Krelloot

Aqguazula's page

609 posts. Alias of Teiidae.


Full Name

Aqguazula, The Plane Swimmer.

Race

Malenti (Sahuagin)

Classes/Levels

Oracle(Dual Cursed)/Aegis (Aberrant)12/Gestalt | HP:211/211, Fast Healing 4 | AC: 31 T: 18 FF: 31| Fort: +18, Ref: +17, Will: +15 | CMB: +20, CMD: 33 | Initiative: +5 | Senses: Darkvision 90ft, Low-light vision, Scent; Perception +17, Survival +5.

Gender

NE Male

Size

Medium

Age

30

Special Abilities

Speak to sharks and suggest actions.

Alignment

Neutral Evil with Lawful tendencies.

Deity

Sekolah, Dajobas, Umberlee.

Location

The Trackless Sea, Western Faerun.

Languages

Aquan, Aboleth, Abyssal, Common, Draconic, Elven, Infernal; Telepathically speak to sharks and Telepathy 100ft.

Occupation

Slaver, Deep sea marauder and Sahuagin warlord.

Strength 24
Dexterity 12
Constitution 20
Intelligence 16
Wisdom 14
Charisma 22

About Aqguazula

Male Malenti (Sahuagin), Oracle(Dual Cursed)/Aegis (Aberrant) 12/Gestalt, Dual path Living Saint and Herald 1.
NE Monstrous humanoid (Aquatic)
Init: +5 Senses: Darkvision 90ft, Low-light vision, Scent; Perception +17, Survival +5. Aura: Frightful Presence (DC 22).
Age: 30 Height: 7ft.2in Weight: 285 lb
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DEFENSE
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AC 31, Touch 18, Flat-footed 31 (+7 Armour, +6 Cha,
+0 Shield, +6 Natural Armour, +2 Deflection, +0 Misc )
Hp 211(12d10+67+4), Fast Healing 4.
Fort +18 Ref +17 Will +15
Defensive Abilities: Evasion, Fortification 50%, Hard To Kill, Improved Uncanny Dodge, Stalwart.
DR: 5/-
Resistances: Cold Resistance 15, Fire Resistance 5.
Weaknesses: Oracle curses.
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OFFENSE
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Speed
30ft land speed.
70ft swim speed.
Melee
..Zula: +22/+17/+12 (1d10+12 19-20/x3) or Augmented Zula +22/+17/+12 (2d8+12 19-20/x3)
..Bite: +23 (3d6+10 17-20/x2) or +21 (3d6+6 17-20/x2)
..4/2 Claws +22 (1d6+10/x2) or +20 (1d6+6/x2)
Ranged
..Spikes +16 (1d6+10 x2), 180ft, 24 spikes.
Special Attacks: Blood Frenzy, Quicken attack, Frightful Presence (DC 22)
Oracle Spells(CL 12; Concentration +18)
..6th 4/day: Heallfire Ray.
..5th 6/day: Boneshatter, Caustic Blood, Raise Dead.
..4th 7/day: Cure Critical Wounds, Gift Of The Deep, Greater Infernal Healing, Inflict Critical Wounds, Mighty Strength, Restoration.
..3rd 7/day: Cure Serious Wounds, Deadly Juggernaut, Inflict Serious Wounds, Remove Curse, Remove Diesease, Screaming Flame, Wrathful Mantle.
..2nd 8/day: Aboleth Lung, Blood In The Water, Death Knell, Cure Moderate Wounds, Inflict Moderate Wounds, Sacred Weapon, Sounds Burst, Weapon of Awe.
..1st 8/day: Bane, Barb Chain, Cure Light wounds, Doom, Enhance Water, Inflict Light Wounds, Murderous Command, Stunning Barrier.
..0: Bleed, Create Water, Detect Magic, Detect Poison, Enhance Diplomacy, Guidance, Mending, Purify Food and Drink, Read Magic, Sea Spray, Spark, Stabilize.
..M Mystery Spells: ill omen (2nd), oracle’s burden (4th), bestow curse (6th), stoneskin (8th), commune with
nature (10th), transformation (12th). Mystery: Primeval Curses: Hyperactive, Curse of Aboleth Corruption.
------------------------------
STATISTICS
------------------------------
Str 24, Dex 12, Con 20, Int 16, Wis 14, Cha 22
Base Atk :+12 CMB :+20 CMD :33
Traits
..Third eye (Mutant Eye): +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect.
..Piracy: +2 to Bluff or Intimidate and pick one as a class skill.
..Seeker: +2 to Perception and perception becomes a class skill.
Drawbacks
..Impatient: You can’t delay or ready actions, and if you are the last of your allies to act in a round of combat, you take a –1 penalty on ability checks, attack rolls, saving throws, and skill checks.
..Intolerant: You take a –4 penalty when making skill checks against a particular group(Elves and Darfellan).
Feats
Bonus feats
..Combat Expertise
..Deadly aim
..Power attack
..Psicrystal
..Psicrystal body
..Titanic Blow
Feats from levels
..Racial Examplar
..Improved Natural attack
..Gift of Dajobas
..Strange Revelation
..Extra Revelation
..Multiattack
..Psionic Body
..Psionic Mediatation
..Improved Psicrystal
..Superior Psicrystal
..Psicrystal Containment
..Speed Of Thought
Mythic Feats
..Dual Path
..Healing Factor(HOF)
------------------------------
Skills
------------------------------
Class skills
..Autohypnosis +11 (Ability +2, Ranked +6, Class +3)
..Bluff +25 (Ability +6, Rank +11, Class +3, Trait +2, Racial +2)
..Climb +28 (Ability +7, Rank +12, Class +3, Circumstance +6)
..Diplomacy +23 (Ability +6, Ranked +11, Class +3, Racial +2)
..Heal +8 (Ability +3, Ranked +2, Class +3)
..Intimidate +13 (Ability +6, Rank +2, aegis +3, Psicrystal +2)
..Knowledge History +10 (Ability +3, Ranked +4, Class +3)
..Knowledge Planes +18 (Ability +3, Ranked +12, Class +3)
..Knowledge Psionics +14 (Ability +3, Ranked +8, Class +3)
..Knowledge Religion +18 (Ability +3, Ranked +12, Class +3)
..Perception +17 (Ability +2, Ranked +12, Class +3, Curse -4, Alertness +4)
..Profession Sailor +9 (Ability +2, Ranked +4, Class +3 )
..Sense Motive +21 (Ability +2, Ranked +10, Class +3, Trait +2, Alertness +4)
..Spellcraft +18 (Ability +3, Ranked +12, Class +3)
..Stealth -3 (Ability +1, Ranked +0, Curse -4)
..Survival +5 (Ability +2, Ranked +0, Psicrystal +3)
..Swim +28 (Ability +7, Ranked +10, Class +3, Racial +8)
..Use Magic Device +13 (Ability +6, Ranked +4, Class +3 )
Armour Check Penalty: 0
Non-Standard Skill Bonuses
..Extra arms greater: Circumstance bonus on Climb checks and CMD against grapple attempts increases to +3 per extra arm that is not holding anything
..Mutant eye: +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect.
..Piracy: +2 trait bonus to Bluff.
..Seeker: +2 to Perception.
..Swim speed: +8 racial bonus to Swim.
Languages Aquan, Aboleth, Abyssal, Common, Draconic, Elven, Infernal; Telepathically speak to sharks and Telepathy 100ft.
Special Qualities: Powerful build.
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GEAR/POSSESSIONS
------------------------------
Combat Gear: Zula(+2 psicrystal setting Halberd).
Worn Gear: +2 Orichalcum scale mail, Amulet of mighty fist +2, 10 implanted clear and silver flaked Ioun stones(Extra revelation), Slavers outfit, Bronze and gold torc with shark motifs.
Inventory:
Carrying Capacity
Light 466 lb. Medium 932 lb. Heavy 1400 lb.
Current Load Carried 63-1/2 lb.
Coins Gp:734 Sp:5 Cp:0
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OTHER INFORMATION
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Favored Class Bonuses
Oracle: Add one spell known from the oracle spell list.
This spell must be at least 1 level below the highest spell
level the oracle can cast.
1st — Spell
2nd — Spell
3rd — Spell
4th — Spell
5th — Spell
6th — Spell
7th — Spell
8th — Spell
9th — Spell
10th — Spell
11th — Spell
12th — Spell
Ability Score Increases
4th — Con
8th — Con
12th — Wis

Racial Abilities:

------------------------------
RACIAL ABILITIES
------------------------------
Racial abilities:

Ability Score: +4 str, -2 con, +2 int, +2 wis, +2 cha: Malenti bear deceptive physical strength and powerful
minds but are more fragile than their kin.

Medium: Malenti are Medium-sized creatures with no
bonuses or penalties for size.

Type: Malenti are monstrous humanoids with the aquatic subtype.

Amphibious: Malenti breathe both water and air.

Speed: Malenti have a base speed of 30 ft. and a swim
speed of 30 ft. They gain a +8 bonus on Swim checks
and always treat Swim as a class skill.

Darkvison: Malenti have darkvision with a range of 60 feet.

Resistance: Malenti have cold and fire
resistance 5.

Silver tongued: Malenti gain a +2 racial bonus to
Bluff and Diplomacy checks. In addition, whenever they
use the Diplomacy skill to shift a creature’s attitude, they
can do so up to three steps up rather than just two.

Blood Frenzy (Ex): Once per day, a Malenti that
takes damage in combat can fly into a frenzy in the
following round. It gains +2 Constitution and +2
Strength but takes a −2 penalty to its AC. The frenzy
lasts as long as the battle or 1 minute, whichever is
shorter.

Speak with Sharks (Su): A Malenti can
communicate telepathically with sharks to a distance
of 150 ft. This communication is limited to simple
concepts, such as “come here,” “defend me,” or “attack
this target.”

Water Sense: Malenti have blindsense 30 ft. against
creatures touching the same body of water as them.

Sorcerer Affinity: Malenti sorcerers with the fire,
infernal, or water bloodlines treat their Charisma
scores as 2 points higher for all sorcerer spells and class
abilities.

Multi-finned: Certain sahuagin are born with
over-large or numerous fins. Sahuagin with
this racial trait receive a swim speed of 60
feet, but have their base speed reduced to 20
feet.

Fin Spines: Some sahuagin bear strong fins and spines at
their major joints. Those who do are trained as warriors
without exception. They gain an additional +1 natural
armor bonus and a +2 bonus to damage rolls made
while they control a grapple.

Class features:

Dual-Cursed Oracle

Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.

Each oracle must choose from among the following mysteries.
Primeval

Oracle Curses: A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels.

Aboleth (Curse of Corruption): Your mind is marked by aboleth tampering, either as a result of a close encounter with one of these creatures while you were a child, or even through an ancestor, close family member, or one of your sisters or brothers in faith—this associate’s interaction with the aboleths may be all that it takes to infect you. You take a –2 penalty on saving throws against mind-affecting effects.

Hyperactive: You never seem to be at rest,
constantly moving or talking incessantly. This
makes it difficult for you to focus on your
surroundings, imposing a -4 penalty to
Perception checks and a -4 to Stealth checks.
You only need to sleep 4 hours per night to
receive the same benefits as 8 hours of sleep.
At 5th level, this nonstop movement grants
you the uncanny dodge feat (as a rogue). At
10th level, you receive the improved uncanny
dodge feat. At 15th level, you may take an
additional swift action each round.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelations:
A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on.

Quick (Ex): Your movements become faster and
more efficient. You gain a +2 inherent bonus to
Initiative and Reflex saves. At 7th level, this bonus
increases to +4. At 14th level, this bonus increases to +6.

Night Vision (Su): You gain low-light vision. If you
already have low-light vision, you gain darkvision. At
7th level, you gain darkvision. If you already have
darkvision, increase the range of your darkvision by 30
ft. At 14th level, increase the range of your darkvision by
an additional 30 ft

Scent (Ex): You can detect creatures within 30 feet
using your sense of smell (60 feet if the creature is
upwind, 15 feet if the creature is downwind). You also
gain the ability to follow tracks by smell, making a
Survival check to find or follow the track.

Natural weapons (Su): You gain 2 primary claw attacks for 1d4 damage and one primary bite attack for 1d6 (d3/d4 for a Small oracle). At 7th level, this damage increases to 1d6 (claw) and 1d8 (bite) (d4/d6 for a Small oracle). At level 14, it increases again to 1d8 (claw) and 2d6 (bite) (d6/d8 for a Small
oracle). If used along with weapons, these natural attacks are all secondary attacks. Your hands must be free to use claw attacks. These natural weapons are treated as both manufactured weapons and natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Silent Spellcaster: You gain Silent Spell as a
bonus feat. All spells you cast may gain the benefit of
Silent Spell without increasing the spell's effective level
or casting time

Good luck charm: When selecting this
revelation, choose an item you possess. Whenever this
item is on your person you gain a +1 luck bonus to
Fortitude, Reflex, and Will saves. If any other person or
creature possesses the item, they take a -1 penalty to
Fortitude, Reflex, and Will saves. At 7th level, the bonus
to saves increases to +2, and at 14th level, the bonus
increases to +3.

Weapon mastery Bite: Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon.

Weapon mastery Halberd: Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon.

Prophetic Armor (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead.

Primal Companion (Ex): You gain the service of a faithful animal of the night. You can selected a shark, this animal functions as a druid’s animal companion, using your oracle level as your effective druid level.

Ocean Chill (Ex): You are accustomed to the cold waters
of the ocean’s floor. You gain cold resistance 5. At 6th
level, this resistance increases to 10. At 11th level, the
resistance increases again to 15. At 16th level, you are
immune to cold damage

Divine Physique (Su): You gain a +2 profane bonus to either your Strength score. At 15th level, this bonus increases to +4.

From Beyond (Ex): Your internal organs are not where they should be in a creature of your type. This may result from frequent, extra-dimensional travel or long association with the bizarre old gods. You have a 25% chance of negating a critical hit scored against you. This increases to 50% at 10th level and 75% at 15th level. You must be at least 3rd level to take this revelation.

Armor Mastery (Ex): You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. At 10th level, and again at 15th level, these bonuses increase by 1.

Assumed Form (Sp): You can change your appearance at will, as disguise self with a caster level equal to your oracle level.

At 7th level, you can choose to actually transform, which works the same way but counts as a polymorph effect instead of an illusion and doesn’t allow a Will save to disbelieve.

At 11th level, the ability lasts until you dismiss it or use it again, allowing you to even keep it active while you sleep.

At 15th level, when you use this ability as a polymorph effect, you can gain the size bonus to your ability scores and additional racial abilities as if using alter self.

Telepathy (Su): You can mentally communicate with any other creature within 100 feet that has a language, as per the telepathy power of demons and angels.

Aberrant Aegis

Transformed body (Su): An aberrant learns to modify his own form, rather than covering himself in an ectoplasmic suit. The aberrant gains a +1 natural armor bonus to his AC. At 5th level and every 5 levels thereafter (10th, 15th, and 20th), the natural armor bonus increases by 1.

An aberrant can modify his form in a fashion similar to the aegis’s customization, but his options are more limited. He can choose customizations from the customization list below, as well as new customizations exclusive to the aberrant. Because the aberrant is modifying his own body, he can wear armor as normal.

The aberrant gains Hardened Strikes and Brawn as a free customization. At 2nd level, the aberrant gains Darkvision as a free customization. At 10th level, the aberrant gains Improved Damage Reduction as a free customization.

This ability replaces Astral Suit.

Vim (Ps): The aberrant gains vim as a psi-like ability usable at will at first level as long as he maintains psionic focus.

This ability replaces Astral Repair.

Intimidate: Beginning at 2nd level, an aberrant gains a +1 bonus to Intimidate checks. At 6th level and every four levels thereafter, this bonus increases by 1.

This ability replaces Craftsman.

Psionic Form: At 5th level, the aberrant gains 1 hit point for each psionic feat he has. Whenever he takes a new psionic feat, he gains 1 more hit point. These bonus hit points stack with those gained from the Psionic Body feat.

This ability replaces Master Craftsman.

Damage Reduction: Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.

Invigorating Suit (Su): An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Reconfigure: Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.

Augment Suit (Su): An aegis learns how to infuse his astral suit with his psionic power, augmenting the capacity of his suit. Beginning at 4th level, the aegis may spend up to one power point per four class levels to customize his Astral Suit, gaining one temporary customization point for each power point spent.

This ability, activated as a standard action, lasts for a number of rounds equal to the aegis’ Intelligence modifier.

Activating this ability again, while already in use, immediately causes the previous duration to end.

An aegis may end the duration as a free action at any time.

Cannibalize Suit (Su): Starting at 12th level, an aegis learns to convert the psionic energy used to create his suit into healing power. Once per day as a standard action, he can dismiss his astral suit and heal a number of hit points equal to his customization pool. The aegis cannot reform his suit again for one minute after using this ability. Every two levels thereafter, the aegis can use this ability an additional time per day. Additional customization points gained from Augment Suit are not counted for this ability.

Aegis Customisations

The aberrant gains Hardened Strikes and Brawn as a free customization. At 2nd level, the aberrant gains Darkvision as a free customization. At 10th level, the aberrant gains Improved Damage Reduction as a free customization.

1 Point

Custom Psicrystal: You gain the Psicrystal Affinity
feat and all levels of Aegis count as manifester levels
for feats relating to your psicrystal. In addition, you
can spend one customization point to gain a feat that
requires Psicrystal Affinity (except Superior Psicrystal).
Psicrystal Body taken.

Extra arms, Lesser: The aegis’s astral suit has an extra pair of arms with limited function. Each arm can hold, but not use, any one item that can normally be held in one hand. Items held in this way count toward the aegis’s carrying capacity. The aegis can retrieve any item held by his extra arms as a swift action. The aegis does not gain any mechanical benefit from items held by these arms, such as a shield bonus to armor class.

Evasion:

Hardened Strikes(free): The aegis is considered to be armed even when unarmed, does not provoke attacks of opportunity when making unarmed strikes, and his unarmed strikes deal lethal damage. In addition, the aegis’s unarmed strikes can deal slashing or piercing damage, chosen at the time the customization is selected, instead of bludgeoning damage.

Stalwart:

2 points

Brawn: The aegis gains a +2 enhancement bonus to Strength while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Strength is increased by +2.

Extra arms: The extra arms on the aegis’s astral suit gain improved functionality. The aegis gains a +2 circumstance bonus to Climb checks and CMD against grapple attempts for each extra arm that is not holding anything. In addition, one of the arms can wield and use a light or one-handed weapon, a shield, or any other item that can be used with one hand. Attacks made with this additional arm suffer a -2 penalty to attack rolls in addition to any penalties for using two weapons. These extra arms do not grant any additional attacks, only alternate arms with which to make the standard attacks. The aegis must be at least 5th level and have the Lesser Extra Arms customization before selecting this customization.

Powerful build: The aegis gains the powerful build trait while wearing his astral suit. Whenever the aegis is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the aegis is treated as one size larger if doing so is advantageous to him. The aegis is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. The aegis can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Spikes: The aberrant gains the ability to loose a volley of two spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment and deals 1d6 points of damage plus the aberrant’s Strength modifier (if the aberrant is Medium sized; adjust the damage accordingly if the aberrant is a size other than Medium). All targets must be within 30 feet of each other. The aberrant can launch only 24 spikes in any 24-hour period.

3 points

Extra arms, Greater: The extra arms on the aegis’s astral suit function at nearly the same capacity as his normal arms. Each arm can now wield or use a light or one-handed weapon, shield, or any other item that he could normally use. Alternatively, the aegis can use one or both arms when wielding a two-handed weapon, possibly allowing him to wield a pair of two-handed weapons. The circumstance bonus on Climb checks and CMD against grapple attempts increases to +3 per extra arm that is not holding anything. The aegis must be 8th level and have the Extra Arms and Lesser Extra Arms customizations before selecting this customization.

Frightful Presence: The aegis makes his astral suit unsettling to his foes, gaining the frightful presence ability. The aegis can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the aegis must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the aegis’s class level + the aegis’s Charisma modifier. If the aegis has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the aegis are immune to this effect.

Quicken Attacks: When the aegis makes a full attack, he gains one additional attack at his highest attack bonus. This customization does not stack with other sources of extra attacks, such as haste. The aegis must be at least 10th level before selecting this customization.

Mythic:

Base Mythic Abilities.

Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Path of the Herald.
Channel the Master: Select one of the
following abilities. Once chosen, it cannot be
changed.

Dreams of the Master (Su): The
empowerment of the Herald is such that the
Master can inspire small bursts of cosmic
versatility and small scale miracles. As a
standard action you may expend a use of
mythic power to manifest a power or spell of
your choosing. This power can emulate any
spell or power of a level equal to half your tier.

Path of the living Saint.
Fate’s Blessing: Select one of the following abilities at 1st tier. Once chosen, you can only change it when you become forsaken, achieve sainthood, or formally change deities.

Aura of Divine Favor (Su): You can expend one use of mythic power to create a 20-ft. radius aura of divine favor around your person for one hour per mythic tier. The aura affects all allies in range and grants them the benefits of the divine favor spell, cast at your caster level and with a maximum luck bonus of +6. Allies remain affected only while in range.

1st-Tier Abilities
You can select the following path abilities at any tier.

Telesmae:

Polished Coral Telesmae
Aura moderate abjuration, divination, illusion; CL 20th; Weight 1 lbs.
Slot none; Price priceless
Alignment LE
Senses Senses 40 ft.
Intelligence 18; Wisdom 11; Charisma 11; Ego 10
Language telepathy
Personalities: Hostile, Hateful, Warrior and Wild.

Diminutive construct (alignment as master)
Init +2 Senses Sighted 40 ft., Perception +6

DEFENSE

AC 26 , 16 touch, 24 flat-footed (+6 Armor ,+2 Dex*, +1 Deflection, +3 Natural, +4 size)
hp: 227
Fort 19*, Ref 18*, Will 16* – * as master’s saves Hardness 8

OFFENSE

Speed 30 ft., climb 20 ft.*
Melee –
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1*, Dex 15*, Con -, Int 18, Wis 11, Cha 11
BAB +0; CMB -9; CMD +3
Feats –
Skills Climb +10*, Perception +6, Stealth +6

SPECIAL ABILITIES

Construct traits
A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Natural Armor Adj. (Ex)
This number noted here is an improvement to the psicrystal’s natural armor bonus (normally 0). It represents a psicrystal’s preternatural durability.

Intelligence Adj. (Ex)
Add this value to the psicrystal’s Intelligence score. Psicrystals are as smart as people (though not necessarily as smart as smart people).

Alertness (Ex)
The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.

Improved Evasion (Ex)
If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Personality (Ex)
Every psicrystal has a personality. See Psicrystal Personality, below.

Self-Propulsion (Su)
As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).

Share Powers (Su)
At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires. Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).

Sighted (Ex)
Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.

Telepathic Link (Su)
The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.

Deliver Touch Powers (Su)
If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.

Telepathic Speech (Ex)
If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.

Flight (Su)
If the owner is 9th level or higher, he can, as a standard action, will his psicrystal to fly at a speed of 50 feet (poor). The psicrystal drifts gently to the ground after one day (or sooner, if the owner desires).

Power Resistance (Ex)
If the owner is 11th level or higher, the psicrystal gains power resistance equal to the owner’s level + 5. To affect the psicrystal with a power, another manifester must get a result on a manifester level check that equals or exceeds the psicrystal’s power resistance.

Sight Link (Sp)
If the owner is 13th level or higher, the character can remote view the psicrystal (as if manifesting the remote viewing power) once per day.

Mechanical Intellect (Ex)
Increase the base intelligence score an Informant by an additional +2, with an additional +2 to intelligence at 9th and 17th levels. An informant gains the natural armor bonus of a psicrystal of half its level.

This ability modifies the psicrystal’s Intelligence score and natural armor adjustment.

Knowledge Data (Ex)
Informants specialize in gathering and storing important information, even in the heat of battle. An informant can attempt all Knowledge checks untrained and receives a bonus on all Knowledge checks equal to 1/2 its level.

Additionally, an informant gains 4 + the informant’s intelligence modifier skill ranks at each level. Its maximum number of ranks in any given skill is equal to its level.

Mutual Locator: The Telesma and its owner know
each other’s location so long as they’re in the same
realm.

Spirit Senses: The Telesma is a creature of the
spirit realm. It can see the Ethereal Plane clearly, and
sees the Material Plane just as a being on the Material
Plane might see the Ethereal Plane... hazily.

Control Portal: The Telesma and its owner, when
working in tandem, can locate portals with a DC 20
Knowledge (planes) check. The distance to the portal
increases the DC by 1 if the portal is outside a 30-
foot radius, by 2 if it’s outside a 300-foot radius, by
4 if it’s outside a 1-mile radius, and by 6 if outside
a 10-mile radius. Portals farther away than 75 miles
can’t be sensed. Success on this check reveals the
location and general direction to reach the portal,
as per the fnd the path spell. When the chosen is
within 30 feet of the portal, they can visually perceive
it as shimmering, liquid glass caught in moonlight.
It looks transparent, but obscured on the far side.
Activating the portal requires the expenditure of
1 Hero Point and 1 minute of concentration. Some
portals are harder to open than others, and heroes
usually fnd them while fleeing from some army of
formless horrors. A portal stays open for 24 hours,
usable by anyone who has a strong enough soul not
to get bounced out or utterly destroyed by the forces
of the Maelstrom, before it closes again.
Localization: In a new realm, characters suffer
a –2 penalty on all social checks for the first 1d4
days that they’re there. Te Demigod can choose to
have the Telesma grant him the ability to speak all
languages, as per the tongues spell, as well as subtly
alter their physical appearance slightly to ft in more
easily, as per the spell disguise self. Finally, the Telesma
grants its Demigod the ability to tap into a latent,
subtle informational network inherent to the realm,
allowing the chosen to make untrained Knowledge
checks on realm-specifc topics with a DC of 20 or
less at a –2 penalty (as opposed to being completely
clueless). Another beneft’s that the Telesma picks
up on the way local people talk, allowing its owner
to communicate as per the tongues spell. It takes a
couple of minutes to kick in when frst arriving in
a new place, after which the telepathic link to the
Telesma keeps the translation pretty smooth while in
that realm. This function costs no Pulse to utilize and
is always active.

Masking: Even better, the Telesma can also make
the character look like a person native to his new
realm. This ability costs no Pulse to activate, but
requires a full round to manifest. The Demigod’s
face and body change slightly to give him a thicker
or more slender frame, darker or lighter skin, local
facial features, etc. Tis won’t change his race or make
him more than 10% taller or shorter, and it won’t
make him look like a different person. The effect is
subtle enough that most people won’t even notice it –
subconsciously, they simply treat him as a local when
he’s using this ability. Even clothes and equipment
can be masked to blend in: a futuristic Demigod’s
laser rifle might be masked by the illusion of being
a bow in the eyes of the locals of a fantasy realm, for
instance. Masking costs nothing, and it’s one of the
most important functions of a Telesma.This ability
generally functions as disguise self, but provides a +15
bonus to the Disguise check

Appearance:

Aqguazula formitable figure, standing over 7 feet tall and weighing in at nearly 300lbs. His skin is grey brown with dark stripes and is composed of thick fish scales. His body is covered with large fins that run down his head, back and elbows, this remain concealed in his flesh only emerging when he swim, in battle or when he intimidates a foe. Whis fins are reinforced with strong spines at all the major joints. His eyes are deep orange and predatory, his hair is a dark plum red.

What makes Aqguazula stand out is he bears the form of a malenti, a sahuagin that resemble aquatic elves. However his form is far more bestial, with a maw that contains row upon row of sharp serrated teeth and four black tipped clawed hands. Aqguazula clawed hands are webbed, along with his elf like ears. He never wears shoes, he prefers to feel the ground with his scaled black nailed feet.

Through a strange revelation, Aqguazula learn how to shapeshift. He takes on the appearance of an Aquatic elf. A handsome figure of blue skin with white stripes and raven haired. In his false form and true form, his hair is always tied into a series of three braids which are then tied into a ponytail and his gills are always visble on his neck and over his ribs. He prefers to remain in his false form, unless faced with a foe that he deems worthy or dangerous.

Aqguazula wears comfortable and loose clothing, cotton pants that are stripped navy blue and crimson. a sleeveless cotton shirts with a vest made of shark skin leather. Below his gills sits bronze and golden torc with shark motifs.

Personality:

Aqguazula is cruel and seemingly heartless, he despises weakness a trait developed in sahuagin society at an early age. Aqguazula place great value on honour and martial prowess, he respects those that are his equal and will fall in line with those that are greater than him. Aqguazula places little value in conventional friendship, to him allies formed in battle and those your willing to die with are most important. Like all Sahuagin, they places little value on family or familial loyalties in the traditional sense, a great amount of value is placed on blood ties, blood lines, and important lineages. A sahuagin might place only marginal importance in his relationship to his father or
siblings while being extremely reverent of his mother if
he can trace a direct bloodline through her to a famous
and powerful sahuagin warrior of old.

10 minute backstory:

Step 1: Five essential factors to the character.
- Aqguazula is a rare mutant Sahuagin, born with the appearance of a Sea elf and the more common 4 arms. Because of this he was granted the best training his tribe could offer in order to bring glory to his tribe. He seeks to further improve his body to become the ulimate sahuagin and to forge a bloodline that will last for 1000 years.
- Aqguazula like most sahuagin don't tolerate weakness, his father needed to be disposed of as he was leading the tribe into disarray. Now Aqguazula is the tribes warlord.
- Aqguazula is blessed or cursed by the gods of the ocean, sharks and brutality, he's granted power but suffers from horrific nightmares, visions and disembodied whispering in his slumber.
- Aqguazula is native to Faerun but has swam in many oceans across the cosmos. He has battle in the waters of Golarion, Midgard, the plane of water and more. He earned the title of Plane Swimmer.
- Through a strange revelation, Aqguazula learned how to change his appearance. He often takes on the form of an atheletic sea elf, keeping to his nature. When it comes time for battle and he faces a worthy foe or a devestating hit, that's when he reveals his true appearance and bestial nature.

Step 2: Personal goals.
- Aqguazula wishes to see his people thrive, he dreams of unifying the Sahuagin under his banner, to open relations with other aquatic races under a warrior confederacy and form a kingdom by his own hands.
- To become a paragon of Sahuagin and battle worthy foes across the planes.

Step 3: Two secrets about the character, one they keep and one they don’t know.
- He knows that he is a Chosen of a deity.
- What he doesn't know is which deity has chosen him, could it be Sekolah, Dajobas, Umberlee or even Dagon? who whispers to him in his sleep?

Step 4: Three NPC’s, two friendly and one hostile, linked by blood, honour and love.
- Ictaiojh'Oc'Xylthixr: Aqguazula's alchemist Deep One Hybrid adviser. calculated and ever so patient, has served Aqguazula for sometime on his personal conquests and acted as his chronicler.
- Ghongloubmork: A Grindylow Aqguazula found while raiding a navy, Ghongloubmork own raiding party slain by Aquguazula's own party. To his own surprise, Ghongloubmork was a remarkable combatant. Aqguazula spared him offered him a place in his own raiding party.
- Nukilik: A Darfellan Savage that seeks revenge against Aqguazula and all Sahuagin kind.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
- He remembers the Twelfth Serôs War, his commander Iakhovas died. He doesn't speak of the event, but it's one that bring him great joy and sorrow.
- He remembers when his father tried to murder him on sacred ground, Aqguazula still bears the scars and his father's torc around his neck.
- One memory he can barely recall is when he worked on a pirate ship, at night they were attacked by skum and then came the aboleths.