Alyln Child of Enkilis
Alyln 'Sister of change' 'Brother of Chance',
"Where there is change there is opportunity, where there is chance there is hope!". So say her faithful.
Description
Alyln is a shockingly beautiful Half-Drendali. {when not in another form} 9' Tall, slender with purple-white hair, purple skin, bright purple eyes and long silver-tipped ears. They carries nothing, no arms or armor. They only thing they have is a fine animated tattoo that covers thier body and pules with magic. This tattoo seems to be a living Harrow Deck. A mythic artifact that acts as clothing, shifting to match the form they takes. When in thier true form there is always the faint sound of Children's laughter somewhere close by.
Personality
Alyln is a being of presence and power even unarmed and armored. With a wicked sense of humor, a cutting wit and a love of change and chance. In all images of them, no matter how they are made, they has a wry smile on thier face as if with knowledge of a privet joke.
Crunch:
Init +15 Perception +26 Alignment: None/all
Dark Vision 120', Tremorsense 30 feet, Detect Magic, True Seeing [Constant]
Movement 40'+Teleport [3 miles
, move action, line of sight] At Will Feather Fall (Su) Levitate (Su), Invisibility (Su), Deeper Darkness (Su), Alter Self [Ex], Zone of truth. Also: (Can't be FF) Mythic Points 13/13 + Hero Points 5/5
BAB
BAB [+07/+02]
MBA [+06/+01][+07/+02 BAB-1Str+2_morale_bonus]
RBA [+14/+09][+07/+02 BAB +5Dex+2_morale_bonus]
Attacks[Arcane Strikes +3DMG]
Unarmed Strike TH+06/+01 DMG[1d3-1+3] [NL]
Deadly Dealer TH+14/+09 DMG[10+2] [Magic] 30'
Arcane [whimsy]Bolt (Su): [RTA] TH+16/+11 DMG[6d6+3+2] [Cold/Elec/Fire/Acid][DMG is luck based] [Counts as magic] [Range 200'] [Can be made bust effect 20'r] [heat/cold/acid/Electricity OR DC25 for 1/2] OR Rod of Wounder Area effect 30'r [DMG or effects are Mythic] [25 DC Mythic save]
Corona of Fury (Smite/Magic/Mythic)
You hurl a torrent of your Word’s energy at a group of foes, affecting all within a 30-foot radius of a target point within sight of you. Each victim takes a 1d8 die of damage for every two levels you have, rounded up.
Note: If used to selectively spare allies within the area, victims then get an appropriate saving throw to resist the effect.
You are always immune to the furies of your own bound Words, as are other entities that wield similar powers.
Corona of Fury cannot be used two rounds in a row.
Works as prismatic Spray But with following changes.
SR, Standard Action, [Range: Sight] [Area affect 30'] [SR No Saves *yes but see Above] [DC25 on all saves if allowed]
ALL Creatures in the area of the spell with 4 HD or less are automatically blinded for 1d4 rounds [No Save]
1 Red 5d8 points fire damage (*Reflex half)
2 Orange 5d8 points acid damage (*Reflex half)
3 Yellow 5d8 points electricity damage (Reflex half)
4 Green Poison (Frequency 1/rd. for 6 rd.; Init. effect unconscious [24 hours]; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*
5 Blue Flesh to stone [24 hours] (*Fortitude negates)
6 Indigo Confusion, as spell [24 hours] (*Will negates)
7 Violet Teleport 1d5x100 miles in 1d6 for Direction (*Will negates)
8 Struck by two rays Roll twice more, ignoring any “8” results
She can with concentration make an area Primal magic.
Primal Magic
That has the Wild magic effect on it.
The duration is 1 min of concentration = 1d4
1=1 round
2=1 Min
3=1 hour
4=1 day
Weapon and Armor Proficiency
Armor: Light, medium, heavy and with all shields (other than tower shields).
Weapon: proficient with all simple and martial weapons.
-------------------:Traits:--------------
1: Harrow Chosen (Human)
All your life you’ve been drawn to the mysteries surrounding your family’s harrow deck.
Benefit: You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.
2: Fate’s Favored[Faith]
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
----------------=Drawbacks=-----------------
-:Light Blindness: [Race]
As deep underground dwellers naturally, Dark Elf suffer from light blindness. Abrupt exposure to any bright light blinds Dark elf for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Standard Racial Traits
Ability Score Racial Traits: Advanced (4 RP)
Prerequisites: Advanced or monstrous power level.
Modifiers: : Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.
DarkElf-Blooded: Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.
Dark elf Magic: A few half-elves with Dark elf ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf’s character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits.
Elf Blood:
Half-Dark elves count as both elves and humans for any effect related to race.
========= Other (SU) From Dark Elf Race Feats ============
Detect-magic (Su):[DC21] [Constant]
Detect-magic as a spell-like ability. [60' cone-shaped emanation]
Dancing Lights (Su):[DC20] [At will]
Dancing Lights [200' range, 10' radius burst] [10mins]
Faerie Fire (Su):[DC20] [At will]
Faerie Fire [800' range, 5' radius burst] [10mins]
Feather Fall(Su): [DC21] [At will]
Feather Fall [At will]
Levitate (Su):[DC22] [At will]
levitate as per the levitate spell. [Self Only +1,000lb] [At will]
Deeper Darkness (Su):[DC23] [At will]
Deeper Darkness [At will] [Target object touched][60' radius][100 mins]
SKILLS:
Skill Points (10x[6+7int]=[130]+[20 Background sp][150]
ALL Skills Get *(+2morale+2Luck)
Skill NOTES
[NOTE: +2 morale bonus to all Skill Rolls][Class]
[NOTE: +2 insight bonus to Skill Rolls (^) Su claptrap at will]
[NOTE: +2 racial bonus on Perception checks.][Race]
[NOTE: +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained] [Feat]
[NOTE: If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.]
Class Warlock L10:
Warlock
Alignment: Any chaotic.
Hit Die: d8.
Skill Ranks per Level: 2 + Int modifier.
Class Skills
The warlock’s class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
BAB +7/+2
Saves [+3/+3/+7]
Class Features
All of the following are class features of the warlock.
Weapon and Armor Proficiency:
Warlocks are proficient with all simple weapons and light armor.
Arcane Armor Mastery
As the warlock increases in level, his school abilities are less subject to arcane failure while the warlock is wearing armor. At 1st level, the warlock does not suffer an arcane failure penalty when using a school ability while wearing light armor. This extends to medium armor at 5th level and heavy armor at 9th level. The warlock may still select feats to reduce the arcane failure chance when wearing armor that he has yet to master.
School Ability x7
The warlock does not cast spells. Instead, he is infused with supernatural energy that allows him to perform magical powers at will. The warlock’s level is used to determine the caster level for school abilities. The DC for any save is equal to 10 + the spell’s level + the caster’s Charisma modifier. School abilities are not spells and thus cannot be affected by metamagic feats. Using a school ability is a standard action.
Supernatural Abilities (Su)
These can’t be disrupted in combat and generally don’t provoke attacks of opportunity. They aren’t subject to spell resistance, counterspells, or dispel magic, and don’t function in antimagic areas.
[1st level]
1:Arcane Bolt (Su): [1d6+5d6] [Range 200']
You can make a ranged touch attack that does 1d6 points of damage, +1d6 for every two warlock levels. The warlock may choose whether the damage is acid, cold, electricity, or fire.
The range on an Arcane Bolt is 100ft. + 10ft./level.
[1st level]
2:Fire Supremacy (Su) [DR10 fire]
You gain resistance 5 to fire. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire damage. In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your warlock level (minimum 1). Weapons with reach avoid this damage.
[2ed level]
3:Physical Enhancement (Su) [+3 Dex]
[Transmutation Arcane School]
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five Warlord levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells.
[4th level]
4:Arcane Burst (Su): [40' across]
You can use his arcane bolt as a burst effect with a 20 foot radius.
[6th level]
5:Summon Monster (Su):
You can summon monsters to aid you as per the summon monster II spell. The duration lasts a day. Creatures summoned always have maximum hit points.
[8th level]
6:Heroic Touch (Su): [+2 self]
You gain a +2 morale bonus on attack rolls, saves, and skill checks. You can transfer this ability to another creature with a touch, but you lose the benefits while the other creature is affected. You can take back the bonus at any time.
7:Forewarned (Su) [+5Init]
[Divination Arcane School]
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your warlock level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Warlock Damage Reduction [DR3 / silver, cold, cold iron,]
As the warlock increases in level, he becomes resistant to certain effects. At 3rd level, the warlock receives damage reduction 2 against physical attacks. The warlock must also choose three effects from the following list: cold, cold iron, electricity, fire, or silver. The damage reduction does not count against the three chosen effects. At higher levels the damage reduction increases. In lieu of an increase, the warlock can remove one of the three effects from his list. He may only do this twice; at least one effect must always be able to overcome his damage reduction.
BAB+7/+2
Saves +F3/R+7/W+7
Alignment: Any.
Hit Die: d8.
Class Skills
Skill Ranks per Level: 6 + Int modifier.
The clever godling’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Weapon and Armor Proficiency: A clever godling is proficient with all simple and martial weapons, with light and medium armor, and with all shields (other than tower shields).
Lineage Domain [2+2Feats]
As a result of their divine bloodline, clever godlings gain access to the powers (though not spells) of a cleric domain. The clever godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the clever godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A clever godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers. A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers the character has and their effectiveness, but uses only the character’s cleric level to determine what domain spells are gained.
1:Knowledge Domain
You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Granted Powers Lore Keeper (Sp): [35]
You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your Godling level + your Cha modifier.
Read Minds (Su): [DC25] [10 Rounds a Day]
At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your Godling level + your Cha modifier. You can use this ability for a number of rounds per day equal to your godling level. These rounds do not need to be consecutive.
Luck Domain
You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck (Sp): 13/day
You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Cha modifier.
Good Fortune (Ex): [1day]
At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
3: Cave Domain
The wonders and dark secrets of the deepest caves give you strength.
Granted Powers:
Cavesight (Sp): 13/day
You can grant darkvision 60 feet to a willing creature you touch. This effect lasts 1 minute, or 1 hour if used on yourself. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Tremorsense (Ex):
At 6th level, you gain tremorsense 30 feet. At 12th level, you gain tremorsense 60 feet.
4: Whimsy Domain [Chaos]
You find the humor in all things, and enjoy spreading laughter through pranks and trickery, even in the direst of situations
Granted Powers
Touch of Chaos (Sp): 13/day
You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Cha modifier.
Unexpected Whimsy (Su) [DC25] [1/day]
As a standard action, you dance, act like a buffoon, or commit some other act of whimsy. When you do, enemies within 30 feet of you that can see and hear you must succeed a Will saving throw (DC = 10 + 1/2 your Godling level + half your Cha modifier) or they collapse into gales of manic laughter, falling prone. Those who fail their saving throws can take no actions other than laughing for 1 round, but are not considered helpless. You can use this ability once per day at 8th level and one additional time for every 4 levels you possess beyond 8th.
-----Divine Traits [3+5]------
[FC] Counts as Human -Gain +1/2 a divine trait rank. (One additional divine trait rank for every two times you select this option.)
Divine traits are special powers a clever godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous). A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III). A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
Legendary Beauty I (Ex): [1p]
Diplomacy and Perform skills are always class skills. The godling gains a bonus equal to half his class level to Diplomacy checks made to make a request of a creature that is at least indifferent toward him (see the Diplomacy skill).Additionally, once per day he may make a Diplomacy check to make a request of a creature that is unfriendly or hostile toward him (though he does not gain the benefit of this trait on such checks, as the targets are not at least indifferent). Each time he uses this ability on a specific creature, it becomes immune to this ability until the godling gains a level.
Divine Portfolio I: [1p+2p]
01:Assumed Form (Sp) Whimsy (Oracle Mystery)
You can change your appearance at will, as disguise self with a caster level equal to your oracle level. At 7th level, you can instead physically transform, as alter self. At 11th level, this ability lasts until you dismiss it or use it again, allowing you to keep it active while you sleep.
02:Absence of Body (Su) [DR10/force] Void (Oracle Mystery) [2p]
You gain DR 5/force. At 10th level it increases to DR 10, and at 15th level it increases to DR 15. You must be 5th level or higher to choose this revelation.
Mystic Inheritance I: [1p+2p]
01: Deck-Touched Bloodline Arcana: [40% of done roll again pick whish one happens]
Whenever you cast a spell, or use a magic item which has a chance for a random outcome (Such as the spell prismatic spray or using a rod of wonder), you have a chance to affect the outcome. The base percent chance of this is 10%, but increases by another 10% every 3 levels, to a maximum of 60% at 16th level. When the item is rolled, roll percentile dice (d%), if it is within the casters success rate, then they roll twice on the random outcome (or draw multiple cards in case of a magical deck of cards), and may choose which outcome they receive. The percent is lowered by 20% when used on artifact level magic items.
Bloodline Powers:
Having been touched by the power of the Deck of Many Things, you possess powers and abilities which imitate the powers of that fabled deck. While your abilities are but a pale shadow of the actual deck’s magic, they are formidable nonetheless.
Talons (Su) 13/day [+10 Slight of hand]
At first level, you gain a natural affinity for relieving others of their items, in particular their magic items. Three times plus your Charisma modifier per day, you may add your sorcerer level to a sleight of hand roll to steal an item from someone else. If this item is a magical item, then you add an additional +1 to the roll. At 7th level, the bonus for stealing magical items increases to +3, and at 11th level it becomes +5.
02Righteous Bloodline Bloodline Arcana:
You add your Charisma modifier to all of your saving throws.
Bloodline Powers
You draw upon the holy might of your ancestors to provide a shining beacon for others. However, ill use of these powers may attract the attentions of otherworldly powers of good to deal with your own lack of righteous faith.
Touch of Life (Su) 1d6+5 13/day
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.
Seer I: 1p
As a standard action the godling can attempt to gain knowledge and learn rumors about a given topic. This functions as the gather information function of the Diplomacy skill (expect for the reduced time taken) and the godling gets a special check to determine success. The check is 1d20 + (godling level x 1.5) + the godling’s spellcasting attribute modifier. The godling may only make a single check for a given topic, and cannot make a new check until she has gained another godling level. If the godling casts a divination spell with a percentage chance of gaining information (such as augury or divination), the godling adds her spellcasting attribute modifier to the chance of success.
Preternatural Senses II (Su): [2p]
The godling gains blindsense with a range of 30 feet. If the godling has darkvision, it now gives him full-color vision even in the absence of light. When attacking creatures with concealment, the percent chance to miss with an attack roll is reduced by 20% – making it 30% for creatures with total concealment, and 0% for creatures with normal concealment. If the godling has the Greater Blind-Fight feat, his percent chance to miss creatures with total concealment drops to 0%.
Bonus Feat X1
At 4th level, and again at 12th, a clever godling receives a bonus feat. The godling must meet all prerequisites for these feats. For a clever godling, the feats may not be Combat Feats.
1:Extra Talent
-:Physical Avatar (Ex): [+5]
The godling adds half his level to all ability checks and skill checks based on Strength, Dexterity, or Constitution.
Scion Talents [x4]
As a clever godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a clever godling gains one scion talent. A clever godling cannot select an individual talent more than once unless the talent states otherwise.
1:Force of Personality (Su):
Your deific heritage manifests in the form of an amazingly strong presence, which allows you to accomplish things through sheer ego rather than physical ability or natural talent. This presence also powers a barrier of divine defense which helps protect you from harm. You may add your Cha mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Cha mod for Fort saves, your Dex mod with your Cha mod for Ref saves, and your Wis mod with your Cha mod for Will saves).
2:Sigil-marked: [Heal] [UMI +23]
The godling’s skin is covered in marks, which may be tattoos, brands, birthmarks, or ritual scars. Once per day, the godling may absorb a scroll or potion into her skin, creating a new mark. (If a scroll is absorbed, it may only have spells with a casting time of 1 standard action or less.) The godling may then use the scroll or potion as a standard action at any time in the future, causing the marks that represented them to be erased. Only the godling may be the target of a potion she has absorbed in this way. If the godling could not normally use the scroll, she makes a special Use Magic Device check (against the normal DC to use the scroll), with a bonus of 3 + her godling class level + her spellcasting attribute modifier.
3:Evasion (Ex):
The Godling can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless godling does not gain the benefit of evasion.
4:Uncanny Dodge (Ex):
The godling can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A goding with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Mythic Trickster T5:
Mythic Trickster : Skill, training, and savvy make the trickster the master of the impossible—defying unbeatable obstacles and traps, tricking the wise, and hitting otherwise unattainable targets. The trickster’s abilities allow him to change his appearance, manipulate others, and strike with deadly accuracy. Characters with high Dexterity and Charisma scores have a lot to gain from becoming tricksters. The path of the trickster is suitable for those who rely on subterfuge and cunning.
Trickster Features
As you gain tiers, you gain the following abilities.
Bonus Hit Points: [+20 HP]
Whenever you gain a trickster tier, you gain 4 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics.
Surprise Strike (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction. Trickster Attack: Select one of the following abilities. Once chosen, it can’t be changed.
Base Mythic Abilities
Ability Score 2ed[+2Cha] 4th[+2Cha]
Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you’ve already increased or a different ability score.
Mythic Feat [x3]
Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.
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) [13/day]
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) [1d8]
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.
Amazing Initiative (Ex) [+5]
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Recuperation (Ex)
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Saving Throws (Ex)
At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn’t come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
1st-Tier Universal Path Abilities [5+2Feats = 7]
You can select these path abilities at any tier.
[1st]
[1]1:Legendary Item (Ex) [1] [Mythic Harrow Deck Tattoo]
You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
[2]2edT:Path Dabbling (Su) [Archmage] [1st]
Select one path ability from another mythic path. You must meet any other requirements that path ability has, including a minimum tier restriction.
Enduring Armor (Su) [+8 Force]
You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.
[3]Feat: Path Dabbling (Su) [Hierophant] [1st]
Sustained by Faith (Su)
You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.
[3eds]
[4]3edT: Beyond Morality (Ex)
You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don’t return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you’re the target of a spell or effect that is based on alignment, you’re treated as the most favorable alignment when determining the spell’s effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment..
[5]Feat: Pure Body (Su) [3ed]
Your body is so pure that you’re immune to all non-mythic diseases and poisons. Diseases and poisons from mythic sources count as mythic for the purposes of this ability.
[6]4thT:Longevity (Su) [1st]
Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties. You still continue to age, and you gain all the benefits to your mental ability scores.
[7]Feat:Vanishing Move (Su) [3ed]
When you wish to not be seen, you aren’t. As a swift action, you can make yourself invisible vanish until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.
GodBound:
WORD: Whimsy [Made word]
As her word is Whimsy I have take 3 lesser gifts from her linked godling Domains so it matches the mood of her.
Cuas for your PC how about for your PC
Using Sorcery as your Godbound word
Then you can have.
Godbaound word [Sorcery]
Fray Die: 1d8 Inflict this damage every round to lesser enemies
Perfection of the word [18 Cha]
Gift 1: Corona of Fury (Smite/Magic/Mythic)
You hurl a torrent of your Word’s energy at a group of foes, affecting all within a 30-foot radius of a target point within sight of you. Each victim takes a 1d8 die of damage for every two levels you have, rounded up.
Note: If used to selectively spare allies within the area, victims then get an appropriate saving throw to resist the effect.
You are always immune to the furies of your own bound Words, as are other entities that wield similar powers.
Corona of Fury cannot be used two rounds in a row.
Works as prismatic Spray But with following changes.
SR, Standard Action, [Range: Sight] [Area affect 30'] [SR No Saves *yes but see Above] [DC25 on all saves if allowed]
ALL Creatures in the area of the spell with 4 HD or less are automatically blinded for 1d4 rounds [No Save]
1 Red 5d8 points fire damage (*Reflex half)
2 Orange 5d8 points acid damage (*Reflex half)
3 Yellow 5d8 points electricity damage (Reflex half)
4 Green Poison (Frequency 1/rd. for 6 rd.; Init. effect unconscious [24 hours]; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*
5 Blue Flesh to stone [24 hours] (*Fortitude negates)
6 Indigo Confusion, as spell [24 hours] (*Will negates)
7 Violet Teleport 1d5x100 miles in 1d6 for Direction (*Will negates)
8 Struck by two rays Roll twice more, ignoring any “8” results
Gift 2:Deceiver’s Unblinking Eye [1p] [Description]
[Zone of Truth (at Will + Saves) + True Seeing [Constant]
You can always tell when someone’s trying to lie to you or deceive you. You can see through mortal illusions and disguises. This gift does not affect other Godbound with the Deception Word.
Gift 3: Flickering Advance [1p]
Teleport [At will Self only Range limit 3 miles, <1 league> must have line of sight, Counts as a move action]
Instantly reach any location you can see with your unaided sight out to the horizon, which is usually about three miles away for a character standing on flat terrain. From a high elevation, the maximum range is ten times as far. [30 miles or 10 leagues]
A sentient Tattoo, that holds the power of chance.
Alyln can offer cards to anyone who will take one, but she can not use the cards herself.
Cards are replaced at once.
The Killing Joke Mythic Harro Deck
Starting cash 30,000gp [--gp Spent/--gp left]
She has no money or items
Weapons
None
Armor
None
Clothing
See tattoo
Belt: -
Body: Linked Wondrous Tattoo of Luck [20,000gp]
Chest: -
Eyes: -
Feet: -
Hands:Linked Wondrous Tattoo of Iridescent Wayfinder
Head: Linked Wondrous Tattoo of Disguise.
Headband:-
Neck:Linked Wondrous Tattoo of -of-persuasion [4500gp]
Shoulders:-
Wrists: Linked Wondrous Tattoo of Many clothes.
Ring L: -
Ring R: -
Slotless
Tattoo [godling] [Heal]
Carrying 15lb Light
10 mins backstory:
Five things about her background
1. Alyln was burn deep under the Kelder Mountains in the city of Dier Drendal. As child of Enkili, the Trickster God and a Dark Elf Nobel. She was an oddity, very tall, with gifts to change sex and looks at will. It soon became apparent she was divine touched.
2:The Story goes Alyln was poisoned as a child, when death came for her she challenged death to a game of cards. A game she won, regaining life and changing her fate, Death told her that Enkili was her parent and gave her a gift of the cards they had played with. Placing them into her body so she would ware them for ever more. To this day she has them and will offer a card to any who will willingly take one.
3. Alya also lost her alignment and so has none at all.
4: Alyln can be just as evil as good, as the whimsy takes her, its hard to know which at given time. For she dose so like change. It all depends on circumstance, once that is worked out Alyln tends to stay that way until circumstances change.
5.Her followers tend to be risk takers, those who know having chance on your side can help. Also oddly tattoo makers and some Fey who see her whimsy as part of thire own ways.
Two Goals
1. Maybe one day become a great god.
2. See where exsistance takes her.
Two Secrets [One known/one unknown]
1. Deep deep down Alyln has a streak of good, it really upsets her, Alyln dose not know why, but sometime being bad feels bad. Alyln has done her best to work out just what this means but as yet dose not know. She thinks oneday she may even shift to the good.
2. It was her own Father who poisoned her and set up a death to turn her into a living trick. It was she who placed the mithyic harrow deck in her.
Three People [2 friends 1 enemy]
1. Her mother comes to talk to her from time to time.
2: Sir Ronold ling a Paladin knight once helped out saving a city under occupation.
3. Black Heart Reena, I female titan spown gang boss, who was once a lover.
Who as also sworn to kill Alyln on sight.
Three Memories
1. Sitting in her champers hearing music and drinking fine wine, she was reading a book on old elf erotic magic, with one of her lovers.
2. Sailing on the undersea, his back Dark Elf ship cutting the dark waters, the cold and damp on the air and the feeling of speed.
3. A night out Black Heart Reena, getting drunk, Hiring a bard and singing rude songs and into a an epic bar fight after which a long night in bed with 18 half-ling slaves.
The Cult of Alyln:
Alyln 'The Whimsical Queen' 'Bother of Chance' 'Sister of change' are just some of the names Alyln is known by, she has no true form, and no true name. As such she is he fathers son. Alyln likes chance and change. As such she represents to those who seek it change and have chance in thire lives.
The belief: The Church of Change
You last chance, do or die, risk it all on one turn of the di, attack when all hope is lost, find your true live in a crowed city, flip a card and see it all. Alyln represents good luck, change and hope, with out judgement. Alyln is the man screaming in the face of one of her fathers storms. The forlorn hope of chance that pays off. Alyln gives hope to those that have none. That you are not fated to be what fate says.
The Folloers
Alyln has a followers, a number of like minded types from many races and many works of life. They all share one thing, an understanding the life can change in a moment. That fates are not fixed. For the board farm boy, the desperate king in his last battle, the monk
walking the path of life, the mage seeing insight, The con-artist,
those who seek one last chance, the Jokers, Poets, Criminals, Gamblers, Bards, travellers, fortune hunters, heroes and villains.
Any and all find thire way to being a follower of Alyln and seek her help with chance.
Temples:
Many gambling houses, prisons and way points have a shrine to Alyln, her followers carry a coin with them showing her face on both sides. Alyln's cult is a small one, but wide spread, found in many large cities where one of her 10 [Mythic] apostles of change has been, each spreading the word and blessings of Alyln and the Church of Change.
Priesthood.
Alyln's Pristhood are all NPCs, they only look after the cult of Alyln and teach the faithful.
Her/his priests can come from any aliment