Belkzen War Alchemist

Aerik Sult's page

34 posts. Alias of Chris Banks.


Full Name

Aerik Sult

Race

Android / Human - Augmented, Fortune-touched

Classes/Levels

Gestalt Druid 9 / Arcanist 9, gestalt Archmage 3 / Hierophant 3

Gender

Male

Size

Medium

Age

43

About Aerik Sult

Aerik Sult, Druidic Order of Harnessed Entropy

Characteristics: Int 29 (+9) Wis 23 (+6) Cha 19 (+4) Str 21 (+5) Dex 21 (+5) Con 21 (+5)

Senses: Darkvision 60', low-light vision
Speed 30'
Fly 30' (average)
ACP 0

Initiative: +11 (+5 Dex +3 mythic tier +3 competence)

Wounds: 84/84 (double Con score then double again)
Wound threshold: 42 (double Con score)

Vigour: 260/260 ((Max d8 +5 Con)*2*10; 26 per level)

Fortitude +19 (+6 Base, +5 Con, +3 resistance (ABP), +2 luck, +3 competence)
Reflex +20 (+3 Base, +9 Int, +3 resistance (ABP), +2 luck, +3 competence)
Will +22 (+6 Base, +6 Wis, +2 feat, +3 resistance (ABP), +2 luck, +3 competence)

AC 38 (10 +7 defense +2 attunement +0 shield +9 Int +2 Dodge, +1 natural (ABP), +2 luck, +2 deflection (ABP), +3 competence); attunement applied to cloak
Touch 37
Flat-footed 27
DR from armour: 4 (+1 natural, +2 attunement, +1 level bonus)

Other defenses:
Resist 6 vs fire, acid, cold, sonic (5 + level/5)
Regeneration 6, electricity negates (5 + level/5)
Damage Reduction 6/adamantine (5 + level/5)
Spell Resistance 20 (11 + level)

BAB +6/+1
CMB +11 (6 BAB, +5 Str)
CMD +26 (10 +6 BAB, +5 Str, +5 Dex)

Attack options (+3 competence bonus to attack & damage (level/3), +2 weapon attunement bonus (or +1/+1); fortune-blessed doubles crit range)

Scimitar +16/+11 (1d6+10; 15-20/x2) (+2 attunement bonus applied)

Unarmed strike +14/+9 (1d4+8; 19-20/x2), non-lethal & provokes Attacks of Opportunity

Current buffs:

Per-day actions:

Hero Points: 3 (?)
Stamina: 11/11
Mythic power: 9/9 (3+ mythic tier*2 per day)
Legendary charges (item pending)
Wild shape: 3/3
Inspiration: 13/13

Race and template features:

Android
+2 Dex, +2 Int, -2 Cha
Exceptional senses: Darkvision (60'), low light vision, +2 perception
Constructed: Counts as both human and construct; +4 vs mind-affecting effects, paralysis, poison, stun; not subject to fatigue or exhaustion; immunity to sleep and disease
Emotionless: Cannot gain morale bonuses; immune to fear and emotion effects; -4 to sense motive.
Nanite surge: 2/day, 3+level (+12) to any d20 roll. (feat gives 1 extra use)

human
+2 to one ability score
Bonus feat at 1st level
+1 skill point per level

Fortune-blessed creature
+2 luck bonus to AC
Augmented critical: Critical threat range doubles. Does not stack with other doubling effects.
Lucky strike: Swift action, once per minute, apply true strike to a single attack.
+2 luck bonus to all skills
Favoured: +2 luck bonus to all saves and opposed checks, +1 luck bonus to all attacks
Turn of fate: 1/day, reroll any failed roll. Must accept second roll.

Augmented Creature
+2 Str, -2 Con, -2 Wis
Resist 6 (5 + level/5) vs fire, acid, cold, sonic
Regeneration 6 (5 + level/5), electricity negates
Damage Reduction 6/adamantine (5 + level/5)
Cannot gain electricity resistance
Spell Resistance 20 (11 + level)
Electricity vulnerability: Electricity damage stuns for 1d4 rounds and bypasses regeneration (but not spell resistance). Fort save (DC = 1/2 damage taken) negates stun
Of two worlds: Counts as both creature of type and construct. Healing effects/repairs only half-effective. Can be affected by spells affecting objects.
Natural attacks count as adamantine and cold iron for overcoming damage reduction.
Augmentation psychosis
Repairs

Augmentations (5 points total (=Con))
- 1 AP Additional movement: Fly (clumsy)
- 2 AP Nimble flight (average)
- 1 AP Integrated knowledge reservoir (custom augmentation)
- One point unspent

Special (christmas tree):
50% chance to strike incorporeal or ethereal targets
50% chance to bypass hardness or damage reduction

Class and Archetype Features:

Arcanist
Archetypes: Blood Arcanist, White Mage
Arcane reservoir - 7/12 (begins each day with 3+level/2, max: 3+level)
Arcane exploits: DC 18 (10 + level/2 + cha), 5 exploits - arcane weapon, Counterspell, dimensional slide, ice missile, quick study
Consume spells: 4/day (Cha/day) +1 to reservoir per level of spell consumed
Spontaneous healing: Expend one point from arcane reservoir to use a spell slot to cast a "cure" spell from the cleric spell list as if on spell list and prepared
Bloodline (forgeborn): Bloodline powers and arcana from forgeborn sorcerer bloodline.
- +1 DC to spells with metal descriptor. Treat constructs as living creatures and humanoids for pruposes of affecting them with spells.
- Restructure: 7/day (3+Cha), Repair or destroy objects within 30' as standard action. 1d6+4 (1d6+ level/2)
- Smith's insight: Craft wondrous item as bonus feat; +4 (level/2) bonus to craft; +4 to spellcraft checks to identify or create magic item; discount for failed checks to create items / magic items
- Steel skin: 25% chance to ignore any critical hit or sneak attack

Druid
Archetypes: Wild Whisperer, Techno-druid (custom)
Spontaneous casting - summon nature's ally
Nature bond - Animal/construct companion (pending)
Nature sense: +2 knowledge (nature) and +2 survival
Wild empathy: 1d20 + 13 (level + Cha) to influence animal
Woodland stride: Ignore movement penalties for undergrowth
Trackless step: Cannot be tracked in natural surroundings
Resist nature's lure: +4 bonus on saving throws vs spell-like abilities and supernatural abilities of fey
Wild shape, 3/day: As per beast shape III or Elemental body II or plant shape I
Venom immunity
Inspiration, 13/day (Int + level/2): As per investigator, but modified list of abilities for free uses
Natural expertise: Only spend 1 inspiration point when modifying attack roll or saving throw vs animal or vermin
Investigator talent: Inspirational expertise

Techno-Druid archetype details:
Skills: Replace knowledge (nature) and handle animal with knowledge (engineering) and disable device; +2 'nature sense' bonus applies to knowledge (engineering) & survival.
Construct empathy: as per wild empathy, but for constructs or robots. Functions only for subjects with Int less than 3. Replaces Wild Empathy.
Spontaneous Casting: Summon Mechanical Ally (construct of appropriate CR). Replaces Summon Nature's Ally.
Resist AI's Spite: +4 bonus to saving throws vs automated defenses and hostile nanotech. Replaces Resist Nature's Lure.
Mechanical shape: As per wild shape but turns into construct (or nanite swarm in place of elemental). Flavour only - no changes to Wid Shape mechanics.
Conceptually, I might also tweak a few other class features, but I've used other mechanics to capture the flavour. I've also taken a couple of traits / feats which do similar things, so there's some overlap and the balance should be alright.

Prestige class (as per level 2 via Prestigious horrifically overpowered feat)
Favoured terrains (forest, plains): +2 initiative, knowledge (geography), perception, stealth, survival checks in favoured terrains; leaves no trail in terrains and cannot be tracked (unless chooses to be)
Terrain mastery (plains): As move action, while within terrain, grant allies within 30' a +2 bonus to climb, stealth, perception, survival checks; movement not reduced by medium armour or medium load

Mythic:

Mythic paths: Archmage, Hierophant

Mythic abilities:
Hard to kill - automatically stabilise; doesn't die until -42 HP (double con score)
Mythic power: 9 uses/day (3+tier*2)
Surge: use mythic power to add 1d6 to any roll.
Amazing initiative: + tier to initiative; spend 1 power for extra standard action in turn
Recuperation: Restored to full HP after 8 hours' rest; spend power to recover half HP and all daily abilities after 1 hour rest.

Archmage: Arcane surge: Spend mythic power to cast one prepared arcane spell without expending slot. Non-mythic creatures roll saving throws twice & take worse result. Can roll twice to penetrate SR and take better result.
Hierophant: Beast's surge: Spend mythic power to cause animal companion to move & attack as immediate action; rolls twice and takes higher result; damage bypasses DR; can take other actions as normal during turn.

Path abilities:
Archmage: Crafting mastery: Craft any magic item as if item creation feat held. If you have the creation feat, roll twice and take the higher result when crafting.
Archmage: energy conversion
Hierophant: Abundant healing

Traits and Feats:

Traits: 5
campaign - trap finder - disable device is a class skill; add +1 trait bonus; can use to disarm magic traps as a rogue would.
magic - desperate resolve: +1 trait bonus on concentration checks. +4 if grappled, pinned, in violent weather or entangled.
magic - pragmatic activator: Use Int mod for Use Magic Device checks
social - friend in every town: +1 trait bonus to knowledge (local) and diplomacy checks. Diplomacy is a class skill.
social - artisan: +2 to craft (mechanical)

Feats: 31 normal, 6 mythic, 2 gift/knack, 3 extras, 1 bloodline
Normal:
Technologist (Iron Gods Player's Guide) - Considered trained in skills used against technology-based subjects; extends use of some skills to apply to technology
Arcane Strike - swift action to gain +2 weapon damage; weapons count as magic (+1 to start, +1 per 5 caster levels)
Natural spell - can complete verbal and somatic components of spells while using wild shape; can use material components/focuses
Spell focus (conjuration) - +1 to DC of conjuration spells
Augment summoning - summoned creatures gain +4 Str, +4 Con
Deft hands - +2 disable device, +2 sleight of hand
Close call - 1/day, reroll disable device or sleight of hand check. Decide before result is revealed.
Combat casting - +4 to concentration checks when casting defensively or grappled
Eschew materials - does not require material components worth 1gp or less to cast spells
Magical aptitude - +2 spellcraft, +2 use magic device
Eidetic Spellcaster (Horrifically overpowered feat) - learn spells by seeing them cast
Extra surge - +1 use of nanite surge per day
Vital strike - single attack deals extra weapon die damage
Enlarge spell (metamagic)
Extend spell (metamagic)
Spell penetration - +2 to caster level checks vs spell resistance
Greater spell penetration - +2 to caster level checks vs spell resistance; stacks with spell penetration
Greater wild empathy - +2 insight to wild empathy checks; can use to intimidate; add one creature type to those affected (construct - custom build feature)
Knowledgeable spellcaster - gain one less piece of info from knowledge check for +3 bonus to checks vs spell resistance
Versatile summon nature's ally - apply templates instead of enhanced stats when casting summon nature's ally. All summoned creatures must be of same type.
Weapon shift - weapon wielded merges into wild shape. Gain damage type & properties but not enhancement bonuses or magical special abilities
Improved weapon shift - gain weapon special abilities when incorporating weapon into wild shape. Not thrown, ranged or dancing abilities.
Wild speech - can speak while in wild shape. 9 minutes per day (= level), speak with creatures of assumed form as per speak with animals spell.
Elemental spell (metamagic)
Paragon wildshaping (horrifically overpowered) - can apply advanced or giant template when assuming wild shape form
Dodge - +1 dodge bonus to AC
Iron Will - +2 bonus to will saves
Magical Aptitude - +2 spellcraft, +2 use magic device
Power attack
Prestigious (Horrifically overpowered) - Gain special features (not spells) of one prestige class as if level in class was (HD-5)/2 = level 2.
Mobility - +4 AC vs Attacks of Opportunity from movement

Gift/knack
Touch of mercy (gift)
Knowledge Reservoir (gift) (integrated into body - see augmentations)

Extras:
Hybrid (Horrifically overpowered) - 2 sets of racial characteristics
Signature Skill (All skills)
Combat stamina - 11 points (pool = +6 BAB +5 Con); various options
Craft Wondrous Item (from bloodline)

Mythic:
Augment summoning (mythic) - Summoned creatures count as tier 1 mythic for purposes of interacting with others; DR (if any) becomes DR/Epic
Dodge (mythic) - +1 dodge bonus to AC; as an immediate action, spend 1 use of mythic power to gain +10 dodge bonus against one attack
Iron Will (mythic) - when rolling a will save against a non-mythic source, roll twice and take the higher result
Magical aptitude (mythic) - +2 Spellcraft, +2 Use magic device; expend one use of mythic power to treat either skill check as if natural 20 rolled
Mythic crafter - Create any mythic item for which appropriate item creation fet held; +5 to skill checks when creating non-mythic magic items
Mythic spell lore - learn mythic spells equal to tiers

Spells:

Arcanist Spells per day and prepared (DC = 10+ spell level +9 Int)
0: 8 prepared: Arcane mark, detect magic, ghost sound, light, mage hand, mending, message, read magic
1: 5 prepared, 7/7/day: identify, unseen servant, endure elements, true strike, magic missile
2: 4 prepared, 6/6/day: Scorching ray, make whole, pyrotechnics, glitterdust
3: 3 prepared, 6/6/day: Deep slumber, lightning bolt, dispel magic
4: 2 prepared, 5/5/day: Ice storm, Dragon's breath

Arcanist spellbook:
0: All (35 pages)
1: 14: Alarm, endure elements, grease, unseen servant, identify, true strike, expeditious retreat, magic missile,
2: 4: Scorching ray, make whole, pyrotechnics, glitterdust
3: 4: Deep slumber, lightning bolt, dispel magic, slow
4: 4: Ice storm, dragon's breath, Greater make whole, Wall of ice

Druid Spells Prepared (DC = 10 + spell level +6 Wis)
0: 4 prepared: Create water, mending, purify food and drink, stabilize
1: 6/day: Endure elements, Calm animals, entangle x2, faerie fire x2
2: 6/day: Restoration - lesser, Bull's strength, flaming sphere x2, gust of wind, heat metal
3: 4/day: Call lightning, neutralise poison, protection from energy, dominate animal
4: 3/day: Freedom of movement, flame strike, earth glide
5: 2/day: fire snake x2

A note on druid spells: The forgeborn bloodline means constructs count as "living creatures and humanoids" for the purposes of affecting them with spells. I believe that the "living creature" is generally listed under curative spells, but wonder if I might apply the various druid spells which affect animals to constructs with an Int score of 3 or less.

Mythic spells (3): Fire snake, dragon's breath, dispel magic

Character build & Links:

Ability Scores, 132 points total, including: 108 points base, + racial (+2 Int, +2 Dex, -2 Cha; +2 Cha), + templates (+2 Str, -2 Con, -2 Wis), + christmas tree (4x +2; +1 to All) + Automatic bonus progression (+4 int, +2 str) +2 Mythic, +anything else?
Int 29 Wis 23 Cha 19 Str 21 Dex 21 Con 21
Race: Android; Human
Templates: Fortune-blessed creature, Augmented creature
Classes: Gestalt Druid 9 / Arcanist 9
Mythic: Gestalt Archmage 3 / Hierophant 3
Archetypes, Druid: Wild whisperer; Custom techno-druid archetype.
Archetypes, Arcanist: White mage; Blood arcanist (forgeborn bloodline)

Spellbook: 1st level: 3+7 int +2+2; 2nd, 2+2; 3rd, 2+2; 4th, 2+2

Custom Build notes:
Created custom techno-druid archetype, using the aether-touched archetype as a base. Some traits / feats / etc cover similar ground anyway, so should be balanced in this context.
Summon mechanical ally list to be written - using standard summon nature's ally list with flavour text for now.
Used one augmentation point to have the knowledge reservoir / spellbook integrated into the character's body.

Feats: 31 normal, 6 mythic, 2 gift/knack, 4 extras. (normal feats: 26 from levels, +4 christmas tree, +1 racial)

Total skill points: 124 + 18 background
- levels 1-3 = 13+2
- levels 4-8 = 14+2
- level 9 = 15+2
Current skills per level: 15 +2 background skills (4 base +9 Int +1 favoured class (druid), +1 racial + 2 background skills)

Links:
Chopping down the Christmas Tree https://forums.giantitp.com/showthread.php?357810-Chopping-Down-the-Christm as-Tree-Low-Magic-Item-Rules
Automatic bonus progression (level +2) https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/automati c-bonus-progression/
Signature Skill Unlocks: http://legacy.aonprd.com/unchained/skillsAndOptions/skillUnlocks.html
Aethyr touched druid (drew on this when writing up techno-druid) https://www.d20pfsrd.com/classes/core-classes/druid/archetypes/legendary-ga mes-druid-archetypes/aether-touched-druid-druid-archetype/
Fortune blessed creature https://www.d20pfsrd.com/bestiary/monster-listings/templates/fortune-blesse d-creature-cr-1/
Augmented creature https://www.d20pfsrd.com/bestiary/monster-listings/templates/augmented-crea ture-cr-varies/
Animated object (can take construction point features from here) https://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-obje ct
Combat stamina https://www.d20pfsrd.com/gamemastering/other-rules/stamina-and-combat-trick s-optional-rules/
Feat taxes https://michaeliantorno.com/wp-content/uploads/2018/06/The-Elephant-in-the- Room-Feat-Taxes-in-Pathfinder.pdf
Unearthed arcana, defense bonuses (column C): https://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm

Skills:

Total points: 142 - note: +2 luck bonus to be added to all skills

Acrobatics +9 (2 rank, +5 Dex, +2 luck)
Appraise +20 (6 rank, +3 class, +9 Int, +2 luck)
Bluff +9 (3 rank, +4 Cha, +2 luck)
Climb +13 (3 rank, +3 class, +5 Str, +2 luck)
Craft (mechanical) +29 (9 rank, +3 class, +9 Int, +2 trait, +4 bloodline, +2 luck)
Diplomacy +13 (3 rank, +3 class, +4 Cha, +1 trait, +2 luck)
Disable device +22 (9 rank, +3 class, +5 Dex, +2 feat, +1 trait, +2 luck)
Disguise +6 (0 rank, +4 Cha, +2 luck)
Escape artist +7 (0 rank, +5 Dex, +2 luck)
Fly +15 (5 rank, +3 class, +5 Dex, +2 luck)
Handle Animal +16 (7 rank, +3 class, +4 Cha, +2 luck)
Heal +16 (5 rank, +3 class, +6 Wis, +2 luck)
Intimidate +6 (0 rank, +4 Cha, +2 luck)
Knowledge (Dungeoneering) +17 (3 rank, +3 class, +9 Int, +2 luck)
Knowledge (Engineering) +25 (9 rank, +3 class, +9 Int, +2 techno-druid, +2 luck)
Knowledge (Geography) +21 (7 rank, +3 class, +9 Int, +2 luck)
Knowledge (History) +17 (3 rank, +3 class, +9 Int, +2 luck)
Knowledge (Local) +17 (3 rank, +3 class, +9 Int, +1 trait, +2 luck)
Knowledge (Nature) +23 (7 rank, +3 class, +9 Int, +2 nature sense, +2 luck)
Knowledge (Nobility) +11 (0 rank, +3 class, +9 Int, +2 luck)
Knowledge (Planes) +17 (3 rank, +3 class, +9 Int, +2 luck)
Knowledge (Religion) +16 (2 rank, +3 class, +9 Int, +2 luck)
Linguistics +19 (5 rank, +3 class, +9 Int, +2 luck)
Perception +20 (7 rank, +3 class, +6 Wis, +2 racial, +2 luck)
Perform +6 (0 rank, +4 Cha, +2 luck)
Profession +8 (0 rank, +3 class, +6 Wis, +2 luck)
Ride +13 (3 rank, +3 class, +5 Dex, +2 luck)
Sense Motive +6 (2 rank, +6 Wis, -4 racial, +2 luck)
Sleight of hand +9 (0 rank, +5 Dex, +2 feat, +2 luck)
Spellcraft +25 / +29 (9 rank, +3 class, +9 Int, +2 feat, +2 luck); bloodline: +4 bonus to create or identify magic item
Stealth +13 (6 rank, +5 Dex, +2 luck)
Survival +22 (9 rank, +3 class, +6 Wis, +2 nature sense, +2 luck)
Swim +15 (5 rank, +3 class, +5 Str, +2 luck)
Use Magic Device +25 (9 rank, +3 class, +9 Int (trait), +2 feat, +2 luck)

Gear:

None.

Combat gear:

Scimitar

Magic Items
Knowledge Reservoir - Currently used to store spells and schematics.

Ammunition

Equipment
Backpack
Trail rations & water
Miscellaneous wilderness / survival gear
Explorer's outfit
Town clothing
Sunfeather cloak
Mechanic's tools (function as thieves' tools and artisan's (craft mechanical) tools)
Various small mechanical components

Cash - minor funds

Languages: Druidic; three machine languages; Three languages common in the Ninth World; one off-planet trading language; two archaic languages

Background and appearance:

Appearance: Aerik is clearly constructed in the image of humanity, complete with all the unique physical quirks and imperfections inherent in biological humanity. His skin resembles jade inlaid with silver tracings reminiscent of tattoos or circuitry. He wears practical outdoor clothing, combined with a cloak of colourful metallic feathers.

Personality: Aerik is a friendly enough type, knowledgeable and happy to discuss a wide range of topics. He is most at home in the wilds, cataloguing and studying life, both biological and machine.

Background:

Born in Lostrei, Aerik was raised in a migratory village, the houses of which would periodically stir to life and trundle in dogged pursuit of the herds which roamed the plains. Growing up, Aerik assisted in hunting the wild automata for the parts necessary to keep the villagers' homes well-maintained and their reserves charged. He developed a keen appreciation for the natural world around him and for the biological and technological creatures which comprised it. Over time, Aerik's passions saw him inducted into the Druidic Order of Harnessed Entropy, a dispersed group within the region who functioned as advisors, scholars and stewards of the lands.

There are numerous sites of significance to the druids scattered about the landscape, often places where the ruins of prior civilisations emerge from the substrate of the world, or where aloof intelligences or mysterious phenomena hold sway. Still young and brash, Aerik challenged the guardian of one such site to a game of riddles, in hopes of winning and gaining a boon. Instead, he lost and found himself uploaded into a new body. To this day he is unsure whether this body is a reward for his audacity, or whether he is now the unwitting agent of an ancient and subtle power, his will no longer entirely his own.

Regardless, his transformation has granted Aerik a strong connection to the ancient technologies and automata of the world around him (he has after all become one of them). Since then, his travels have led him ever further afield, as he seeks to understand a broader part of the Ninth World and humanity's place within it.

Like other members of his Order, Aerik firmly believes that civilisation is by now thoroughly integrated into the natural world, and that while it may ebb and flow over the ages, the seeds of knowledge and understanding, suitably nurtured, will one day allow humanity to reach once more for the stars. It's not such a bad goal to pursue over what could turn out to be a very long life.