend her martial focus to smite the creature as a free action that can be taken even when it is not her turn, applying the benefits of her smite evil ability to the creature as normal for the attack.
Focusing Grasp The valiant champion can use her lay on hands ability on herself as a move action to regain her martial focus, in addition to healing normally.
Talents These are a set of talents (all from the Life Sphere) which will let you do some more healing and be very good at removing detrimental conditions.
Casting Tradition: Life Sphere
Casting Tradition: Life: Mass Healing
Level 1 Talent: Life: Ranged Healing
Level 2 Talent: Life: Cure
Level 3 Talent: Life: Restore Capacity
Level 4 Talent: Life: Restore Health
Level 5 Talent: Life: Restore Senses
Level 6 Talent: Life: Restore Spirit
Level 7 Talent: Life: Energizing Vitality
Level 8 Talent: Life: Break Enchantment
Spherecasting: What can you do?
All the effects below are subject to Spell Resistance and count as spells, so might be resisted with a DC 12 + Cha bonus Will save. A save negates all but the Cure action and halves the healing from Cure. This might matter if someone has an oath against magic or you’re healing an unwilling creature for some other reason.
All of the standard actions below will grant the target +30 to all movement speeds for 1 minute or until they take damage from either failing a saving throw or being hit with an attack roll.
All the standard actions affect 1 creature within 25 feet, but you can spend 1 extra SP on any of them to affect up to 3 creatures (still within 25 feet)
Spell Pool: Each day you gain a spell pool of 12 + Cha bonus spell points to use on the following Actions.
New Standard Casting Actions (basically your new spells):
Break Enchantment: Movement + Spend 1 SP to remove all magic from the target that has a duration. This may be used against curses including cursed equipment, although it does not remove the curse from the equipment and instead suppresses the effect long enough for the item to be removed.
Instead of a saving throw, you must succeed at a magic skill check against each magical effect in order to remove it. You may choose not to remove certain effects if you so desire (for example, you may target only harmful effects and not beneficial ones). This counts as using the break enchantment or remove curse spell against those spells and effects that specify they can only be removed through those spells. This has no effect on other instantaneous effects.
Cure: Movement + Spend 1 SP heal 1d8 + 20 damage.
Invigorate: Movement + Spend 0 SP give 4 temporary HP (up to their max HP at most.)
Restore Body: Movement + Spend 1 SP to remove the battered, fatigued, exhausted, sickened, and nauseated conditions, and and you may attempt a magic skill check (1d20 + 8) against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.
Restore Capacity: Movement + Spend 1 SP to allow target to make an immediate Escape Artist Check with +4 Circumstance bonus against any applicable condition, remove the stunned condition, remove lessening of movement speed or removal of movement type or loss of power of speech. If the target is paralyzed you may attempt a magic skill check (1d20 +8) agains the DC to remove the paralysis.
Restore Mind: Movement + Spend 1 SP to remove all of confusion, the dazzled, dazed, shaken, frightened, panicked, and staggered conditions, blindness, deafness, loss of other senses (tremorsense, blindsense, etc …) and cure 1d4 points of sanity damage.
Restore Soul: Movement + Spend 1 SP to cure all ability damage as well as all ability drain to one ability score. Target is also cured of 1 temporary negative level or suppress 1 permanent negative level for 4 minutes.

Krauz "The Wolf" Bloodforge |

So I went looking through most of the people's character sheets and I realize my AC is nowhere near the rest of the frontliners. I've got a lot of ways of self-healing myself so hopefully that'll balance things out. I might be an off-tank or, thanks to my speed, be really good at moving around the enemy and attacking their back line people?
Anyone have some suggestions, if any at all? I know I'm not super-duper optimized but I also am hoping I'm not a detriment to the group either.

Vhinservun Tekra |
1 person marked this as a favorite. |

@Soto, one thing I'll add to that archetype is that if you have free feat available you can take Channel Life which would let you use any of the spell like abilities as part of your channel. You'd still pay the cost and it would only affect one person unless you spent the extra SP to have it affect more than one, in which case it would affect everyone the channel does. It'd be a way to combine some healing/restoring functions in terms of action economy.
@Krauz, the obvious sources of AC for you are Natural Armor, Deflection and Shield. You're wearing armor now which only gives you 1 AC over what you'd get from the Defense Bonus you'd get for not wearing it (and the defense bonus would catch up next level), so it might or might not be an efficient use of gold (though I know you reference it in your backstory.) A ring of protection or amulet of natural armor would both add some if you can afford them by switching out equipment. If you can find a way to get either two feats or a feat and a talent in you could pick up Shield Focus (or the talent Shield Expert) and Unhindering Shield you could pick up a +1 Mithral Buckler would give you +3 shield bonus to AC without any penalties to attack or casting spells.
Others are using Oaths to get some bonuses to AC without having to pay for them which is making them higher than they would otherwise be. In Kolvar's case he's actually applying the Enhanced Defenses to the Defense Bonus when as far as I can tell it's supposed to be applied to a shield or suit or armor (or clothing if you're using armor AC and not wearing armor like a standard Monk.) The Defense bonus specifically says it's there to replace the need to add enhancement bonuses to armor, so by default it wouldn't apply to that, though it's up to Sebecloki how he wants the mechanisms to interact here. In Rhûnn's case he's getting Str to AC as natural armor that says it doesn't stack with other sources of Natural armor from muscles of steel (listed as Str to AC in his character sheet) so it's not clear that the NA he's getting from Inhuman resilience would also apply (though that one is an enhancemnt bonus to NA, so it's more likely to as you can usually apply enhancment bonuses on top of other bonuses.)
With the hitpoints we've got probably high healing is going to be enough to offset getting hit, so you're probably OK regardless, but those are some thoughts from my end.

Krauz "The Wolf" Bloodforge |

Thank you for the advice! I may do some rebuilding & respeccing when it comes to gear to get an idea for it. I really like having spell storing in the armor for the ablative barrier; the healing from fast healing removes the nonlethal automatically so I actually eat pretty big chunks of damage off when it activates. Of course, that is if I am reading everything correctly.
I'm still waiting to hear about the Oath of Mercy question up above; I don't want to become a total murderhobo with it if possible. The rest, while powerful, just don't fit what I see Krauz being. The glamered enhancement is totally inefficient but I just think it looks cool and fits the character's need to look good lol.

Sebecloki |
1 person marked this as a favorite. |

I have looked over the oaths but the only oath I can see that would fit Krauz would be the Oath Against Mercy, which seems problematic. Would it mean I could never let any enemy that we encounter survive or is it any enemy that personally attacks me/harms me or if I harm them?
If it is the latter, I can take it. If not, I'll skip the oaths. It'll cost me some power but we're all pretty ridiculous as it is.
EDIT: Vhin, that document is awesome. Thank you for making it!
"You do not break this Oath if a defeated enemy escapes in a way that was beyond your power to stop."
Well, I guess there's a little bit of leeway in that it's unclear if, for example, a tribe of kobolds count as 'enemies' until combat begins -- you might be able to negotiate with them.

Vhinservun Tekra |

I think that dealing with Oaths along the way is going to be an issue we'll need to work around. Might as well throw one more on for fun!
I also think that playing the character you want to play, optimized or not, is part of the fun. I'm planning on being hard to kill (my AC after buffs will probably be 32 with 24 touch (or 39 with 28 touch for up to an hour or so if I think it's necessary,) and saves should usually be closer to Fort + 15, Ref + 16, Will + 16 with the ability to reroll ones, but I expect things outside of combat or my control will still be able to kill me if I'm reckless (which I plan to be sometimes because I think we'll need to!) I don't think you're be too much of a liability unless you get charmed regularly (in which case I hope I can find things to hide behind you'd rather kill!) Whatever you're going with should be good!

Krauz "The Wolf" Bloodforge |

So I have considered a few Oaths and I think I could get away with an Oath of Loyalty (to Gorum), an Oath of Sacrifice, and an Oath against Mercy.
Roleplay-wise, I think Krauz will always make it very clear that to turn a blade or spell against him is to guarantee death. It is the only warning that his foes get. Any enemy that only battles an ally will have the fortune of surrendering.
Hopefully my big Intimidate bonus will help us a bit. I'll figure in the oaths, the bonuses they'll give, and the changes to equipment in a bit. I'll likely get the Inhuman Resilience and either Enhanced Abilities or Bonus Talents.
I am curious if anyone can help explain how the "Drawback" one works? I've read it a bit but I just can't seem to figure it out well.

Vhinservun Tekra |

The thing about bonus talents is that you get them at particular levels. If you spend the three points in it you'll only get two for now (the ones at 2nd and 6th levels,) and then more at 10th, 14th and 18th. I thought that was worth it and went for it, but for level 8 you'll get one less talent than you put points in it (with the next coming at level 10.)

Krauz "The Wolf" Bloodforge |

Indeed. The trade-off of the Enhanced Abilities is that I save a decent amount of money that can be spent elsewhere. Those two talents do nail me some pretty fun stuff for my intimidation goodness; being able to demoralize creatures immune to mind-affecting stuff and immune to fear and being able to extend the demoralize effect for another round on a successful hit. That lets me get the benefit to roll twice for that first attack each time. It adds up.
But...+2 to Strength, Constitution or Wisdom, and Charisma? So good too.
EDIT: Nevermind, I think I'll go with Inhuman Resilience, Enhanced Abilities, and Improved Aristeia and take the Unbreachable Heroism feat with it. Temporary Hitpoints are good stuff.

Kolvar Themaris |

If Sebecloki rules that I cannot use Enhanced Defenses that way, I will drop it and Shielded Form and replace them with Accelerated Recovery.
For my Oath of Offerings my plan is to donate my money to the Companions of the Broken Band, not the other players but provide a guild hall, store house, land, and porters and admin staff, or such for the group. Perhaps with the intent of helping train up young adventures so they don't make the same mistakes or befall similar tragedies some other members of the Companions have.

Zorblag |

@Kolvar that does sound like the sort of thing that a founding member might want to do if he's come back to rejoin the organization and sees how the past couple decades have gone (they haven't been pretty from the backstories we've got.)
124d6 ⇒ (3, 2, 4, 4, 6, 2, 4, 5, 6, 2, 3, 1, 5, 2, 4, 6, 6, 1, 2, 6, 6, 3, 1, 1) = 85
4d6 ⇒ (6, 5, 2, 4) = 17
224d6 ⇒ (5, 3, 5, 3, 5, 1, 5, 3, 1, 1, 6, 5, 1, 2, 6, 4, 1, 2, 4, 1, 4, 2, 4, 1) = 75
6d6 ⇒ (1, 2, 2, 2, 3, 5) = 15
324d6 ⇒ (6, 6, 3, 4, 1, 4, 6, 4, 3, 5, 6, 3, 3, 2, 1, 3, 3, 2, 6, 6, 1, 2, 4, 4) = 88
3d6 ⇒ (5, 3, 4) = 12
424d6 ⇒ (2, 1, 2, 5, 4, 5, 5, 4, 6, 2, 5, 2, 4, 6, 5, 6, 4, 1, 2, 2, 4, 6, 2, 4) = 89
2d6 ⇒ (6, 3) = 9
524d6 ⇒ (1, 6, 5, 5, 2, 4, 5, 3, 1, 2, 5, 4, 4, 5, 1, 6, 3, 6, 3, 6, 2, 2, 2, 3) = 86
3d6 ⇒ (2, 6, 4) = 12
624d6 ⇒ (2, 5, 6, 1, 4, 1, 6, 6, 1, 5, 6, 3, 2, 6, 6, 4, 2, 6, 1, 3, 5, 1, 1, 6) = 89
6d6 ⇒ (2, 6, 1, 5, 3, 2) = 19
724d6 ⇒ (5, 3, 4, 5, 6, 4, 3, 3, 6, 4, 1, 3, 5, 3, 2, 6, 5, 1, 2, 1, 1, 4, 2, 4) = 83
4d6 ⇒ (5, 1, 1, 4) = 11
824d6 ⇒ (3, 6, 5, 2, 3, 4, 5, 5, 5, 3, 3, 5, 5, 3, 2, 4, 4, 1, 5, 2, 1, 5, 4, 4) = 89
2d6 ⇒ (5, 3) = 8
924d6 ⇒ (6, 5, 5, 4, 5, 3, 5, 1, 4, 5, 2, 4, 5, 6, 2, 5, 2, 3, 3, 4, 1, 3, 4, 2) = 89
2d6 ⇒ (4, 4) = 8
1024d6 ⇒ (6, 4, 6, 4, 4, 2, 3, 2, 6, 5, 6, 5, 1, 6, 5, 3, 2, 4, 2, 2, 2, 3, 4, 1) = 88
2d6 ⇒ (1, 1) = 2
1124d6 ⇒ (6, 6, 4, 3, 2, 6, 4, 1, 4, 4, 4, 4, 4, 3, 2, 2, 5, 3, 4, 5, 6, 6, 5, 5) = 98
1d6 ⇒ 5
1224d6 ⇒ (3, 6, 5, 1, 3, 1, 4, 3, 6, 3, 3, 4, 2, 4, 4, 5, 2, 2, 4, 5, 3, 3, 6, 5) = 87
2d6 ⇒ (5, 2) = 7
Using Set 6 I could go with 666 666 664 556 554 333

Vhinservun Tekra |

As a slayer you'd probably want to add the Hero's Bane Archetype which would mainly give you a set of maneuvers to use during combat which can't hurt to have. If you haven't done anything with the Spheres of Might then adding an archetype from there as well probably makes sense. The Guild Assassin would basically let you add 7 talents total from spheres of Might (one of which would have to be the Scout Sphere which you'd likely want anyhow.) I'd take a look at the Sniper Sphere and the Barrage Sphere as good possible pickups. There's a good chance that you'd pick up feat equivalents from them (among other things) and get some extra feats to do more cool stuff.

Sebecloki |

is my guy a little too underpowered? i'm not using any of the Path of War stuff...just a slayer, the sniper archetype...
That's not how this works -- you can't decide to not use the Path of War stuff. You get the spheres and path of war archetypes for free, and you have to use both of them

Krauz "The Wolf" Bloodforge |

ah...ok....have some work to do tonight then...my bad...misunderstood...
It is a lot to go through but take your time, read over some stuff, and make some fun synergies. Statistically, Krauz doesn't look too heavy but with his feat combos, special abilities, and spells, he is going to just constantly be mitigating damage to some extent and/or creating temporary hitpoints.

Vhinservun Tekra |

Vhinservun is finished (despite my incessant tinkering,) and you the character is in the profile of this account. I'm expecting to use her, but I've also developed a backup character because it was fun.
Kazu the Fist is an Unchained Monk who mostly teleports around the battlefield and punches things hard. I present him as a character that was fun to make, but who probably fits the group less well than Vhinservun does, so who I don't actually expect to play.
Kazu was a half-orc raised among dwarves and it wasn’t a pleasant childhood. Taken in by a family of strict Berronar Truesilver worshipers because he apparently filled some sort of prophecy of a reborn dragon-king of the Sea of Dust, Kazu was raised to always tell the truth no matter the consequence, to honor Berronar Truesilver and follow her teachings and defend her name and to take what life has to offer with humility. Kazu’s almost ceaseless toil and lack of comforts left him physically impressive, but socially and intellectually shallow.
When he came of age his adopted family had a ceremony performed that awakened the power of his heritage, focused as a powerful magic emanating from his right arm. Now he can draw on the power to deliver powerful blows beyond that of a normal fighter and warp from one spot to another on the battlefield. He was sent to the Defenders of the Realm to train as a warrior and learn to use his new powers productively. There his training did expand his social skills somewhat, and he was drilled with knowledge of the noble houses of various kingdoms and empires and their etiquettes as well as how to use his fist to fight tactically, leaving him, if not well rounded in education, at least slightly less one dimensional than he had been before.
He’s now left the stronghold of the Defenders of the Realm and they have directed him to lend his services to the Brotherhood of the Broken Band. He’s not sure how well he’ll fit in with the rowdy, chaotic group, but his strong sense of obligation to the duty put before him ensures that he’ll give it his best try.
Kazu the Fist
Male Half-orc Martial Artist Unchained Monk(Sohei, Drifting Lotus, Formcrafter) 8 VMC Sorcerer
LG Medium humanoid (human, orc, psionic)
Init +13; Senses Darkvision 120 feet; Perception +16
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Defense
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AC 34, touch 32, flat-footed 26 (+4 Defense A, +7 Dex, +5 Wis, +4 Monk, +1 Dodge, +2 Natural Armor, +1 Deflection)
HP 106 (28 1st + 70 Monk + 16 Con -8 Oath)
Fort +15; Ref +17; Will +12 (+2 on saving throws against emotion and fear effects)
Special Defenses Evasion (take no damage instead of half on successful Ref save), Immune to Disease, Immune to Fatigue, Physical Resistance (ability drain, ability damage and temporary ability score penalties reduced by 2 points)
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Offense
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Speed 45 feet (30 feet without martial focus)
Melee Dragon Style +4 Unarmed Strike +23 +23 +18 (3d8 +26 (23, 23) B, P or S/17-20 +1 to confirm crits, +8 Damage to crits)
When in Primal Strike Stance, Using Hardened Fists and Polymorphed
Dragon Style +4 Unarmed Strike +21 +21 + 16 (16d8 + 28 (25, 25) B, P or S/17-20 +1 to confirm crits, +8 Damage to crits)
Special Always act in the surprise round (still flat footed until acts)
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Statistics
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Str 20 (+2 Enh), Dex 24 (+2 R, +2 Level, +2 Enh), Con 14, Int9, Wis 20 (+2 Enh), Cha 14
Base Attack +8; CMB +13; CMD 33; MSB +8; MSD 19
Feats Combat Expertise, Combat Reflexes, Combat Stamina, Combat Style Master, Deadly Aim, Discipline Focus (Radiant Dawn), Dodge, Dragon Style, Extra Stamina, Fuse Style, Greater Unarmed Strike, Improved Critical (Monk), Power Attack, Push the Limits, Radiant Dawn Style, Stunning Fist, Unarmed Combatant, Vital Strike, Weapon Finesse, Weapon Focus (Monk), Weapon Specialization (Unarmed Strike)
Skills Acrobatics +23, Autohypnosis +16, Diplomacy +10, Handle Animal + 12, Knowledge (Nobility) +13, Linguistics +0, Perception +16, Survival +16
Traits Blood of Pharaohs, Fate’s Favored, Gift for Magic (Alteration), Heavy Hitter, Life of Toil, Reactionary
Languages Common, Dwarven, Orc
Honor 24/100
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Martial Tradition and Oaths
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Defenders of the Realm ”On my honor and the honor of the Defenders who trained me, I swear to be a faithful servant. For you I shall provide valor to defend you and your peoples, loyalty to serve the needs of your realm, courage to destroy your enemies, and cunning to do your will. For me you shall provide honor to reward my deeds, glory to crown my name, and good lordship to sustain my life. So long as the circle is unbroken, my vow remains whole.”
Defenders of the Realm Benefits Defenders of the Realm benefit from a +2 competence bonus to Knowledge (local), Knowledge (nobility), and Knowledge (religion) checks, as well as a +2 competence bonus to Fortitude saves.
Oath against Artifice (1 Oath Point) You have sworn off the use of anathematic armaments and technologies. You must revere nature and may not wear metal armor or use metal shields. In addition, you may not use firearms or any technological devices which use charges. In games where advanced technology is quite common, this Oath may be worth up to three Oath points.
Oath against Mercy (2 Oath Points) You have sworn to take no prisoners in battle, sparing no enemy who turns their weapon against you. You may not capture foes alive and must kill any enemies you defeat in battle. You do not break this Oath if a defeated enemy escapes in a way that was beyond your power to stop.
Oath of Abstention (1 Oath Point) You cut excess pleasures from your consumption, surviving on only the bare necessities. You may not consume any but the most basic food and drink, meaning that you cannot consume drugs, potions, alchemical formulae, or other beneficial items that must be consumed to gain their effects. You may not consume any food or drink worth more than 1 gp.
Oath of Candor (1 Oath Point) Your words will betray no falsehood. You are not allowed to deliberately speak any lies, including bluffing, stating half-truths or concealed truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm, you can remain silent.
Oath of Honor (Chivalric Code) (2 Oath Points) You have sworn to uphold your good name and maintain an air of dignity in your actions. You must select a code of honor and maintain an honor score (see Ultimate Campaign) of at least 3 x your character level at all times. When you first swear this Oath or when you level up, your honor score is increased to 3 x your character level if it is lower.
Oath of Humility (1 Oath Point) You are not a leader or a bearer of glory, but rather a simple servant of greater forces. You may not accept the service of followers, underlings, or minions (including summoned, tamed, or animated minions), nor may you accept noble titles or own lands beyond what you need to survive.
Oath of Loyalty (Berronar Truesilver) (1 Oath Point) You have sworn your service to a god, nation, or leader (hereafter referred to as your patron). Your alignment must remain within 1 step of your patron’s, and you must adhere to the moral tenets of your patron while remaining in their good standing. Paladin or antipaladin codes provide a framework for what moral tenets might mean for a character who pledges an Oath of Loyalty. Minor infractions may be overlooked, but a gross defiance (such as disobeying a direct order from your patron or acting in a way that directly contradicts your patron’s teachings) is sufficient to break an Oath of Loyalty. A patron may revoke the benefits of an Oath of Loyalty at any time.
Oath of Ritual (1 Oath Point) You must perform a specific physical or magical ritual every day to maintain your abilities. This ritual takes one hour to perform and can be performed anywhere, but requires that you either spend 5 gp per character level or reduce your maximum hit points by an amount equal to your character level for 24 hours every time you perform the ritual.
Bonus Talents (3 Oath points) You gain a number of bonus talents based on how many Oath points you spend on this Oath boon. These talents may be either combat talents or magic talents, but you must meet the prerequisites for these talents and cannot select magic talents if you are not already a spherecaster. You may spend up to 3 Oath points on this Oath boon. One talent at 2nd, 6th, 10th, 14th, and 18th levels
Enhanced Abilities (Su) (2 Oath points) Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.
Enhanced Armaments (Su) (3 Oath Points) Your devotion enhances the abilities of your weapons. At 4th level, one weapon you wield (including a natural weapon) gains a +1 enhancement bonus on attack and damage rolls for as long as you wield it (these bonuses are still applied if the weapon is thrown). This bonus increases by 1 at 7th level and every 3 levels thereafter, to a maximum of +5 at 16th level. Alternatively, you may apply this bonus to an implement, granting an enhancement bonus to caster level with a specific sphere in place of a bonus to attack and damage rolls. This bonus does not stack with any existing enhancement bonus the weapon or implement may have. If you spend a third Oath point, the weapon or implement’s enhancement bonus also increases at 5th level and every 3 levels thereafter (to a maximum of +10 at 17th level).
The item’s enhancement bonus cannot exceed +5, but the remaining bonus can be spent to grant the item any properties that an armorist of your character level could apply to their weapons or implements. You may take this Oath boon multiple times, each time gaining the ability to apply it to an additional weapon or implement. You may change which item you apply this bonus to or change the nature of the bonus in a process that takes 1 hour. You cannot apply both Enhanced Armaments and Enhanced Defenses to the same piece of equipment.
Inhuman Resilience Su (1 Oath Point) Your Oath insulates your body and mind against harm. You gain a +1 resistance bonus to all saving throws at 3rd level, which increases by 1 at 6th level and every 3 levels thereafter (to a maximum of +5 at 15th level). You also gain a +1 enhancement bonus to natural armor at 5th level which increases by 1 at 8th level and every 3 levels thereafter (to a maximum of +5 at 17th level).
Shielded Form Su (1 Oath Point) Incredible powers shield you, granting you a +1 deflection bonus to AC starting at 6th level which increases by 1 at 9th level and every 3 levels thereafter (to a maximum of +5 at 18th level).
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Resources
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Essence: 1/1
Hardened Fists: 5/5
Martial Focus: 1/1
Mutable Flesh: 1/1
Power Points: 1/1
Spell Points: 19/19
Stamina Points: 13/13
Secondary Stamina Points: 2/2
Stunning Fist: 8/8
Stance: Primal Warrior Stance
Maneuvers Readied (4): Bronze Knuckle, Decree of Death, Encouraging Roar, Lifeburst Strike
Maneuvers Known: Bloody Riposte, Bronze Knuckle, Counter Step, Decree of Death, Encouraging Roar, Ghost Hunting Blow, Lifeburst Strike
Stances Known: Primal Warrior Stance, Spoils of War, Unbroken Stride
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Equipment
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Boots of Elvenkind (Feet, 2500)
Gloves of Dueling (Hands, 15000)
Monk’s Robe (Body, 13000)
Ring of Sustenance (Ring, 2500)
0 gold
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Free Actions
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Berserking At the start of the round choose to lose 2 AC to gain 11 temporary hp or roll attack twice on one attacks during the round, taking the better result each time
Combat Style Master Change to a new style, can retain up to one previous style
Hardened Fists Unarmed strikes deal damage as one size category longer for one round
Lotus Style: Float After teleporting can either drift back to the ground at 60 feet per round gliding horizontally or can float in place until start of next turn
Spinning Heel Kick Whenever an unarmed attack from attack action hits a foe make an unarmed attack against another foe adjacent to first at -2 to hit
Stunning Fist When making an unarmed strike can use stunning fist to attempt to stun target for one round, fatigue target or make target sickened for 1 minute if attack hits; DC 20 Fort to negate
Style Strike: Hammerblow When using flurry of blows one unarmed strike can roll damage dice twice (not multiplied on critical hit)
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Swift/Immediate Actions
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Exploit Weakness (defensive) +2 bonus on Sense Motive checks, Reflex saves, and a dodge bonus to AC against one opponent within 30 feet until the start of next turn
Exploit Weakness (offensive) Wisdom check (1d20 + 13) vs 10 + Hardness or CR to gain +2 on attack rolls, ignore DR/Hardness until end of turn
Fuse Styles Change Style and Stance
Invest Essence Invest one point of essence in an essence receptacle (Radiant Dawn maneuver)
Ki Weapon Spend up to 2 SP to grant unarmed strikes special weapon qualities for one minute
Savage When a foe is reduced to 0 hp or less with a melee or thrown weapon attack regain martial focus as immediate action
Sweeping Kick When a melee attack from attack action hits make a trip attempt at -2 as immediate action
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Standard Actions
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Advancing Carnage Take -2 to hit for the round to make an attack action; if it hits get additional attack against an foe adjacent to one that was hit, can repeat up to four times (for five foes total,) can’t attack single foe more than once using this ability, can take 5 foot step after each attack
Pouncing Teleport When teleporting spend 1 SP to make an attack roll after teleport or spend 1 more SP to make attack action or full attack
Recover Maneuver Ready an expended maneuver
Shapeshift Duration concentration, can spend 1 SP as free action to make duration 60 minutes, typically gain powerful claws and large size; once per day duration increased to 6 hours
Warp Teleport self up to 35 feet; can spend 1 SP to increase range to 140 feet
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Full Attack Actions
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Flurry of Blows Gain 1 extra attack at full BAB when taking full attack action using unarmed strikes
Pouncing Teleport Increase time when teleporting to make an attack roll after teleport or spend 1 SP to make attack action or full attack
Recover Maneuvers As a full round action replace up to five expended maneuvers with readied maneuvers chosen from any known, change style for free
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Other
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Combat Expertise When attacking take -2 to attack rolls, CMB and +2 Dodge to AC until the start of next turn
Deadly Aim When making a ranged attack take -2 to hit, +4 damage on ranged attacks until next turn (-3 to hit, +6 damage for daggers)
Devoted Guardian Always act in the surprise round, flat footed until act
Power Attack When making a melee attack take -2 to hit, +4 damage on melee attacks until next turn (-3 to hit, +6 damage for daggers)
Reaper’s Momentum If Kazu has martial focus, up to twice a turn when a foe is reduced to 0 hp or less with melee or thrown weapon attack immediately make a melee or thrown weapon attack on another creature
Run Move at five times normal move when running, +4 to acrobatics when making a jump after a running start +4 bonus on your check, retain your Dex bonus to AC while running
Segmented Warp Spend 1 SP to break teleport into two parts
Tight Guard When reading an action, taking a total defense action, or using the attack action to attack with a light weapon, you gain a +3 shield bonus to your AC and CMD until start of next turn
Level One
Campaign Feat: Combat Stamina
Campaign Feat: Push the Limits
Casting Tradition Talent: Alteration Sphere
-Alteration Talent: Lingering Transformation
Casting Tradition (Alteration) Talent: Powerful Limbs
Drifting Lotus Bonus Talent: Warp Sphere
Drifting Lotus Bonus (Warp) Talent: Pouncing Teleport
Drifting Lotus Bonus (Open Hand) Talent: Snap Kick
Elephant in the Room Feat: Weapon Finesse
Elephant in the Room Feat: Combat Expertise
Elephant in the Room Feat: Deadly Aim
Elephant in the Room Feat: Power Attack
Formcrafter Bonus Feat: Fuse Style
Martial Tradition Talent: Boxing Sphere
-Boxing Talent: Tight Guard
Martial Tradition (Equipment) Talent: Critical Genius
Martial Tradition (Equipment) Talent: Finesse Fighting
Martial Tradition Talent: Open Hand Sphere
-Open Hand Talent: Tear Flesh
Monk Bonus Feat: Dodge
Monk Bonus Feat: Unarmed Combatant
Monk Bonus Feat: Stunning Fist
Level Feat: Weapon Focus (Monk)
Level Talent: Open Hand Sweeping Kick
Level Two
Formcrafter Bonus Feat: Dragon Style
Monk Bonus Feat: Combat Reflexes
Oath Bonus Talent: Athletics Sphere (Run Package)
Level Feat: Discipline Focus (Radiant Dawn)
Level Talent: Berserker Sphere
-Berserker Talent: Executioner
Level Three
Level Feat: Greater Unarmed Strike
Level Talent: WarpSegmented Warp
Level Four
Level Feat: Weapon Specialization (Monk)
Level Talent: Berserker Advanced Carnage
Level Five
Campaign Feat: Signature Skill (Varied)
Campaign Feat: Extra Stamina
Level Feat: Radiant Dawn Style
Level Talent: Berserker Advanced Carnage
Level Six
Formcrafter Bonus Feat: Wildcard Style Feat
Monk Bonus Feat: Deft Maneuvers
Oath Bonus Talent: Athletics Swift Movement
Level Feat: Vital Strike
Level Talent: Alteration Size Change
Level Seven
Level Feat: Combat Style Master
Level Talent: Berserker Reaper’s Momentum
Level Eight
Level Feat: Improved Critical (Monk)
Level Talent: Berserker Savage
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Traits
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Blood of Pharaohs, Campaign Long ago, one of your ancestors ruled over the Sea of Dust. Although you are many generations removed and the line of descent is hard to prove, his or her blood still runs in your veins. Perhaps you may find some proof of your lineage in the tombs of the necropolis. You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose an ancient language as one of your bonus languages.
Fate’s Favored, Faith The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Gift for Magic (Alteration), Magic Whether through ancestry, training, or another personal aspect, your skill with a particular type of magic is far more natural than normal. Choose a sphere. You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your Hit Dice.
Heavy Hitter, Regional You gain a +1 trait bonus on damage rolls made with unarmed attacks.
Life of Toil, Social You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude saves.
Reactionary, Combat You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
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Racial Traits
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Ability Score Modifiers Half-orc characters gain a +2 bonus to one ability score of their choice at creation (Dex) to represent their varied nature.
Size Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Base Speed Half-orcs have a base speed of 30 feet.
Languages Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Dragon Sight (2 RP) Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Pariah While many cultures discriminate against half-orcs, in some, particularly dwarven communities, half-orcs are complete social pariahs. It goes without saying that such a culture does not provide outlets for a half-orc to practice with traditional orc weapons. The few half-orcs who survive to adulthood in such harsh social climates are deeply scarred by their abusive treatment and find it hard to express and understand normal emotions. Such half-orcs gain a +2 racial bonus on saving throws against emotion and fear effects and a –2 penalty on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces weapon familiarity.
Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
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Skills
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Ranks: 56 (32 Class +16 Background +8 FCB -8 Int +8 Spheres)
Acrobatics +23 (8 Ranks +7 Dex +3 Class, +5 Circumstance)
Appraise -1 (-1 Int)
Autohypnosis +16 (8 Ranks +5 Wis +3 Class)
Bluff +0 (2 Cha -2 Race)
Climb +5 (5 Str)
Craft -1 (-1 Int)
Diplomacy +11 (8 Ranks +2 Cha +3 Class -2 Race)
Disable Device NA (7 Dex)
Disguise +2 (2 Cha)
Escape Artist +7 (7 Dex)
Fly +7 (7 Dex)
Handle Animal +12 (7 Ranks +2 Cha +3 Class)
Heal +5 (5 Wis)
Intimidate +2 (2 Cha)
Knowledge (Arcana)[/b] NA (-1 Int)
Knowledge (Dungeoneering) NA (-1 Int)
Knowledge (Engineering) NA (-1 Int)
Knowledge (Geography) NA (-1 Int)
Knowledge (History) NA (-1 Int)
Knowledge (Local) NA (-1 Int)
Knowledge (Martial) NA (-1 Int)
Knowledge (Nature) NA (-1 Int)
Knowledge (Nobility) +11 (8 Ranks -1 Int +3 Class +1 Trait +2 Competence)
Knowledge (Planes) NA (-1 Int)
Knowledge (Religion) NA (-1 Int)
Linguistics +0 (1 Rank -1 Int)
Perception +16 (8 Ranks +5 Wis +3 Class)
Perform +2 (2 Cha)
Profession NA (5 Wis)
Ride +7 (7 Dex)
Sense Motive +3 (5 Wis -2 Race)
Sleight of Hand NA (7 Dex)
Spellcraft NA (-1 Int)
Stealth +7 (7 Dex)
Survival +16 (8 Ranks +5 Wis +3 Class)
Swim +5 (5 Str)
Use Magic Device NA (2 Cha)
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Skill Unlocks
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Acrobatics You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
Diplomacy The time required to influence a creature’s attitude or gather information is halved.
Handle Animal Creatures you have trained gain a +2 bonus on Will saves when adjacent to you.
Knowledge (Nobility) When you successfully identify a creature, you gain one additional piece of information for every 5 ranks you possess in that Knowledge skill.
Perception You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
Survival You reduce all nonlethal damage you take from heat, cold, starvation, or thirst by 1 point for every 5 ranks you possess in Survival.
Combat Expertise If you spend stamina points to raise an attack roll using the Combat Stamina feat’s benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent.
Combat Reflexes When you miss with an attack of opportunity, you can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a –5 penalty on the attack roll and costs one of your attacks of opportunity for the round.
Combat Stamina After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.
Combat Style Master When it is not your turn, you can spend 2 stamina points to take the free action to switch your style.
Deadly Aim When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can’t reduce the penalty below 0.
Dragon Style On your second and all subsequent unarmed strike attacks made in a round, you can spend 3 stamina points before making each attack to add 1-1/2 times your Strength modifier to that attack’s damage roll.
Improved Critical When you hit with an attack and the roll fails to threaten a critical hit by 3 or less, you can spend 5 stamina points to attempt to deal double damage anyway. Roll as if confirming a critical hit. If this confirmation roll succeeds, your attack is still not a critical hit, but it deals double damage.
Power Attack When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.
Stunning Fist You can spend 5 stamina points to declare that you are using Stunning Fist after you’ve hit with an unarmed strike.
Vital Strike After rolling the damage of a Vital Strike attack, you can spend 2 stamina points to reroll up to two of the weapon’s damage dice. (For weapons with more than one damage die, count all the weapon’s base damage dice together as one.) You must take the second result, even if it’s lower.
Weapon Finesse You can spend 2 stamina points to negate the penalty on attack rolls from your shield’s armor check penalty until the start of your next turn.
Weapon Focus (Monk)Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.