Soulfire = 1/2 Fire and 1/2 Good. Godwyn ignores 20 points of fire resist
[dice=Touch Attack]1d20+51[/dice]
[dice=Shove Good, Cold Iron Damage]75[/dice]
[dice=Holy Damage vs Evil from sacredness]3d6[/dice]
[dice=Soulfire Damage vs Evil from Rapture’s Burn]2d6[/dice]
[dice=Soulfire Damage vs Neutral from Rapture’s Burn]1d8[/dice]
[dice=DC 35 Ref save or take soulfire damage for 1d4 rounds]1d4[/dice]
[dice=Trip if shove hits]1d20+52[/dice]
[dice=AOO if tripped]1d20+51[/dice]
[dice=Good, Cold Iron Damage]2d6+75[/dice]
[dice=Holy Damage vs Evil from sacredness]3d6[/dice]
[dice=Soulfire Damage vs Evil from Rapture’s Burn]2d6[/dice]
[dice=Soulfire Damage vs Neutral from Rapture’s Burn]1d8[/dice]
[dice=Hit]1d20+45[/dice]
[dice=Roll twice pick highest]1d20+45[/dice]
[dice=Good, Cold Iron Damage]2d6+75[/dice]
[dice=Holy Damage vs Evil from Sacredness]3d6[/dice]
[dice=Soulfire Damage vs Evil from Rapture’s Burn]2d6[/dice]
[dice=Soulfire Damage vs Neutral from Rapture’s Burn]1d8[/dice]
[dice=Fire Damage Ignore 20 fire resistance from energy strike]5d8+5[/dice]
[dice=Good Damage from energy strike]6d8+5[/dice]
[dice=Long Range Touch Destructive Blast]1d20+35[/dice]
[dice=Fire Damage Ignore 20 fire resistance]5d8+5[/dice]
[dice=Good Damage]6d8+5[/dice]
[dice=Long Range Touch Destructive Blast]1d20+35[/dice]
[dice=Fire Damage Ignore 20 fire resistance]10d8+5[/dice]
[dice=Good Damage]11d8+5[/dice]
Healing Sphere
* Cure: 1d8+caster level (21)
* Deeper Healing: +5d8
* Restore Capacity, Senses, Health, Spirit: Your cure ability heals an additional 1 hit point per caster level (21)
* Total: 5d8+42
Race, Traits, Stats:
Grigori
* Type: Grigori are humanoids with the extraplanar, angel (though they do not possess any other angel traits), and good subtypes. Most grigori also have good alignments; however, if their alignments change, they retain the good subtype. Any effect that depends on alignment affects a grigori with this subtype as if the grigori has a good alignment, no matter what its alignment actually is. The grigori also suffers 6 effects according to its actual alignment. A grigori with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields are good-aligned.
* Incorruptible: Occasionally, grigori arise with the ability to ward away evil. Grigori with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the angelic resistance racial trait.
* Angelic Rapport: Some grigori can influence animals, celestial animals, and celestial magical beasts as if they had the wild empathy ability of a druid equal to their character level. They do not suffer the normal –4 penalty when using this ability on a celestial magical beast. They also gain a +4 bonus to Handle Animal checks. This replaces the watchful and celestial blood racial trait.
* Halo: Some grigori possess the ability to manifest halos. A grigori with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.
* Age: As immortal beings, grigori do not age, they do not become feebler nor do they grow wiser.
Traits
*
* Sun Worshiper: You are immune to the dazzled condition.
* Fate’s Favored: +1 Luck
Stats
* Str (10) Dex (16) Con (14) Int (14) Wis (14) Cha (16)
* Race: +2 Con, +2 Int, -2 Wis
* Str (10) Dex (16) Con (16) Int (16) Wis (12) Cha (16)
* Large: +8 Str, +4 Con, -2 Dex
* Str (18) Dex (16) Con (20) Int (16) Wis (12) Cha (16)
* Physical Enhancement: +5 Dex
* Str (18) Dex (21) Con (20) Int (16) Wis (12) Cha (16)
* Levels: +2 Cha, +3 Dex, +2 Con
* Str (18) Dex (24) Con (22) Int (16) Wis (12) Cha (18)
* ABP: +4 Str, +6 Dex, +2 Con
* Str (22) Dex (30) Con (24) Int (16) Wis (12) Cha (18)
* ABP: +6 Cha, +4 Int, +2 Wis
* Str (22) Dex (30) Con (24) Int (20) Wis (14) Cha (24)
* Advanced Template: +4 all stats
* Str (26) Dex (34) Con (28) Int (24) Wis (18) Cha (28)
* Soulfire Template: Str +4, Dex +4, Con +4, Cha +4
* Str (30) Dex (38) Con (32) Int (24) Wis (18) Cha (32)
* Fighter Template: +4 Str
* Str (34) Dex (38) Con (32) Int (24) Wis (18) Cha (32)
* Paladin Template: +4 Str, +4 Cha
* Str (38) Dex (38) Con (32) Int (24) Wis (18) Cha (36)
* Holy Template: Str +2, Dex +2, Con +4, Wis +4, Cha +4.
* Str (40) Dex (40) Con (36) Int (24) Wis (22) Cha (40)
* Archon Graced: +4 Con, +4 Wis
* Str (40) Dex (40) Con (40) Int (24) Wis (26) Cha (40)
Feats, Skills, Equipment:
Feats
1, 5, 9, 13, 17 feats = Practitioner
EitR
Lvl 1: Practitioner
Lvl 2: Weapon Focus
Lvl 3: Furious Focus
Lvl 4: Eldritch Heritage
Lvl 5: Practitioner
Lvl 6: Weapon of the Chosen
Lvl 7: Improved Eldritch Heritage
Lvl 9: Practitioner
Lvl 10: Improved Weapon of the Chosen
Lvl 11: Greater Weapon of the Chosen
Lvl 12: Improved Eldritch Heritage
Lvl 13: Practitioner
Lvl 14: Iron Will
Lvl 15: Diehard
Lvl 16: Lightning Reflexes
Lvl 17: Practitioner
Lvl 18: Great Fortitude
Lvl 19: Fast Healer
Lvl 20: Greater Eldritch Heritage (Treat your character level as your sorcerer level for all your sorcerer bloodline powers granted by this feat, Eldritch Heritage, and Improved Eldritch Heritage.)
Eldritch Heritage Righteous Link
* Touch of Life (Su)
- Beginning at 1st level, you may channel positive energy through your hands to heal yourself or another as a standard action. Your touch heals living creatures for 1d6 points + 1 for every two sorcerer levels you possess. If you use this power against an undead target, it suffers the same amount in damage, though it requires you to make a melee touch attack against the undead target and the target is not allowed a saving throw to reduce the damage by half. You do not provoke an attack of opportunity while using as an attack.
- This power is treated as the paladin’s lay on hands class feature in regards to any feats orprestige class requirements you may consider taking. You may use this power 3 + your Charisma modifier times per day.
* Spell Smite (Su)
- Beginning at 3rd level, you gain the ability to empower your spells against a chosen target if that target is evil. Spells that cause damage gain a bonus equal to your class level to evil targets. You gain a bonus to any attack rolls required equal to your Charisma modifier for any touch based spells, and you add your Charisma modifier to the DC of the saving throws when applicable. You may use this ability one time per day, gaining an additional use at 7th level and every four levels thereafter (maximum of 5/day at 19th level).
* Righteous Aura (Su)
- At 9th level, you become immune to charm spells and spell-like abilities. Allies within 10 feet of you gain a +4 morale bonus on saving throws against charm effects. At 12th level, your aura also grants you immunity to fear based effects and allies gain the same +4 morale bonus for any saving throws versus fear based effects. This effect immediately ends if you become helpless, unconscious, or dead.
* Merciful (Su)
- At 15th level, your touch of life power can also be used to remove the effects of fatigue, sickness, or being shaken while healing yourself or an ally. You may spend two of your daily uses of the touch of life power to remove the exhausted, frightened, or nauseated conditions. Your daily number of uses of the Touch of Life power increases to ½ your class level + your Charisma modifier.
Mythic Feats
* Mythic Power Attack
* Extra Mythic Ability
* Extra Mythic Ability
* (Necklace Slot) Swarmbane Clasp Tattoo: The wearer’s weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm’s immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm’s distraction ability. (3k)
* (Shoulder Slot) Cloak of Good Fortune Tattoo: The wearer gains a +1 luck bonus on attack rolls, and once per day, the wearer can spend 10 minutes reciting prayers from the cloak’s lining to pose a single question to a nearby spirit, as per commune. (12k)
* (Wrist Slot) Ioun Spite Bracers Tattoo: holds 4x ioun stones (15k)
- Scarlet and Green Cabochon Ioun Stone: Endurance (10k)
- Pale Green Prism Ioun Stone: +1 competence bonus on attack rolls, saves, skill checks, and ability checks (30k)
- Flawed Green Prism Ioun Stone: Flawed: This stone grants a +1 morale bonus on attack rolls, saves, skill checks, and ability checks. Price (28k)
- Dusty Rose Prism Ioun Stone: +1 insight bonus to Ac (5000)
---Physical Items----
* Sacred Avenger:
- This +3 cold iron longsword becomes a +5 holy defiant cold iron longsword in the hands of a paladin or a lawful good mythic creature. If the creature wielding this weapon is a paladin with mythic tiers, she can also grant the weapon the brilliant energy special ability on command. Dismissing the brilliant energy ability is a free action.
- When wielded by a paladin or a lawful good mythic creature, this weapon provides spell resistance equal to 5 + the character’s paladin class level (if any) + the character’s mythic tier (if any) to the wielder and anyone within 10 feet of her. It also enables the wielder to use mythic greater dispel magic once per round as a standard action, with a caster level equal to either the wielder’s paladin class level or double her mythic tier, whichever is higher. Mythic greater dispel magic functions as greater dispel magic including the benefits of the mythic dispel magic spell, but when the wielder dispels a spell, she heals 1d6 points of damage for every spell level of the dispelled spell instead of healing 1d4 points of damage. (102,630 )
* Liquid Glass Gauntlet: +5 Enchantment (50,800)
* Liquid Glass Gauntlet: +5 Defending (72,800)
* (Eye Slot) Truesight Goggles: Constant truesight (184,800)
* (Ring Slot) Ring of Freedom of Movement: This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell. (40k)
* Stone of Good Luck: +1 luck bonus on saving throws, ability checks, and skill checks. (20k)
* 100 gold worth sling bullets
* Bag of Holding IV: 1,500 lbs limit (10k)
* 23,970 gold
Class 1: Grigori Paragon:
Celestial Armor (Ex)
* The number noted here (18) is the angelic paragon’s base total armor bonus. Half the bonus rounded up is an armor bonus while the remainder rounded down is a natural armor bonus. An angelic paragon cannot wear armor of any kind, as the armor interferes with the angelic paragon’s divine nature, though the manifestation of the armor bonus may appear to be armor.
* Weapon Proficiencies: Angelic paragons are proficient with their natural attacks, greatswords, heavy maces, javelins, longbows, longswords, morning stars, and warhammers.
* Armor and Shield Proficiencies: Angelic paragons are not proficient with any armor or shields. When wearing armor, an angelic paragon loses his Celestial Armor bonus, as well as all the points in his providence pool along with her heavenly gifts.
Ascended:
* At 1st level the angelic paragon count as both humanoid and as an outsider for any effect related to type or race (banishment, charm person, raise dead, etc. will all affect her), this includes feat prerequisites. If subject to a banishment she would be banished to the plane of her home deity, ethos, or empyrial lord. At 10th level this changes so their creature type becomes outsider with the native subtype
-----Providences------
Pool of Providence (Su)
* Starting at 1st level, each day, the angelic paragon has a pool of providence points equal to three plus his class level, he cannot spend more than one point of providence per round.
Humanoid Form (Su)
* The angelic paragon gains the ability by expending a point for her pool of providence to assume the appearance of a specific humanoid creature chosen at the time this ability is selected but retains most of its own physical qualities. The angelic paragon cannot change shape to a humanoid form more than one size category smaller or larger than its original form (if it changes from Large to Medium it loses all the benefits of the Large greater heavenly gift). This ability functions as an alter self-spell (and as such she loses all form dependent extraordinary and supernatural abilities), but the angelic paragon does not adjust its ability scores. As long as she has at least one point in her pool of providence, the angelic paragon can remain in this alternate form indefinitely.
Angelic Senses(Sp/Su)
* So long as the angelic paragon possesses at least one providence point in her pool she can at will use detect evil, detect magic, discern lies, and know direction as a spell-like ability (this requires a standard action). She can only use one of these at any given time with a caster level equal to her angelic paragon level. She also gains darkvision 60 ft. (she can see perfectly in the dark up to 60 feet.) or low-light vision allowing her to see twice as far as humans in conditions of dim light. Whichever she does not possess. She can expend one point of providence and cast see invisibility as a spell-like ability (this requires a standard action). At 9th level once per week she can meditate for 10 minutes and expend one point of providence and cast commune as a spell-like ability.
Glare of Rapture (Su)
* The angelic paragon can expend one providence point as a move action and glare at his opponents. One non-good creature within 30ft must a successful Will save (DC 10 +1/2 the angelic paragon’s class level + her Cha modifier) or suffer awe-inspiring euphoria that inflicts a penalty on attack rolls, skill checks, and ability checks equal to the 1+ 1/3 the angelic paragon’s class level and also suffer 2d6 soulfire damage each round for 1 round per angelic paragon class level. The subject gets a new saving throw each round to end the damage but this does not negate the penalty. For every five class levels, the angelic paragon can target an additional creature with this ability (maximum 5 at 20th level).
Truespeech (Su)
* By expending one point of providence as an immediate action the angelic paragon can speak with any creature that has a language, as though using a tongues spell (caster level equal to her angelic paragon level). At 10th level this becomes a constant ability so long as she possesses one providence point in her pool.
Piercing Hymn (Su)
* By expending a providence point as a standard action an angelic paragon can launch a concentrated blast of sonic energy from its mouth. Angelic paragons that possess this ability are usually known as chorals. This attack has a range of 90 feet with no range increment. The target creature struck by the angelic paragon’s piercing hymn suffers 1d6 sonic damage + 1d6 sonic damage for every 5 angelic paragon levels. In addition the target must succeed at a Fortitude save (DC 10 +1/2 the angelic paragon’s class level + her Cha modifier) or be deafened for 1d4 minutes. The angelic paragon must possess the angel subtype to possess this providence. At 6th level, she can perform this ability as a move action.
+5
-----Heavenly Gifts----
Celestial Channeling (Su)
* The angelic paragon can channel positive energy a number of times per day equal to her Charisma bonus (minimum 1/day), as a cleric equal to her angelic paragon level -2. The angelic paragon. If she gains or possesses the channel energy class feature, she loses this ability and must select a different heavenly gift.
Protected Life-Force (Su)
* Angelic paragons are never harmed by positive dominant or negative-dominant planar traits
Skill Focus
* Diplomacy, K Religion, K Nobility
Nomina Barbara (Ex)
* The angelic paragon’s truename name changes becoming strange and difficult to pronounce, transcribe, or translate, thwarting those who would try to bind or banish her. The angelic paragon gets a +8 bonus to saving throws against spells that imprison or send away outsiders, such as banishment, binding, dismissal, dispel good, and planar binding.
* Any spell resistance you possess vs. these spells is increased by 4.
Large (Ex)
* An angelic paragon grows in size, becoming Large. The paragon gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to her natural armor. She takes a –2 penalty to her Dexterity. This size change also gives her a –1 size penalty to her AC and on attack rolls, a +1 bonus to her CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. She also gains a 10-foot reach. The angelic paragon must be Medium to select this advanced heavenly gift.
+3
Archangel (Ex)
At 20th level, the angelic paragon is elevated from traditional hierarchy of angels to a personal servant of a deity, ethos, or empyreal lord. This has several effects, including changing the angelic paragons type to outsider. The angelic paragon gains a host of celestials. This functions as the Leadership feat, except that all her followers are angelic paragons, (their angel, archon, or azata type match her own type). As long as she has at least one point in her providence pool, she may use sending (as the spell) as a free action to contact any of her followers or her cohort. The angelic paragon also becomes much harder to kill. In most cases, it’s difficult to destroy a an archangel through simple combat: the “destroyed” archangel restores herself upon the home plane of her deity, ethos, or empyreal lord in 2d4 days if she is not returned to life by other means. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy an archangel is to slay her upon the home plane of her deity, ethos, or empyreal lord. She also gains astride the ladder as a bonus providence, if she already possesses that ability, she may select another to replace it.
Combat Talents:
+1
Decisive Fist
* Equipment: Critical Genius
* Boxing sphere
* Open Hand sphere
* Variable: Finesse Fighting
Brute Sphere
* Shove: As a move action, you may move up to half your speed and make a melee touch attack against a creature. If successful, the target takes bludgeoning damage equal to your Strength modifier (or whichever attribute was used to make the check) and gains the battered condition until the end of your next turn. You may perform a shove in place of the attack granted by a charge, although this does not grant the extra movement.
* Greater Shove: When you shove a target, that target suffers additional damage equal to 1/2 your base attack bonus. Additionally, you may augment your shove with feats and talents such as Power Attack despite it being a touch attack
* Slapper: You may use a natural weapon, unarmed strike, or weapon held in one hand to perform a shove, adding its bonuses to your shove’s attack roll and its enhancement bonus to your shove’s damage, as well as damage from appropriate special abilities such as flaming, holy, etc. In addition, whenever you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), the target gains the battered condition until the end of your next turn.
* Drop (manhandle): You may make a trip combat maneuver against the target as a free action that does not provoke an attack of opportunity. If you possess the Hammer talent, a successful trip allows you to use the ground to deal damage as if it were a wall.
Open Hand
* Sweep: You may attempt a trip combat maneuver with a -2 penalty as a move action, although you may not use a manufactured weapon to make this trip attempt. This does not provoke an attack of opportunity.
* Axe Kick: When making an attack action, attack of opportunity, or additional attack granted by a class feature or talent with an unarmed strike, you may add 1.5x your Strength bonus on the damage roll rather than just your Strength bonus (this talent does not apply to off-hand attacks or other attacks where a half Strength modifier is specified). On attacks targeting prone creatures, you instead deal 2x your Strength modifier on the damage roll for your unarmed strikes.
* Greater Trip: You gain a +1 competence bonus to your trip combat maneuver checks, as well as to your CMD vs. that maneuver. This bonus increases by +1 for 4 points of base attack bonus you possess. This bonus does not stack with the bonus to this maneuver provided by the Improved or Greater Trip feats.
* Mystic Fists: When you have martial focus, your unarmed strikes are treated as though they were magic for the purpose of damage reduction and damaging incorporeal creatures. For every 5 points of base attack bonus you possess, you can select a material or component of your alignment, treating your unarmed strikes as the chosen material or alignment for the purpose of damage reduction. Once chosen, these choices cannot be changed.
* Iron Fist: Your unarmed strikes ignore an amount of hardness equal to 1/2 your base attack bonus (minimum 1) (this stacks with similar effects). You can take this talent a second time, instead allowing your unarmed strikes to ignore an amount of hardness equal to your base attack bonus.
Equipment Sphere
* Critical Genius: You may select 1 weapon with which you are proficient (including unarmed strike), treating that weapon as though its critical threat range was 19-20 (unless it would be higher) and its critical multiplier as though it was x2 (even if it would normally be higher). In addition, when you confirm a critical hit with the chosen weapon while using the attack action, you deal additional damage equal to your base attack bonus; this additional damage is applied after other modifiers and is not multiplied by the critical hit. At +10 base attack bonus, the chosen weapon’s critical threat range is instead treated as 18-20. The change in critical threat range and critical multiplier from this talent is applied before other modifiers, such as the keen weapon property or the weapon mastery class feature.
* Finesse Fighting x2: You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add 1/2 your base attack bonus (minimum 1) as a bonus on that damage roll.
* Gauntlet Shield: You may treat a cestus, gauntlet, or spiked gauntlet as a buckler, gaining the +1 shield bonus to AC as normal for a buckler. The weapon’s enhancement bonus to attack and damage also applies to the shield bonus granted by the weapon. You lose this bonus if you attack with the weapon or wield another weapon in the same hand unless you possess an ability to retain your shield bonus when making a shield bash attack, such as the Bashing Shield talent of the Shield sphere or the Improved Shield Bash feat. Making an attack with this weapon may count as making a shield bash if beneficial.
* Shield Expert: You increase the shield bonus to AC of any shield you wield by +1. When your base attack bonus reaches +8 you lower the armor check penalty of any shield you wield by 1. For every 8 points of base attack bonus you gain thereafter, you reduce the armor check penalty of your wielded shields by a further 1 (this cannot reduce your armor check penalty below 0).
Shield Sphere
* Active Defense: If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1. Talents with the (deflect) tag grant additional effects to this ability. Each use of active defense may only benefit from one (deflect) talent. You may expend your martial focus to use active defense in place of spending an attack of opportunity.
* Bashing Shield: You do not lose your shield bonus to AC when making an attack with your shield. Additionally, you may make shield bash attacks with a buckler as if it were a light shield. Reduce the damage as if the shield bash was one size smaller when used this way. Associated Feat: Improved Shield Bash.
* Deflecting Shield: Your shield bonus to AC applies against touch attacks.
* Tough Shield: You add your shield bonus to AC as a shield bonus to your CMD.
Class 2: Incanter:
Celestial Bloodline
* Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
* Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
* Immunity to acid, cold, and petrification
* Resist electricity 10
* Resist fire 10
* +4 racial bonus on saves against poison
* Unlimited use of the Wings of Heaven ability
* The ability to speak with any creature that has a language (as per the tongues spell).
Specializations
* Sphere Specialization (3 specialization points)
The incanter specializes in a sphere of his choice. The incanter gains that sphere as a bonus sphere and gains a +1 bonus to his caster level with that sphere. In addition, he also gains a series of abilities associated with that sphere, as detailed below.
* Starts off with destruction using class points
* Mythic Incanter Specialization from spheremaster upgrades destruction and gives a new one: Life
* Mythic Incanter Specialization from mythic feat upgrades Life and gives new one: Fate
* Mythic Incanter Specialization from mythic feat upgrades Fate and gives new one: Nature-Enhancement
Fate Specialization
* Prescience (Su): At 3rd level, the incanter may, at the beginning of his turn, spend a free action to roll a single d20. At any point before his next turn, he may use the result of this roll as the result of any d20 roll he is required to make. If he does not use the d20 result before his next turn, it is lost. He can use this ability a number of times per day equal to 3 + his casting ability modifier.
* Tugging Strands (Su): At 8th level, as a non-action the incanter can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. He can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
* Fated Protection (Su): At 20th level, whenever he would be affected by a sphere effect, spell, or spell-like ability that allows a saving throw, he can roll twice to save against the effect and take the better result.
* Mythic Sphere Specialization: Fate
- Add your tier to the number of rounds you can keep a die from prescience and to the number of times you can use prescience and tugging strands each day. By expending one use of mythic power when using tugging strands, you may take the unused die roll and substitute it for a future roll of the same die size. You may not store more than one die this way at once (including through similar powers), and using this die prevents any other die-replacing abilities from being used (such as the Twists of Fate mythic quality).
Life Sphere
* Bolstering Essence (Sp): At 3rd level, the incanter may grant himself temporary hit points equal to his incanter level as a free action. These hit points last for 1 round. He can use this ability a number of times per day equal to 3 + his casting ability modifier.
* Life Sight (Su): At 8th level, the incanter can give himself blindsight to a range of 10 feet as a free action for 1 round. He may use this ability a number of times per day equal to his incanter level. This ability only allows him to detect living creatures and undead creatures. This sight also tells him whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.
* Life Essence (Su): At 20th level, the incanter becomes immune to death effects and gains fast healing 1.
* Mythic Sphere Specialization: Life
- Add your tier to the number of rounds your temporary hit points from bolstering essence can last, and to the number of times you can use it each day. Also, double the range of your life sight ability. You may expend one use of mythic power as a swift action to identify the current hit points and condition(s) of all creatures within 60 feet. After doing so, you may cast one of your Life sphere abilities on one of those creatures as a free action (this does not provoke attacks of opportunity and is unaffected by negative parts of your general casting drawbacks).
Destruction
* Intense Magic (Su): At 3rd level, whenever the incanter creates a destructive blast that deals hit point damage, he adds 1/2 his incanter level to the damage dealt (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast.
* Penetrating Blast (Sp): At 8th level, when the incanter uses a destructive blast and rolls to penetrate spell resistance, he may roll twice and take the higher result. He may use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
* Indestructible: At 20th level, the incanter becomes immune to critical hits and precision damage. When below 0 hit points, he does not die until his negative total is in excess of twice his Constitution score.
* Mythic Sphere Specialization: Destruction
- Add your tier to your incanter level when determining the effects of intense magic and to the number of times per day you can use penetrating blast. When rolling to penetrate spell resistance, you may expend one use of mythic power to reduce that spell resistance by your tier.
Enhancement Specialization
* Physical Enhancement: At 3rd level, the incanter gains a +1 bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five incanter levels he possesses. He can change this bonus to a new ability score when he rests to regain spell points.
* Perfection Of Self (Su): At 8th level, as a free action the incanter can grant himself an enhancement bonus to a single ability score equal to 1/2 his incanter level for one round. He may use this ability for a number of rounds per day equal to his incanter level.
* Permanent Enhancement (Su): At 20th level, the incanter can make one enhancement permanent. He can have no more than one enhancement made permanent in this way at one time. If he designates another enhancement as permanent, the previous permanent enhancement ends.
Sphere Talents:
Casting Tradition
Magic Type: Divine
Casting Ability Modifier: Charisma
Drawbacks: Somatic Casting x2, Verbal Casting, Magical Signs
Boon: +1 spell point per odd level in casting classes.
Enhancement Sphere - Bodily Enhancement, Personal Magic Drawbacks
*** (Permanent) Spectral Enhancement: gains the ghost touch special armor ability, the armor grants the wearer energy resistance to negative energy equal to 1/2 your caster level and a circumstance bonus on saving throws against possession and negative energy effects equal to +2 + 1 per 5 caster levels you possess.
Life Sphere Too many rules
* Cure, Vitality
* Diagnose
* Deeper Healing
* Clarified Strike
* Self Renewal
* Break Enchantment
* Mass Healing
* Ranged Healing
* Greater Restore
**** Restore Capacity, Health, Senses, Spirit
*** Supreme Resurrection
* Transfiguration
* Make Whole
* Resuscitate
* Latent Healing
* Diagnose
* Sustaining Vitality (+2 circumstance bonus to AC for 1 min or until hit/failed a save)
Alteration Sphere
**** Lingering, Permanent, Agile, Adaptive Physicality
- Dodge: The target gains a +2 dodge bonus to AC.
- Evasion: The target gains incredible reflexes. When the target succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. This ability does not function when wearing medium or heavy armor.
- Initiative: The target gains quickened reactions, granting a +4 competence bonus to initiative.
- Uncanny Dodge: The target gains extraordinary reactions, granting uncanny dodge as the rogue ability. The target is no longer flat-footed at the start of combat nor loses Dexterity to AC against invisible attackers. If the target is granted this trait a second time or already has the uncanny dodge ability from another source, they instead gain improved uncanny dodge as the rogue ability. The target can no longer be flanked. This defense denies a rogue the ability to sneak attack the target by flanking, unless the attacker has at least four more rogue levels than the target has Hit Dice.
- Appealing Visage: The target gains a +2 circumstance bonus to Diplomacy and Perform checks, in addition to checks made as an impressive display of skill. This bonus increases by 1 for every 4 caster levels you possess. Additionally, any creature that the target impresses has the numerical effects of the impressed condition increased by +2.
Destruction Sphere - Energy Focus
* Searing Blast
** Extended Range
* Penetrating Boast: Your destructive blast ignores energy resistance equal to your caster level. You may spend a spell point to increase this effect to become twice your caster level. If a creature has immunity to your destructive blast’s damage type, treat that immunity as if it were ‘resistance 40’ instead of ‘immunity’ and calculate as normal.
* Chain Blast (blast shape) You may spend a spell point to arc your destructive blast between multiple targets. Choose a number of targets no greater than 1 + half your caster level (minimum 2 targets total). Make a ranged touch attack against each of them in order. No target can be farther than 10 feet + 5 feet per 5 caster levels from the previous target and no target can be targeted more than once. Should any of the targets fail to take damage, either by a missed attack, resistances, or other method, the chain stops and no further targets are damaged.
Epic Boon: Boon of the Evolution's Chosen:
* Some circumstance in life has altered your very being in a fundamental way that sets you apart from normal beings of your species. As a result, you or a companion you gain from a class feature gain a number of templates of your choice less than or equal to a total CR value of +6. These must be cleared with the GM, who has the right to deny or alter any that they feel do not suit the game. You may take this boon more than once, but this new set of templates cannot be added to the same being.
Advanced: CR1
* increase natural armor by +2; Ability Scores +4 to all ability scores (except Int scores of 2 or less)
Soulfire Creature: CR2
* Skills: Soulfire creatures gain a +8 racial bonus on Intimidate and Knowledge (religion) checks; both of these skills are always considered class skills for soulfire creatures.
* Fire Immunity
* SR 11 + soulfire creature’s final CR
* Heaven’s Purity: Reduce alignment-based damage (damage with the chaos, evil, good, or lawful descriptor or that only applies because of the soulfire creature’s alignment) by an amount equal to the base creature’s Hit Dice.
* Soulfire Body (Ex) Soulfire creatures’ bodies gain some of the qualities of elementals. Each time a soulfire creature is exposed to a bleed, poison, paralysis, sleep, or stunning effect, it has a 25% chance to avoid it. In addition, there is a 25% chance that a sneak attack or critical hit deals no extra damage.
* Breath Weapon (Su) A soulfire creature can breathe a cone of soulfire with a length equal to 5 feet x its CR once every 1d4 rounds. Every creature in the area takes damage, and is allowed a Reflex saving throw (DC 10 + 1/2 the base creature’s HD + its Constitution modifier) for half damage. This ability deals 1d8 points of damage per two HD to neutral creatures, or 1d6 points of damage per HD to evil creatures. Evil creatures that fail their saving throw are also blinded for 1 minute.
* Rapture’s Burn (Ex) A soulfire creature deals soulfire damage (+1d8 to neutral creatures +2d6 to evil creatures) in addition to the normal damage it deals on a successful hit in melee. Those affected by the rapture’s burn ability must also succeed on a Will save (DC 10 +1/2 the base creature’s HD + its Charisma modifier) or catch fire (though this is soulfire, not normal fire), taking same amount of soulfire damage for an additional 1d4 rounds at the start of its turn. A burning target can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +2 bonus on this save. Creatures that hit a soulfire creature or a burning creature with natural weapons or unarmed attacks take the same amount of soulfire damage and must make a Will save (same DC) to avoid catching on fire (again this is soulfire, not normal fire).
* Gaze of Rapture (Su) The gaze attack of a soulfire creature can cause ecstasy and damage to any non-good living creature within 30 ft. The target must make a successful Will save (DC 10 +1/2 the base creature’s HD + its Charisma modifier) or suffer awe-inspiring euphoria that inflicts a penalty on attack rolls, skill checks and ability checks equal to the soulfire creature’s Charisma bonus (minimum -1) for a number of rounds equal to the soulfire creature’s final CR.
* Soulfire Substitution (Su) A soulfire creature can modify any spell, magic item, or effect with an energy descriptor to use soulfire instead as a free action. The effect’s descriptor changes to good and fire-for example, a cone of cold composed of soulfire energy is an evocation [fire, good] spell. Such effects deal half their damage as fire damage, and half as pure good-aligned magic energy.
* Str +4, Dex +4, Con +4, Cha +4.
Fighter Creature: CR2
* Special Attacks If the creature has 5 or more HD, it gains weapon training† (the creature gains only one weapon group, and its bonuses increase by 1 every 4 HD thereafter, to a maximum of +4);
* Special Abilities If the creature has 3 or more HD, it gains armor training† (the bonus increases and penalty decreases for every 4 HD it possesses thereafter, to the class feature’s normal maximums);
* Ability Scores +4 Strength;
* Feats The creature gains a bonus combat feat and an additional combat feat for every 4 HD (to a maximum of 10 feats from this ability).
Holy Creature: CR1
* Grace (Su) Every nongood creature within 30 ft. of a holy creature automatically takes a –1 penalty on all attack rolls, checks, and saves. Grace is a mind-affecting effect.
* Defensive Abilities: A holy creature gains DR 5/good
* Negative Energy Resistance (Su) When a holy creature is struck by an attack using negative energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the holy creature may make a level check (1d20 + total HD) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds,the negative energy attack is canceled out in a bright flash. If the negative energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of damage.
* Protection from Evil (Su) A holy creature gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks by evil creatures. Furthermore, it is immune to any attempt by an evil creature to possess, charm, or influence it.
* Speed: Each of a holy creature’s speeds increases by 10 ft.
* Holy Spellcasting (Su) A holy creature’s effective caster level for spells and spell-like abilities with from the healing subschool and those with the good or light descriptor increases by +1 over that of the base creature. This benefit stacks with itself, so the holy creature’s effective caster level for a spell with both good and light descriptors is higher by +2 than that of the base creature.
* Sacredness (Su) Each of a holy creature’s melee attacks with a natural or manufactured weapon deals +1d6 points of holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.
* Skills: A holy creature gains a +4 sacred bonus on Perception and Sense Motive checks.
* Holy Body (Su) A holy creature gains double the normal amount of healing from positive energy. Thus, if a cure light wounds spell would normally restore 7 hit points, the holy creature would instead regain 14 hit points.
* Soulfire: Half the damage dealt by soulfire is fire damage, but the other half results directly from holy power and is therefore not subject to being reduced by resistance to fire-based attacks. Any non-good living creature that would be killed by soulfire damage must make a Will saving throw (DC 10 +1/2 the creature’s CR + the creature’s Charisma modifier); failure renders the subject under the effects of a sequester spell with a permanent duration, caster level equal to the soulfire creature’s CR.
* Str +2, Dex +2, Con +4, Wis +4, Cha +4.
Paladin Template
* Smite Evil (Su)
- Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
- In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
* The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.
* Divine Grace (Su)
- At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
* Lay On Hands (Su) 1x/day
- Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
- Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
* Aura of Resolve (Su)
- At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
- This ability functions only while the paladin is conscious, not if she is unconscious or dead.
* Abilities
- +4 Str and +4 Cha
Star Archon Graced Creature
* Aura of Menace (Su)
- The presence of the archon’s grace provides an archon-graced creature with an aura of menace that activates when it becomes angry or enters a fight. Any hostile creature within 10 feet of an archon-graced creature must make a Will save to resist its effects. Those who fail the save take a -2 penalty on attacks, AC, and saves for 24 hours, or until they successfully hit the archon-graced creature that generated the aura. A creature that has resisted the effect is immune to that particular archon-graced creature’s aura for 24 hours. The save DC is Charisma-based.
* Electricity resistance 15.
* Smite Chaos or Evil (Su)
- Three times a day, a star-archon-graced creature can make a smite attack against a creature with either a chaotic or evil alignment. The smite bonus is equal to the archon-graced creature’s Charisma modifier (minimum +1). Against a chaotic evil creature, this bonus doubles.
* At will—aid, true seeing; 1/day—sunbeam, sunburst.
* Graced Regeneration (Su)
- A star-archon-graced creature gains regeneration equal to 1 plus half its Hit Dice. The regeneration can be bypassed by evil weapons and effects
Tier 1
* Hard to Kill (Ex)
- Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
* Mythic Power (Su)
- Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
* Surge (Su)
- You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
* "I Will Survive (Ex): When the actions taken by a creature during its turn would reduce you below 0 hit points, you can expend one or more uses of mythic power as a swift action to survive with 10% of your CURRENT hit points (before that creature began its turn) for each use of mythic power you spend. All damage dealt as part of a full attack action is considered a single effect for this purpose."
Spheremaster Abilities
* Mythic Sphere Mastery: Life: You gain the Latent Healing talent. When you use Latent Healing, you may delay it indefinitely. When your Latent Healing is activated, the subject of the effect can choose which of your Life sphere talents affect it (the effect or combination of effects must be something you can normally cast). Also, when you restore a target, you may spend one mythic power and make a magic skill check (adding your mythic tier to the result) against DC 20. If successful, you may remove any one condition, effect, or penalty you know they’re affected by that could be removed by a basic or advanced life talent (except the dead condition).
* Tier 1 Ability: Mythic Incanter Specializations
- A mythic class feature is considered a 1st tier universal path ability and may also be taken in place of a mythic feat: Incanter Specialization
- You gain one incanter specialization—this does not count against the normal point limit and does not affect your incanter bonus feats. Any effects of this specialization that are capped at level 20 (which usually have text like “to a maximum of X at 20th level”, but not abilities you simply gain at 20th level) have that cap removed. You may instead choose to make an incanter specialization you already have into - a mythic incanter specialization as described in the previous sentences. You gain the spent specialization points back, which you may choose to invest into non-mythic incanter specializations as normal or trade back into bonus feats. This does not grant the effects of mythic incanter specialization (power) to either choice.
- You may take this mythic class feature more than once. Each time you do, you gain a different incanter specialization.
- Wiki Note: This ability means you can gain additional sphere specializations, but not multiple copies of other specializations unless they specifically state you can take them more than once.
Champion
* Fleet Charge (Ex)
- As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
* Mythic Smite (Su)
- As a free action, you can expend one use of mythic power to regain one use of your smite evil ability. For the rest of your turn, your successful attacks against evil creatures bypass all damage reduction. You must have the smite evil class feature to select this ability.