Alchemist

Aineyr Halfhorn's page

19 posts. Alias of Sir Longears.


Race

| HP: 12/12| AC: 18 (13 Tch, 16 Fl) | CMB: -2, CMD: 10 | F: +3, R: +2, W: +2 | Init: +2 | Perc: +0, SM +4

Classes/Levels

| Speed 30ft | Active conditions: None.

Gender

Male N kobold oracle of Zyan'mu 1

About Aineyr Halfhorn

Aineyr Halfhorn
Male elf antipaladin (antimage) 20 // fighter (soldier, steelbound fighter) 20 // XXX tier 1
CN Medium humanoid (elf) and outsider (native)
Init +7; Senses darkvision 60ft., low-light vision; Perception +37
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DEFENSE
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AC 41, touch 29, flat-footed 36 (+9 armor, +5 deflection, +5 Dex, +5 natural, +7 shield; +4 shield vs. ranged attacks, +2 dodge vs. chaotic creatures)
hp 340 (20d10+140)
Fort +22, Ref +16, Will +20; +10 vs. spell effects, +2 vs. enchantment effects, +5 vs. fear effects, +7 vs. illusion effects
DR 5/good; Defensive Abilities elven immunities, illusion resistance, vigilance; Immune sleep; Resist cold 5, electricity 5, fire 5
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OFFENSE
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Speed 40 ft., sprinter
Melee
Melee
Ranged
Special Attacks
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STATISTICS
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Str 30 (+10), Dex 20 (+5), Con 20 (+5), Int 30 (+10), Wis 16 (+3), Cha 15 (+2)
Base Atk +20; CMB +30; CMD 50 (+2 dodge vs. chaotic creatures); MSB +20 (+2 to counterspell)
Feats Run, Skill Focus (Intimidate), Skill Focus (K. Planes), Skill Focus (Stealth)
Spheres
Talents
Traits C, F, M, S, X
Skills 260/320 skill points; 0/40 background points
Acrobatics +38 (20 ranks, 3 class, 5 Dex, 10 Str)
<> +5 figher to jump
Bluff +25 (20 free ranks, 3 class, 2 Cha)
Climb +23 (5 ranks, 3 class, 10 Str, 5 fighter)
Diplomacy +25 (20 ranks, 3 class, 2 Cha)
Disguise +25 (20 ranks, 3 class, 2 Cha)
Intimidate +41 (20 free ranks, 3 class, 2 Cha, 10 Str, 6 feat)
Knowledge (arcana) +33 (20 ranks, 3 class, 10 Int)
Knowledge (dungeoneering) +23 (10 ranks, 3 class, 10 Int)
Knowledge (local) +20 (10 ranks, 10 Int)
Knowledge (nature) +20 (10 ranks, 10 Int)
Knowledge (planes) +36 (20 ranks, 10 Int, 6 feat)
Knowledge (religion) +20 (10 ranks, 10 Int)
Perception +37 (20 ranks, 3 class, 3 Wis, 5 fighter, 2 racial, 4 feat)
Perform (dance) +22 (20 ranks, 2 Cha)
Sense Motive +30 (20 ranks, 3 class, 3 Wis, 4 feat)
Spellcraft +33 (20 ranks, 3 class, 10 Int)
Stealth +34 (20 ranks, 3 class, 5 Dex, 6 feat)
Survival +16 (10 ranks, 3 class, 3 Wis)
Swim +23 (5 ranks, 3 class, 10 Str, 5 fighter)
Use Magic Device +22 (20 ranks, 2 Cha)
Armor Check -0
Languages Common, Elven, **, **, **, **, *, *, *, *, *
SQ long limbed, keen senses, silent hunter
ABP armor attunement (buckler +5), deflection +5, mental prowess (+6 Int, +4 Wis, +2 Cha), physical prowess (+4 Dex, +4 Str, +2 Con), resistance +5, toughening +5, weapon attunement (bastard sword +4, net +3)
Favor Class Bonuses: +40hp
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EQUIPMENT
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Weapons
Worn
Slotted
-Hands:
Wands, Rods, Etc
Backpack
-Consumables:
Belt Pouch 440,000gp

Magic Items:

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SPECIAL ABILITIES
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Race Advancement:
Base: Elf (10RP)
+4 Intelligence, +2 Dexterity: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
Vigilance: Some elves train to fight against demons and evil fey with a zeal that leaves them little time to hone their magic traditions. Elves with this racial trait gain a +2 dodge bonus to AC against attacks by chaotic creatures. This trait replaces elven magic.

Outsider (native) (3RP): Members of this race can see in the dark up to 60 feet.
Fast (1RP): Members of this race gain a +10 foot bonus to their base speed.
Fiendish Resistance (3RP): Members of this race gain cold resistance 5, electricity resistance 5, and fire resistance 5.
Focused Study (4RP): At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat.
Illusion Resistance (1RP): Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects.
Silent Hunter (2RP): Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Sprinter (1RP): Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Ability Scores and Secondary Stats:
Strength: 16 (base) + 6 (inherent) + 6 (ABP) +2 (capstone) = 30
Dexterity: 13 (base) +4 (race) +1 (level up) +2 (ABP) = 20
Constitution: 12 (base) + 4 (level up) + 4 (ABP) = 20
Intelligence: 16 (base) + 2 (race) + 6 (ABP) + 6 (capstone) = 30
Wisdom: 12 (base) + 4 (ABP) = 16
Charisma: 13 (base) + 2 (ABP) = 15

AC:

Touch:

Flat-footed:

Fortitude:

Reflex:

Will:

Attack (estoc):

CMB:

CMD:

Feats Breakdown:
Background Feat: x
Racial: Run, Skill Focus (Intimidate), Skill Focus (K. Planes), Skill Focus (Stealth)
Antipaladin: Counterspell, Counterspell Mastery, Counterspelling Strike, Disruptive, Greater Counterspell, Improved Counterspell, Spellbreaker
Fighter: Alertness, Awe-Inspiring Smash, Hero's Display, Master Combat Performer, Masterful Display, Performance Weapon Mastery, Weapon Focus (heavy blades)
Normal Progression:
1: Shield Focus
2: Muscular Reflexes
3: Eldritch Heritage
4: Unhindering Shield
5: Hurtful
6: Vital Strike
7: Cornugon Smash
8: Quick Draw
9: Teleport Tactician
10: Step Up and Strike
11: Improved Vital Strike
12: Improved Eldritch Heritage
13: Intimidating Prowess
14: Shatter Defenses
15: Flinging Charge
16: Greater Vital Strike
17:
18:
19:
20:

Associated Feats: Acrobatics, Charging Hurler, Combat Patrol, Dazzling Display, Far Shot, Following Step, Improved Sunder, Point-Blank Shot, Precise Shot, Rapid Shot, Step Up, Throw Anything, Two-Handed Thrower

Counterspell (counterspell) As a standard action, Aineyr may spend a nullmagic point to dispel an existing magical effect on a creature, item, or location within 300 ft. You may target a specific effect he has identified, or the effect with the highest caster level on the target, making a magic skill check against the caster or magical effect in question. Alternatively, he may ready an action to counter a spell or magical effect cast by another. If he targets a magic item, the item’s magical properties are suppressed for 1d4 rounds.
<>Counterpell Mastery (counterspell) As an immediate action, Aineyr may perform a counterspell by spending 1 extra nullmagic point to counter an effect while it is being cast. He gains a +2 bonus to magical skill checks made when using the Counterspell feat.
<>Counterspelling Strike (combat, counterspell) As an immediate action when Aineyr strikes a target with a weapon attack, he may spend 1 nullmagic point to attempt to dispel an existing magical effect on the target using his Counterspell feat, or multiple effects with his Improved or Greater Counterspell feats.
<>Improved Counterspell (counterspell) When using the Counterspell feat against a creature or object, Aineyr may spend 1 extra nullmagic point instead to target 4 additional magical effects on the target or to affect multiple effects in a 20-foot burst. When used in an area, Aineyr rolls only a single magical skill check. Magic items are not affected. If an area magical effect is not centered within the counterspell area, Aineyr may end the effect only within the overlapping area.
<><>Greater Counterspell (counterspell) When using the Improved Counterspell feat, Aineyr may spend 1 extra nullmagic point to increase the area dispel to a 40-foot radius burst and to include magic items. If his check succeeds against a magic item, it is suppressed for 20 minutes. He also has a 20% chance of destroying an antimagic field, but if it survives, no items within it are affected. When using the Counterspell feat to target a single magic item, Aineyr may spend 2 extra nullmagic points to attempt his magical skill check with a +5 bonus and if he succeeds, the item is permanently destroyed. Even artifacts are subject to this effect, though there is only a 20% chance per caster level of actually affecting such powerful items. If successful, the artifact’s power unravels, and it is destroyed.
Disruptive (combat) The DC to cast spells defensively increases by +4 for all enemies that are within Aineyr's threatened area. This increase only applies if Aineyr is aware of the enemy's location and is capable of taking an attack of opportunity.
<>Spellbreaker (combat) Enemies in Aineyr's threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from him.
<><>Teleport Tactician (combat) Any creature using a teleportation effect to enter or leave a square threatened by Aineyr provokes an attack of opportunity, even if casting defensively or using a supernatural ability.
Eldritch Heritage [Claws (Su)] As a free action, Aineyr can grow claws that deal 1d6 points of damage plus 1d6 points of fire damage each and count as magic. He can use his claws for a number of rounds per day equal to 3 + his Charisma modifier.
Improved Eldritch Heritage [Strength of the Abyss (Ex)] Aineyr gains a +6 inherent bonus to his Strength.
Intimidating Prowess (combat) Aineyr adds his Strength modifier to Intimidate skill checks in addition to his Charisma modifier.
<>Cornugon Smash (combat) As a free action, Aineyr can demoralize an opponent he has damages while using Risky Strike.
<>Hurtful (combat) As a swift action, when Aineyr demoralizes an opponent within his melee reach, he can make a melee attack against it. If his attack fails to damage the opponent, its shaken condition from being demoralized immediately ends.
<>Shatter Defenses (combat) Any shaken, frightened, or panicked opponent hit by Aineyr is flat-footed to his attacks until the end of his next turn.
Muscular Reflexes (combat) Aineyr may make a number of additional attacks of opportunity per round equal to his Strength bonus. He may also make attacks of opportunity while flat-footed.
Performance Weapon Mastery (combat) Aineyr treats all weapons he is proficient in as if they had the performance weapon quality.
<>Performance Weapon:When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a combat performance check, Aineyr gains a +2 bonus on that check.
<>Masterful Display (combat, performance) When Aineyr makes a performance combat check, he gain the benefits of two performance feats, but only gain a +2 bonus on the performance combat check.
<><>Awe-Inspiring Smash (combat, performance) Aineyr can apply his Strength modifier instead of his Charisma modifier to performance combat checks. In addition, when he spends a swift action to attempt a performance combat check that was triggered by a successful bull rush or sunder combat maneuver check, he gains a +2 bonus on the performance combat check. For every 5 points by which his attack exceeded his opponent’s CMD, this bonus increases by 2.
<><>Hero's Display (combat, performance) When Aineyr spends a swift action to make a performance combat check, he gains a +2 bonus on the performance combat check and makes an Intimidate check to demoralize all foes within 30 feet who can see his display.
<><>Master Combat Performer (combat) Aineyr can make performance combat checks as a free action. He is proficient in all weapons with the performance special quality.
Quick Draw (combat) Aineyr can draw a weapon as a free action instead of as a move action.
<>Flinging Charge (combat) If Aineyr has a thrown weapon in hand when he begins charging, he can make a ranged attack with that weapon against the target of his charge at any point during his charge. He gains the +2 bonus for charging on the attack roll for this ranged attack, but then takes a –5 penalty on the melee attack made at the end of the charge. When charging this way, Aineyr cannot use any effect that would grant him more than one attack at the end of his charge, nor can he use abilities that grant him other ranged attacks on a charge.
Shield Focus (combat) Aineyr increases the AC bonus granted by any shield he is using by 1. This bonus increases to 5 against ranged attacks (not including spell effects, natural attacks, or massive ranged weapons).
<>Unhindering Shield (combat) Aineyr still gains a buckler’s bonus to AC even if he uses his shield hand for some other purpose. When he wields a buckler, his shield hand is considered free for the purposes of casting spells, wielding weapons, and using any other abilities that require him to have a free hand or interact with his shield.
Step Up and Strike (combat) When using the Footwork talent to follow an adjacent foe, Aineyr may also make a single melee attack against that foe at his highest base attack bonus. This attack counts as one of his attacks of opportunity for the round.
Vital Strike (combat) When Aineyr uses the attack action, he can make one attack at his highest base attack bonus that deals additional damage equal to the weapon's damage dice. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
<>Improved Vital Strike (combat) When Aineyr uses the attack action, he can make one attack at his highest base attack bonus that deals additional damage equal to twice the weapon's damage dice. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
<><>Greater Vital Strike (combat) When Aineyr uses the attack action, he can make one attack at his highest base attack bonus that deals additional damage equal thrice to the weapon's damage dice. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Spheres and Talents:
Martial Tradition (Fearless Thrower): Barrage Sphere (barrage, melee archer), Crushing Thrower, Huntsman Training, Throwing Mastery
Bonus Disciplines: Duelist Training, Knightly Training
1: Athletics Sphere (leap, untrained athlete drawback), Mighty Conditioning
2: Equipment Sphere, Critical Genius (heavy blades), Skillful Charge
3: Unarmored Training
4: Fan Favorite, Gladiator Sphere
5: Bloodthirsty
6: Dread, Fencing Sphere
7: To the Hilt
8: Footwork, Footwork#2
9: Lancer Sphere
10: Distracting Tear, Focusing Impale
11: Berserker Sphere
12: Barbaric Throw, Greater Sunder
13: Sword Eater
14: Mage Masher, Marauder
15: Guardian Sphere
16: Cold Iron Call, Defend Other
17: Swift Guardian
18: Expanded Guardian, Mass Challenge
19: Iron Wall
20: Ranged Impale, Sniper Sphere (ablative fire drawback), Targeted Assault

Free Skill Ranks: Bluff 20, Intimidate 20

Barbaric Throw (Ex) Throwing two-handed weapons takes no longer than any other thrown weapon attack.
Barrage (Ex) As a special attack action, Aineyr may make two ranged attacks at his full base attack bonus -2. He may expend his martial focus to make up to three additional extra attacks, increasing the penalty to all his attacks from by -2 for each extra attack.
Berserking (Ex) As a free action at the start of each turn, Aineyr may choose to take a -2 penalty to AC in exchange for 23 temporary hit points until the start of his next turn.
<>Marauder (adrenaline) (Ex) Instead of receiving temporary hit points, Aineyr may gain a +30 feet circumstance bonus on all forms of movement and a +10 competence bonus on all Acrobatics, Climb, Fly, and Swim.
Boast (Ex) As long as Aineyr has martial focus, as an immediate action he may perform one (boast) after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver.
<>Bloodthirsty (boast) (Ex) Aineyr may make an attack against an enemy within 75 ft. using a wielded weapon as part of his boast.
<>Fan Favorite (Ex) Aineyr may perform a boast as a free action (even outside of his turn) whenever he succeeds on a saving throw against an effect originating from a hostile creature.
<>Prowess (boast) (Ex) Aineyr may roll twice the next weapon attack before the end of his next turn and take the better result.
Brutal Strike (Ex) As a special attack action, Aineyr may make a melee attack against a target, giving them the battered condition until the end of his next turn. He may expend martial focus to have the attack deal 40 additional damage.
<>Barbaric Throw (Ex) Aineyr can use brutal strike with thrown weapons. When he expends his martial focus as part of a brutal strike, he can treat any melee weapon wielded by him that he’s proficient with as a thrown weapon with a range increment of 10 feet for that action.
<>Mage Masher (exertion) (Ex) Whenever Aineyr destroys a magic wand, staff, rod, scroll, or similar magic item held by an enemy with a sunder attempt as part of a brutal strike, if the item is destroyed, any excess damage is applied to the item’s wielder. No damage is transferred if he decides to leave the item with 1 hit point. When targeting a battered creature, Aineyr may roll the sunder check twice and take the best result. In addition, he gains a +10 competence bonus on any Reflex saving throws made as a result of the item’s destruction.
Challenge (Ex) As a move action (swift action by expending martial focus), Aineyr may issue a challenge to a non-mindless creature he can see. The creature takes a -7 penalty on attack rolls that do not include him as a target and a +2 bonus on attack rolls targeting only him. The challenge lasts for 13 rounds and when he issues a new challenge, any previous challenge he has active ends.
<>Cold Iron Call (Ex) Any time a creature under the effects of Aineyr's challenge casts a spell or uses a spell-like ability that does not include him in its effect, it suffers a -7 penalty to the spell’s save DC.
<>Iron Wall (Ex) Any time a creature under the effects of Aineyr's challenge attacks an ally within 75 ft. of him, that attack suffers a 20% miss chance. If an attack would also be subject to the Patrol miss chances, the miss chance increases to 50%.
<>Mass Challenge (Ex) When using the challenge ability, Aineyr may increase the time to activate it (move to standard or swift to move) to issue his challenge to up to twelve targets at once.
<>Swift Guardian (Ex) Aineyr may use the challenge ability as a swift action. This takes a free action if he expends his martial focus.
Coordinated Movement (Ex) Whenever Aineyr takes the withdraw action, he regains martial focus.
Critical Genius [heavy blades] (Ex) Aineyr treats heavy blades as though their critical threat range was 18-20/x2. In addition, when he confirms a critical hit with them while using the attack action, he deals 20 additional damage.
Crushing Thrower (Ex) Aineyr may choose to treat her ranged attacks with thrown weapons as melee attacks, using his melee attack bonus, including Strength bonus, feats, and other modifiers to determine his attack bonus as normal, but applying standard modifiers for range penalties (attacking into melee, through cover, etc). In addition, he may apply 1-1/2 times his Strength bonus to damage if he wields the thrown weapon with two hands.
Delayed Damage Pool (Ex) Aineyr gains a delayed damage pool of 60 points. When he receives damage, he may redirect all or part of it to this pool, applying damage reduction and resistance. His delayed damage pool empties at the end of his turn each round, inflicting on him any damage stored and resetting to 0, without any reductions. Any healing Aineyr receives in excess of his maximum hp automatically reduces the amount of damage in his delayed damage pool.
<>Cold Iron Call (Ex) When targeted by a spell or spell-like ability, Aineyr may delay the onset of its effects until the end of his next turn. Each effect is treated as if it were an amount of hit point damage equal to its caster level.
Dread (Ex) Creatures under the effects of Aineyr's demoralization increase the penalties for being shaken by 3 on checks and rolls involving him.
Duelist Training (discipline) (Ex) Aineyr gains proficiency with the bastard sword, butterfly knife, double chicken saber, dual blade, dueling sword, estoc, pistol, rapier and swordbreaker dagger.
Fatal Thrust (Ex) Whenever Aineyr makes an attack action or an attack of opportunity against a target that is within 30 ft. and that he is flanking, that is flat-footed, or that has lost its Dexterity bonus to AC, he deals an additional +5d6 precision damage to the target. He may apply the effects of one (exploit) talent to any fatal thrust.
<>To the Hilt (exploit) (Ex) For 5 rounds, the target’s damage resistance is reduced by 10.
Footwork (Ex) As long as Aineyr has martial focus, as an immediate action he may move up to 10 ft. If this movement is done in response to an attack made against him, he gains a +2 dodge bonus to his AC against that attack.
Greater Sunder (Ex) Aineyr gains a +6 competence bonus to his sunder combat maneuver checks, as well as to his CMD vs. this maneuver.
Huntsman Training (discipline) (Ex) Aineyr gains proficiency with the atlatl, bolas, boomerang, handaxe, harpoon, longbow, net, shortbow, throwing axe, and tube arrow shooter. In addition, he only suffers a –1 penalty per full range increment between him and his target when using a ranged weapon.
Impale (Ex) As an attack action with a melee weapon that deals lethal damage, Aineyr can take a -2 penalty on the attack roll to impale the creature with his weapon, forcing it into a square within his reach if it was not already. An impaled creature has all movement speeds reduced by half, is battered, and must make a concentration check (DC 10 + your CMB + spell level) to cast a spell or use a spell-like ability. A creature can only be impaled by a single weapon. While Aineyr controls the impaling weapon, he must make an opposed Strength check against the impaled creature to move as a part of the move action, moving up to half of his base speed while dragging the impaled creature along. The impaling weapon can only be used to attack the impaled creature, ignoring its armor, natural armor, and shield bonuses to AC. As a move action, he may remove the impaling weapon and as a free action he may release it. As a standard action, the impaled creature can make a combat maneuver check against Aineyr's CMD to cause him to lose control of the impaling weapon. If no one has control over the impaling weapon, the impaled creature may remove it as a move action. While still impaled, any creature may attempt a grapple check (with a +4 bonus) against an impaled creature’s CMD to assume control of the impaling weapon. When the impaling weapon is removed from the impaled creature, it takes bleed damage equal to the damage dice of the impaling weapon. Talents with the (impale) tag can only be used against impaled creatures when Aineyr is controlling the impaling weapon.
<>Distracting Tear (impale) (Ex) Whenever Aineyr deals damage while removing a weapon from an impaled creature, that creature provokes an attack of opportunity from one up to six allies of his choice other than himself.
<>Focusing Impale (Ex) Whenever Aineyr removes his weapon from an impaled creature, he may regain his martial focus.
<>Ranged Impale (Ex) Aineyr may attempt to impale a creature with a thrown weapon, although doing so does not cause the impaled creature to move to a square adjacent to him.
Knightly Training (discipline) (Ex) Aineyr gains proficiency with the greatsword, halberd, heavy flail, heavy pick, light flail, light pick, lance, longsword, shortsword, and warhammer, and may wield the bastard sword and estoc, but only as two-handed martial weapons. When performing a charge, Aineyr only suffers a -1 penalty to his AC rather than -2.
Leap (Ex) Aineyr may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC.
Melee Archer (Ex) Aineyr gains a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft.
Mighty Conditioning (Ex) Aineyr may add both his Strength and Dexterity modifiers to Acrobatic checks.
Patrol (Ex) As long as he has martial focus, as a full-round action Aineyr may increase his threatened area by 30 ft. Until the beginning of his next turn, he may make attacks of opportunity against any creature in this threatened area and may move to bring the creature within his reach as part of these attacks, provided his total movement before his next turn does not exceed his base speed. This ability may also benefit from one (zone) talent.
<>Cold Iron Call (Ex) When an ally within the area of Aineyr's patrol is the target of a spell or spell-like ability, he may spend an attack of opportunity to move to put that ally within reach and redirect the effect to himself.
<>Defend Other (Ex) When an ally within Aineyr's reach is the target of an attack roll, he may spend an immediate action to grant them a +10 competence bonus to their armor class against that attack. If this attack would still hit, he may choose to take the damage in his ally’s place. When using Patrol, Aineyr may move to put the ally within his reach as part of activating this talent.
<>Iron Wall (Ex) Allies within the area of Aineyr's patrol, not including himself, gain a 20% miss chance against melee attacks originating from a creature that he threatens. If an attack would also be subject to the Challenge miss chances, the miss chance increases to 50%.
<>Swift Guardian (Ex) Aineyr may use the patrol ability as a standard action. This takes a move action if he expends his martial focus.
Skillful Charge (Ex) Aineyr may make an attack action at the end of a charge in place of the normally granted attack. Additionally, Aineyr can use the charge rules to make a thrown weapon attack, except that he must end his movement within 30 ft. of the target.
Sniper Sphere (Ex) Aineyr can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on his attack roll.
Stances (Ex) As a swift action, Aineyr may enter a stance, lasting for 1 round. If he spends her martial focus, this duration increases to a number of rounds equal to his Intelligence modifier. Only a single stance may be active at a time.
<>Sword Eater (stance) (Ex) While in this stance, when a creature targets Aineyr with a manufactured melee weapon attack, he may attempt to sunder it as an attack of opportunity after it resolves. If the creature attacking him is battered, he may resolve his sunder attempt prior to its attack being resolved.
Strike Fear (Ex) As a full-round action, Aineyr may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of him who can both see and hear him. He may choose to take a -10 penalty on the check instead of expending martial focus.
Targeted Assault (Ex) Whenever Aineyr makes a ranged attack as an attack action against a creature or object, the target’s damage reduction, energy resistance, or hardness is reduced by 10 against that attack.
Throwing Mastery (Ex) When attacking a creature with a thrown weapon, Aineyr may cause the weapon to bounce back towards him after the attack resolves. As long as he has at least one hand free, he may automatically catch a weapon after it rebounds in this manner, otherwise the weapon lands in his square.
Unarmored Training (Ex) When unarmored and unencumbered, Aineyr gains a +9 armor bonus to his AC. This bonus to AC applies even against touch attacks or when he is flat-footed, but he loses them when immobilized, helpless or polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.
Weapon Focus [heavy blades] (combat) Aineyr gains a +1 bonus on all attack rolls he makes using heavy blades.

Antialadin (antimage):
Apotheosis of Antimagic (Su) As a standard action, Aineyr can spend 2 nullmagic points to gain an antimagic aura centered on himself. Each magical effect or magic item is suppressed (durations still passes) and each summoned creature is banished. Items with the disrupted ability are not affected. Any caster attempting to use a magical ability in or targeted within this area, or any summoned creature attempting to enter this area, must attempt a magic skill check against his MSD. If Aineyr moves the field into a summoned creature with spell resistance, he must attempt a magic skill check against it’s spell resistance to banish it, and it can make a Reflex save (DC 20 + his Intelligence modifier) to instead be repelled to the edge of the aura at the end of Aineyr’s movement. This aura can be dispelled normally, and has a MSD of 31 (DC 31 with Counterspell feat). As a free action once per round, Aineyr may adjust the radius of this aura, between 5-foot to 30-foot radius. He must spend 1 nullmagic point each round to maintain this effect.
Aura of Despar (Su) All enemies within 10 ft. of Aineyr take a -2 penalty on all saving throws. This functions only while Aineyr is conscious.
Aura of Depravity (Su)[b] Aineyr gains DR 5/good and all enemies within 10 ft. of him take a -4 penalty against compulsion effects. This functions only while Aineyr is conscious.
[b]Aura of Spellhunt (Su)
As a free action, Aineyr can expend two uses of his smite magic ability to grant the ability to smite magic to all creatures within 10 feet, using his bonuses. Allies must use this smite magic ability by the start of his next turn, and the bonuses only last for 1 minute. Creatures capable of casting spell effects gain no benefit from this ability.
Bastion Against Magic (Su) As long as Aineyr has at least 1 nullmagic point, he gains immunity to magic. Every time this spell resistance successfully negates a spell effect, he loses 1 point of nullmagic unless the effect originated from a creature under the effect of his smite magic. As a free action, Aineyr can suppress and resume this immunity.
<>Invulnerable Shield against Magic (Su) As a standard action, Aineyr can spend 2 nullmagic points to create a globe of invulnerability that excludes any sphere effect with a caster level up to 12 and all spells up to 6th level. He can create this globe within a distance of 75 ft. and it lasts for a number of rounds equal to his Intelligence modifier. As a swift action, Aineyr can dismissed this globe.
Counterspell (Su) Aineyr gains Counterspell Mastery, Counterspelling Strike, Greater Counterspell and Improved Counterspell as bonus feats.
Fiendish Boon (Sp) As a standard action, Aineyr can call a fiendish spirit onto his weapon, causing it to shed unholy light as a torch. This spirit grants the weapon a +6 enhancement bonus which can be used to add any of the following weapon properties: anarchic, flaming, flaming burst, keen, speed, unholy, vicious, vorpal and wounding. This effect lasts for 20 minutes and Aineyr can use this ability 4/day. If a weapon bonded with a fiendish spirit is destroyed, Aineyr loses the use of this ability for 30 days. During this 30-day period, he takes a –1 penalty on attack and weapon damage rolls.
Permit Assitance (Su) Whenever Aineyr is targeted by a spell, he can voluntarily allow the spell to succeed its check to bypass his spell resistance (or spell immunity) without having to first lower it, requiring no roll to be made.
Plague Bringer (Ex) Aineyr does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.
Mageguard Training (Su) Aineyr gains the Disruptive and Spellbreaker feats as bonus feats. He treats his paladin level as a fighter level for the purposes of qualifying for feats with either of these as a prerequisite.
Manavoid Mantle (Su) Aineyr has a repressed aura of magic. Harmless spell effects affecting him do not emit an aura. All magic items he possesses with a caster level lower than his paladin level have their auras suppressed and cannot be detected. Any attempt to detect magical auras on him reveals the presence of strong antimagic powers, as well as any non-harmless spell effects.
Nullmagic Power (Su) Aineyr gains a pool of nullmagic points equal to 10 + his Intelligence modifier. He can spend these points to fuel several of their class abilities, including the following abilities:
<>Disrupt: By spending 1 minute touching an object and 1 nullmagic point, Aineyr can grant it the disrupted special ability (CL 20th). A disrupted object loses all magical properties while worn or held by anyone other than him. If a creature wears or holds a disrupted object and attempts to cast a spell effect, the spell is lost. A DC 35 concentration check negates this effect. The disrupted ability can be removed from an item by spending 1 minute and either a spell point or a spell slot of 1st level or higher, and succeeding at a DC 31 magic skill check. As a free action, Aineyr can remove the disrupted special ability from an object within 30 ft., otherwise it is permanent until Aineyr is dies.
<>Dispel: Aineyr gains the Counterspell feat, even if he does not meet the prerequisites, and is treated as if he had the casting class feature when meeting the prerequisites for counterspell feats. His magic skill bonus is +20 and he spends nullmagic points in place of spell points when he uses counterspell feats.
Protective Insight (Su) Aineyr adds his Intelligence modifier to all saving throws against spell effects.
Smite Magic (Su) As a swift action, Aineyr smites one creature he has witnessed creating a spell effect (not including through the use of magic items) within the last minute. While smite magic is in effect, Aineyr adds his Intelligence modifier to attack rolls made as part of an attack action against the target, and a deflection bonus to his AC against attacks created as part of a spell effect that originates from the target. This bonus to AC is equal to 3 + his Intelligence modifier. Additionally, Aineyr gains a bonus to all damage rolls against the target equal to the target’s caster level, to a maximum bonus equal to half his paladin level. This effect remains until the target is dead, or the next time Aineyr rests and regains uses of this ability. Ayneir can activate this ability as an immediate action by spending 1 nullmagic point.
Spellvision (Su) Aineyr gains detect magic as a constant supernatural ability, as if always having concentrated for three rounds. This grants him an automatic Spellcraft check whenever he comes within 30 feet of a new magical source and he always knows whether an aura comes from a specific item, place, or active spell effect. He can spend a nullmagic point to gain a +10 insight bonus to a single Spellcraft check made to identify a magic item’s properties. As a move action, Aineyr can determine if a creature he can see is capable of casting or not, and then spend a point of nullmagic to identify its caster level, the base spheres it possess, the highest level spell slot it can cast, what list it draws its magic and if they have innate spells. He never learns the exact spells the target knows or has prepared.

Fighter (soldier, steelbound fighter):
Armed Intimidator (Ex) Whenever Aineyr is wielding a weapon with the performance special feature, or any weapon from the Gladiator Training discipline, he may add its enhancement bonus to his Intimidate checks.
Celebrity Combatant (Ex) Aineyr treats every battle as a performance combat as long as he is wielding a weapon with the performance special feature or a weapon from the Gladiator Training discipline, treating his allies and other creatures participating in the combat as a small, indifferent crowd for the purposes of determining what benefits he receives. In addition, whenever he begins a performance combat, he starts with a number of victory points equal to half his Intelligence modifier.
Conditioning (Ex) Aineyr selects forms of conditioning. This provides him an additional class skill, and a +5 bonus to a save or skill check, listed in the form of conditioning:
<>Alert (Ex) Aineyr gains Perception as a class skill, and may add his conditioning bonus to Perception checks.
<>Athletic (Ex) Aineyr gains Acrobatics as a class skill, and may add his conditioning bonus to Climb and Swim checks, in addition to Acrobatics checks made to jump.
<>Courage (Ex) Aineyr gains Diplomacy as a class skill, and may add his conditioning bonus to the DC required to demoralize him, in addition to Will saves made against fear effects.
<>Rationale (Ex) Aineyr gains Knowledge (arcana) as a class skill, and may add his conditioning bonus to Will saves made against illusions.
Gladiatorial Weapon Master (Ex) Whenever Aineyr threatens a critical hit with a weapon with the performance special feature or any weapon from the Gladiator Training discipline, he automatically confirms the critical threat. In addition, he is always treated as having the Improved Critical feat for any of these weapons.
Steelbound Weapon (Ex) Aineyr gains Weapon Focus with bastard swords. Whenever he isn’t wielding or carrying his awakened bastard sword, he takes a –2 penalty to his Wisdom score and can’t benefit from his fighter class abilities.
<>Stellbound Awakening (Su) One non-intelligent bastard sword carried by Aineyr becomes possessed by the latent spiritual energies that cling to his soul, transforming that weapon into an intelligent weapon. This weapon grants Aineyr Alertness as a bonus feat as long as the weapon is wielded, and he gains a +5 bonus on attack rolls and damage rolls with it. The weapons gains Intelligence, Wisdom, and Charisma scores of 16 and is CN. It communicates via empathy and telepathy, can speak in elven, has darkvision 60 ft. and senses that extend 120 feet, has 5 ranks in XXX, can cast XXX three times per day and XXX once per day with CL 20th, and gain the special purpose of defeating dangerous spellcasters. Aineyr can transfers the effects of his steelbound awakening to a new bastard sword automatically after carrying that weapon on his person for 24 hours, but can have only one weapon awakened at any given time.

Mythic - Guardian:
Bonus Hit Points Whenever Narekk gains a guardian tier, he gains 5 bonus hit points.
Hard to Kill (Ex) Whenever Narekk is below 0 hit points, he automatically stabilizes. In addition, Narekk doesn’t die until his total number of negative hit points is equal to or greater than double his Constitution score.
Mythic Power (Su) Narekk can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. Each day, Narekk can expend an amount of 5 points of mythic power. If an ability allows him to regain uses of his mythic power, he can never have more than this amount.
Surge (Su) As an immediate action, Narekk can expend one use of mythic power to increase any d20 roll he just made by rolling 1d6 and adding it to the result (after the result was revealed).

Performance Combat:
Aineyr's Performance Combat Check: +20 (4 BAB, 4 Perform, 10 Strength, 2 Performance Weapon)

Base DCs: Hostile (DC 20), Unfriendly (DC 15), Indifferent (DC 10), Friendly (DC 15), Helpful (DC 20)
Modifiers: Small Crowd (up 25; +0), Medium Crowd (up to 100; +2), Large Crowd (up to 300; +3), Massive Mob (+5)
Number of Combatants: Small Battle (up to 8; +0), Medium Battle (up to 16; +4), Large Battle (+8)
Other Modifiers: Cheating (+2 each), Outnumbered (+2, or +6 if more than 2:1), Unfair Advantage (+2 or +6 for severe advantage)

Aineyr treats all combats as performance combat, treating those participating as if they were a small crowd (no change to the DC). He also begins combat with 5 victory points (Int/2).

The performance combat normally starts with the crowd with the Indifferent attitude towards Aineyr.

Attitude Effects:
<>Hostile: –2 penalty on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws. This is a mind-affecting effect.
<>Unfriendly: –1 penalty on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws. This is a mind-affecting effect.
<>Indifferent: nothing
<>Friendly: +1 morale bonus on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws for their chosen side. This is a mind-affecting effect.
<>Helpful: +2 morale bonus on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws. This is a mind-affecting effect. A success against a Helpful crowd earns 1 victory point.

Swift Action Triggers (Reduced to Free Actions with the Master Combat Performer feat, CAN trigger performance feats)
<>Charge (needs to hit)
<>Combat Maneuver (needs to hit)
<>Deals Maximum Damage (does not count extra dice; +2 for Two-Handed weapons)
<>Energy Spells and Effects (life flaming burst)
<>Feint (needs to succeed)
<>Knocking Opponent Prone
<>Multiple Hits (hits the same opponent two or more times; +2 for each hit after the second)

Free Action and Immediate Action Triggers (CAN trigger performance feats with Free Action; CANNOT trigger with Immediate Actions)
<>Critical Hit (+2 if has Critical feat)
<>First Blood
<>Raging
<>Vanquish Opponent (reduce creature to 0 or less hp)

Mandatory Triggers (No action, never improves attitude, CANNOT trigger performance feats)
<>Magical Healing
<>Natural 1 on attack or save
<>Withdraw

Victory Points
<>Spend to make Free or Immediate action triggers into No action. Never triggers performance feats