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About ArykielArykiel appears as a small, winged woman dressed in chainmail and carrying a scimitar at her hip. She has idolized the cleric Kyra ever since the days of the Shattered Star, and it was in the hopes of meeting her that she put her life on the line during the events of Return of the Runelords. Since then she has transferred her devotion to the goddess Sarenrae instead, and sworn oaths of service and respect, including a prohibition against ever taking another life. She comes from a part of the First World that is a sort of mirror image of our Golarion, and fancies herself to be Kyra's analogue there. Since passing through the faerie portal to Avistan, however, she cannot remember anything about her past beyond faint visions and feelings. She has traveled extensively, but she still thinks of Varisia as her true home. Return of the Runelords:
Arykiel's efforts in service to the Sihedron Council and the Runelord Sorshen were directly responsible for freeing Kyra, Mersiel, and the other Sihedron Heroes from Belimarius's temporal prison. During the final battle against Azlanist, Arykiel managed to convince the iathavos qlippoth demon that was backing the Runelord of Wrath to convert to her side after dive-bombing it into a pool of lava. This turned the tide of the fight and Azlanist was quickly defeated afterward. It was also due to her extraordinary diplomacy that Sorshen initially agreed to work with her group of heroes in the first place-- though Arykiel is slightly concerned that once her influence wears off, Sorshen will have second thoughts about their alliance. Venerable female iconic gathlain incanter 20 // legendary kineticist (Metakinetic Savant) 20 (gestalt)
DEFENSE AC 34*** (10+2[DEX]+11[armor]+5[deflection]+5[natural armor]+1[size], +2[*elemental overflow], +10[*Fine], +3[*Transfiguration])
hp 384*** (20d8+224) (160[HD]+200[CON]+20[FCB]+20[Toughness]+4[tier]-20[oath], +60[*elemental overflow], +100[*Gather Might], +160[*Transfiguration])
Fort +27*** (+12[base]+10[CON]+5[resistance], +3[*elemental overflow], +5[*Gather Might], +3[*Transfiguration])
SR 31 Weaknesses Focus Casting (holy symbol), Oathbound Casting (Oath Against Harm, Oath of Loyalty), Somatic Casting OFFENSE Speed 20 ft, fly 40 ft (average)
MAGIC Casting Tradition: CL 20** (+4 Fallen Fey/Life/Mana, +2 Overcharge); MSB +24*** (+4 Fallen Fey/Life/Mana, +2 Overcharge, +4 when counterspelling) MSD 39* (+4 Fallen Fey/Life/Mana); Concentration +34**** (+4 Fallen Fey/Life/Mana, +3 elemental overflow, +5 Gather Might, +3 Transfiguration)
Inspired Shadow (Arykiel's power comes from her fey nature as a reflection of a powerful figure of legend. She is hampered by restrictions placed upon her by her goddess and by the sacrifices she had to make to leave the First World.)
Drawbacks Decrepit Casting (DC 20), Draining Casting (6 NL damage), Focus Casting (holy symbol), Innate Curse (Shadowbound), Oathbound Casting (Oath Against Harm, Oath of Loyalty), Painful Magic (DC 22), Somatic Casting; Boons Drawback Feat, Fortified Casting, Overcharge; CAM Con or Wis; Type divine Spell Points 52 Alteration Sphere -- Talents Lingering Transformation, Size Change; Advanced Talents Permanent Transformation, Size Mastery Fallen Fey Sphere -- Talents Greater Fey-Link; Fey Potency (fey-link), Fey Secrets (fey-link) Life Sphere -- Talents Break Enchantment, Deeper Healing, Greater Invigorate, Mass Healing (mass), Painkiller, Ranged Healing (range), Resuscitate, Sanctify, Sudden Invigoration; Restore Capacity (cure), Restore Health (cure), Restore Senses (cure), Restore Spirit (cure); Advanced Talents Greater Resurrection, Make Whole, Resurrection, Supreme Resurrection, Transfiguration Mana Sphere -- Talents Ranged Mana, Ranged Mana x2; Bulwark (manipulation), Essentialize (manipulation), Gift of Knowledge* (manipulation), Transfer (manipulation); Advanced Talents Gift of Insight, Gift That Keeps On Giving, Limited Manifestation, Manifestation, Permanent Gift, Unbind Spell; Drawbacks Incongruent COMBAT Martial Tradition none; PAM Con Equipment Sphere -- Talents Fast Draw*, Finesse Fighting* Sniper Sphere -- Talents Targeted Assault*; Drawbacks Ablative Fire MYTHIC Mythic Path Path of the Mystic / Spheremaster; Tier 1; Mythic Power 5
OATHS Oath Against Harm, Oath of Abstention, Oath of Candor, Oath of Ignorance, Oath of Loyalty (Sarenrae), Oath of Offerings, Oath of Ritual
Arykiel swore several binding magical oaths to allow her to travel to Golarion and become partly human, which limit the ways she can interact with humanity and nature. She cannot eat or drink human food, she cannot tell lies, she cannot read, and she must fortify the anchor that binds her to her body with a ritual every 24 hours. Finally, she has sworn to serve Sarenrae faithfully, to give half of what she possesses to the church of the goddess, and not to take the life of any living thing. RACE Base Gathlain
STATISTICS Str 8*** (-1) (12[base]-6[age]+2[enhancement], +2[*elemental overflow], -6[*Fine], +6[*Transfiguration])
BAB +15
Traits Armor Expert (combat), Empathic Diplomat (replace social), Hedge Magician (magic), Illuminator (replace faith), Spell Duel Prodigy (from Additional Traits), Time Lost (bonus), Traveler of a Hundred Lands (Handle Animal, Sense Motive, Swim) (from Additional Traits) Feats Ability Focus (kinetic blast), Additional Traits* (from race), Agile Maneuvers* (EitR), Branch Pounce, Change of Heart, Combat Expertise* (EitR), Counterspell, Counterspell Mastery, Craft Magic Arms and Armor* (from oaths), Craft Staff* (from oaths), Craft Wondrous Item* (from oaths), Cunning* (from race), Curse Mastery* (from casting tradition), Deadly Aim* (EitR), Deific Obedience* (Sarenrae) (from oaths), Destructive Dispel, Enduring Might, Extra Combat Talent* (from race), Extra Combat Talent, Furious Spell*(from kineticist 9), Gather Might, Greater Counterspell, Kinetic Invocation, Improved Counterspell, Improved Initiative* (from race), Legendary Extra Wild Talent x3, Lunge, Merciful Spell* (from kineticist 17), Parry Spell, Power Attack* (EitR), Powerful Maneuvers, Quick Channel, Rhino Charge* (from item), Selective Channeling, Signature Skill* (Diplomacy)(background feat), Toughness* (from race), Wandering Mind* (background feat), Weapon Proficiency* (heavy blades) (from item); Mythic Feats Dual Path Class Skills: Skills (11+2/level, +4[FCB])
Acrobatics (Dex), Appraise (Int), Craft (Int), Diplomacy* (Wis), Escape Artist (Dex), Fly (Dex), Handle Animal* (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive* (Wis), Spellcraft (Int), Stealth (Dex), Swim* (Str), and Use Magic Device (Cha) Acrobatics +25***** (20[ranks]+2[DEX]+3[class], -0[*ACP], [*burn], +2[*elemental overflow], +3[*Fine], +3[*Transfiguration]) Climb +4***** (3[ranks]-1[STR], +0[*ACP], [*burn], +1[*elemental overflow], +12[*Fine], +3[*Transfiguration]) Diplomacy +47* (20[ranks]+8[WIS]+3[class]+12[competence]+2[race]+2[trait], +2[*gather information (race)]) Escape Artist +40***** (20[ranks]+2[DEX]+3[class]+15[competence], +0[*ACP], [*burn], +2[*elemental overflow], +3[*Fine], +3[*Transfiguration]) Fly +27***** (20[ranks]+2[DEX]+3[class]+2[size], +0[*ACP], [*burn], +2[*elemental overflow], +11[*Fine], +3[*Transfiguration]) Handle Animal +22 (15[ranks]+2[CHA]+3[class]+2[race]) Heal +26 (15[ranks]+8[WIS]+3[class]) Knowledge (arcana) +35 (20[ranks]+4[INT]+3[class]+6[Mana Master]+2[race]) Knowledge (geography) +27 (20[ranks]+4[INT]+3[class]) Knowledge (religion) +12 (5[ranks]+4[INT]+3[class]) Linguistics +9 (2[ranks]+4[INT]+3[class]) Perception +33* (20[ranks]+8[WIS]+3[class]+2[race], +2[*Deific Obedience]) Sense Motive +31 (20[ranks]+8[WIS]+3[class]) Spellcraft +33* (20[ranks]+4[INT]+3[class]+6[Mana Master], +2[*identifying spells (trait)]) Stealth +44******* (20[ranks]+2[DEX]+3[class]+15[competence]+4[size], +0[*ACP], [*burn], +2[*elemental overflow], +19[*Fine], +10[*Telekinetic Invisibility], +10[*Telekinetic Invisibility (not moving)], +3[*Transfiguration]) Swim +19***** (20[ranks]-1[STR]+3[class], +0[*ACP], [*burn], +1[*elemental overflow], +12[*Fine], +3/+7[*Transfiguration]) Languages Celestial, Common*, Draconic, Elven, Goblin, Ignan, Orc, Sylvan* SQ Angelic Ally (summon movanic deva 1/day), advanced metakinetic master, basic chaokinesis, basic pyrokinesis, basic telekinesis, battle burn 6, Brightness (daylight 1/day), burn (6 points/round, max 19), composite specialization, elemental focus (aether, void), elemental overflow +6, expanded element (fire, void), force ward, gather power (+3 FCB), Healing Sunburst (3 channels: healed allies get new save vs poison or nonmagical disease with +2 sacred bonus), impossible magic, infusion specialization 6, internal buffer 3, mana master, master of mysteries (34 rounds/day), reinforce magic, supercharge, unbridled power (Aetheric Boost) Gear agile ghost touch keen merciful training [Weapon Proficiency (heavy blades)] scimitar ("Kindness"), adamantine marbles x20, belt pouch, blinkback belt, boots of the cat, bracers of elemental conversion, cold iron pellets, comfort greater shadow greater slick celestial armor, cracked dusty rose ioun stone, crystal of elemental knowledge x3, effortless lace, greater esoteric diadem [onyx], golden holy symbol of Sarenrae, handy haversack, implement +4 (Fallen Fey/Life/Mana), kinetic blademaster glove, minor cloak of displacement, mithral pellets, ring of sustenance, training amulet of mighty fists (Rhino Charge), wooden holy symbol of Sarenrae x4; 720 gp remaining ======================================================================== "Spirit," animal companion (Martial Beast) 20 // familiar (Emissary / Protector*) 20 (gestalt)
DEFENSE AC 64** (10+11[DEX]+6[armor]+5[deflection]+31[natural armor]+1[size], +10[*Fine], -14[*Colossal])
hp 484* (384[master's hp], +60[CON]+20[mythic rank]+20[Toughness], +120[*Transfiguration]) Fort +20 (+12[base]+3[CON]+5[resistance])
Defensive Abilities block attacks, delayed damage pool 100, second save
SR 31 OFFENSE Speed fly 60 ft (good) Melee slam +30* (1d4+12*)
Ranged telekinetic throw +25* (1d8+5*)
Space 5 ft** (0 ft[*Fine], 30 ft[*Colossal]); Reach 5 ft** (0 ft[*Fine], 20 ft[*Colossal])
COMBAT Martial Tradition none; PAM Wis; DC 25 (Alchemy 26)
Alchemy Sphere -- Package formulae Talents Aligned Liquid (formula), Focusing Formula (formula), Improved Liquid Nice (formula), Improved Tanglefoot Bag (formula), Neutralizer (formula) Equipment Sphere -- Talents Armor Training*, Fast Draw, Finesse Fighting* Guardian Sphere -- Package Patrol Talents Cold Iron Call, Complex Patrol, Defend Other, Durable, Endure Pain, Greater Delayed Damage, Greater Delayed Damage x2, Guardian's Focus, Swift Guardian; Assist* (zone) Legendary Talents Singularity (zone) Sniper Sphere -- Talents Targeted Assault; Drawbacks Ablative Fire MYTHIC Template Invincible; Mythic Rank 2 OATHS Boons Bonus Talents, Spell Resistance STATISTICS Str 20** (+5) (12[base]+2[enhancement]+6[Str/Dex bonus], -6[*Fine], +10[*Colossal])
BAB +15 (+20 Guardian)
Feats Combat Expertise*, Combat Reflexes*, Combat Sphere Focus (Alchemy), Combat Sphere Specialization (Guardian), Deadly Aim*, Extra Combat Talent x3, Extra Item Slot* (belt), Improved Initiative*, In Harm's Way*, Power Attack*, Skill Focus (Craft Alchemy), Swift Aid, Toughness, Weapon Finesse* Class Skills: Skills (6+INT/level)
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str) Acrobatics* +32*** (20[ranks]+9[DEX]+3[class], +0[*ACP], +3[*Fine], -5[*Colossal]) Appraise +20 (16[ranks]+4[INT]) Bluff +20 (16[ranks]+1[CHA]+3[class]) Climb* +11*** (3[ranks]+5[STR]+3[class], +0[*ACP], +7[*Fine], +5[*Colossal]) Craft* (alchemy) +30 (20[ranks]+4[INT]+6[Skill Focus]) Diplomacy* +21 (20[ranks]+1[CHA]) Escape Artist* +47* (20[ranks]+9[DEX]+3[class]+15[competence], +0[*ACP], +3[*Fine], -5[*Colossal]) Fly* +34*** (20[ranks]+9[DEX]+3[class]+2[size], +0[*ACP], +10[*Fine], -15[*Colossal]) Handle Animal* +16 (15[ranks]+1[CHA]) Heal* +23 (15[ranks]+5[WIS]+3[class]) Knowledge* (arcana) +24 (20[ranks]+4[INT]) Knowledge (dungeoneering) +23 (16[ranks]+4[INT]+3[class]) Knowledge (engineering) +20 (16[ranks]+4[INT]) Knowledge* (geography) +24 (20[ranks]+4[INT]) Knowledge (local) +23 (16[ranks]+4[INT]+3[class]) Knowledge (nature) +23 (16[ranks]+4[INT]+3[class]) Knowledge (planes) +23 (16[ranks]+4[INT]+3[class]) Knowledge (religion) +23 (16[ranks]+4[INT]+3[class]) Linguistics* +6 (2[ranks]+4[INT]) Perception* +28 (20[ranks]+5[WIS]+3[class]) Sense Motive* +28 (20[ranks]+5[WIS]+3[class]) Spellcraft* +24* (20[ranks]+4[INT]) Stealth* +46*** (20[ranks]+9[DEX]+3[class]+15[competence]+4[size], +0[*ACP], +15[*Fine], -25[*Colossal]) Survival +21 (16[ranks]+5[WIS]) Swim* +28*** (20[ranks]+5[STR]+3[class], +0[*ACP], +7[*Fine], +5[*Colossal]) Use Magic Device +17 (16[ranks]+1[CHA]) Languages Aquan, Auran, Celestial*, Common*, Draconic*, Elven*, Goblin*, Ignan, Orc*, Sylvan*, Terran SQ able defender*, divine guidance, domain influence (Touch of Glory 1/day), emissary skills, empathic link, improved evasion, link, loyal bodyguard*, scry on familiar, share spells, share will, shield master*, speak with master, speak with animals of its kind, spell resistance, telekinetic invisibility Gear alchemy crafting kit, benevolent greater shadow greater slick haramaki barding, handy haversack, training belt of mighty fists (Great Focus), wand of death ward (50/50), wand of enervation (50/50) ======================================================================== Party Roles and Weaknesses: Arykiel is a specialist in several different types of tricks. This is an overview of the sort of things she is designed to do. Generally speaking, her most effective party roles are counterspelling, debuffing, controlling, blasting, tanking, healing, scouting, and party face (Diplomacy).
• counterspelling: Arykiel can ready an action to use her telekinetic blast as dispel magic to counter a spell, and has other tricks that allow her to counter a spell as an immediate action. This should be pretty effective for shutting down at least one enemy magic-user per encounter. When she counters a spell that targets her, she can reflect it back at the caster (Parry Spell). • debuffing: At-will enervation (once a day per target) and enervating infusion should see an effect against eligible opponents, and Life: Sanctify allows this same strategy against undead ones. And of course she should have lots of dispelling opportunities. When she dispels an effect, she stuns or sickens the target (Destructive Dispel). • controlling: Both she and her familiar can use Telekinetic Maneuvers to bull rush, disarm, grapple, or trip creatures in combat. Her familiar also has some soft control with its Guardian: Singularity ability and various alchemical formulas. • blasting: She is mostly focused on single-targets with her kinetic blasts, though her Oath Against Harm and investment into Void limits her damage output somewhat. Against living targets, she can deal nonlethal damage with her Merciful Spell metakinesis. Against constructs and undead, she can deal damage with pure negative infusion blasts. • tanking: Both Arykiel and Spirit have a ton of hit points, though in Arykiel's case the number is deceptive because she will be suffering a lot of unhealable nonlethal damage from her Draining Casting drawback. Spirit can tank effectively though, especially with its increased natural AC and its Guardian abilities. When patrolling, Spirit can absorb hits within a 30' radius. • healing: Invigorate grants up to 90 temporary hp to an injured character as a standard action with no resource cost, and also heals the same amount of nonlethal damage for those invested in the Guardian sphere (like her familiar). She can also Selectively channel energy as a move action. If she is willing to spend spell points, she can remove any condition as a standard action. • scouting: Arykiel can "permanently" shrink herself and her familiar to Fine size, and they both have Telekinetic Invisibility making them nearly undetectable. She can see in darkness and Spirit has blindsense, and they both have a natural fly speed. • party face: Her Diplomacy skill is excellent, but it's really for converting enemies in combat: either hurling flasks of Improved Liquid Nice from her familiar, or charging enemies while falling from unusual directions and using the damage to initiate Change of Heart. Arykiel also has a number of obvious weaknesses. • Oath Against Harm: She cannot deliberately kill a living person, or she loses most of her powers. So obviously she won't do that. This makes her very dependent on others ending combats. • Negative energy: A lot of her kineticist powers use the Void element, which deals negative damage. She has to spend extra resources to affect undead and constructs with these powers. • Burn penalties: She has a lot of Dex-based skills, but as she accepts burn they get reduced to around half of their starting values. Likewise her hit point total will shrink as she casts spells. • Poor in melee: She is pretty weak when fighting up close, and because of her small size she is extremely vulnerable to maneuvers. • Reactive: Arykiel's best tricks are in response to her enemies, such as countering their spells or turning their loyalty after they attack. If they ignore her and just pound her allies, she's stuck. • Socially awkward: She doesn't bluff very well, and cannot tell a lie. Despite having a good Diplomacy score, her other social skills are sub-par. She's clearly a Sarenite and doesn't hide it. Common actions (Arykiel): Full round
• full attack • full defense (and regain martial focus) • withdraw Standard
Move
Swift
Immediate
Free
No action
Common actions (Spirit): Full round
• full defense (and regain martial focus) • Patrol (two zones) • withdraw Standard
Move
Swift
Immediate
Free
Attack of Opportunity
No action
Signature moves: These are the unique things that Arykiel can do.
• When she gathers power as a move action, she can reduce the burn cost of her kinetic blasts by 5. That means that with composite specialization, advanced metakinetic master, and infusion specialization, she can reduce most of her blasts by 13 burn. • Her most damaging blast is an empowered (1) furious (1) aetheric boosted (3) gravitic boosted (3) void blast (2), which deals 34.5d8+61 bludgeoning/negative damage if it hits. Close behind is an empowered (1) furious (1) aetheric boosted (3) hellfire blast (3) that deals 34.5d8+46 fire/negative damage if it hits touch AC, but has to get past spell and energy resistance. Both blasts need pure negative infusion (1 or 3) to affect undead or constructs. • Kinetic blade costs her no burn, so ideally when she uses it her damage is dealt by reorienting herself so the enemy is down (with gravitic freedom) and then charging them with Branch Pounce. (Her familiar can also throw her if she readies herself with Rhino Charge.) As long as the enemy has already attacked her and she hasn't attacked them first, she can use Change of Heart on this strike, possibly convincing them to be her ally instead. • Her next-best attack is to use an empowered (1) furious (1) aether boosted (2) gravitic boosted (2) hyper-dimensional blast (3) telekinetic weapon (2) telekinetic blast (0) for base 19.5d8+31 damage, and use it to throw either her scimitar or one of her familiar's alchemical formulae. This uses the weapon's properties and magical qualities, which means the scimitar has a good chance of critically hitting, and the alchemical items can have additional effects beyond the initial blast (tanglefoot bags or liquid nice, for example). • To attack multiple enemies, her best bet is either an empowered (1) furious (1) aether boosted (2) gravitic boosted (2) telekinetic weapon (2) many throw (4) telekinetic blast (0), which deals 19.5d8+53 damage to up to 20 targets within 30 ft of each other and can use her scimitar and various pellets of special materials, or an empowered (1) furious (1) aether boosted (3) burning infusion (1) fan of flames (1) hellfire blast (3), which deals 34.5d8+48+3d6 to all within a 15 ft cone. • When she gathers power, she can instead choose to Gather Might, giving herself a +10 alchemical boost to Constitution. This is best on blasts where she really wants her enemies to fail the save-based rider effect, like hellfire blast making them catch fire or enervating infusion giving them a negative level. For example, she can shoot a quickened (3) empty infusion (0) enervating infusion (4) extended range (1) negative blast (0) (Fort DC 43*) or an empowered (1) furious (1) quickened (3) empty infusion (0) hellfire blast (3) (Ref DC 43*). These can be cast as swift actions if she Gathers Might as a move, leaving her standard action free to cast a spell or blast. Alternatively she can cast enervation as a standard action for no burn (but she cannot affect the same target with it twice in 24 hours). • She should try to always keep her immediate action available to potentially counter any spell she identifies within 90 ft for 1 burn with Greater Unweave Magic. She can also do this with Unbind Spell with no range limit for 1 or 2 spell points, which might give her back temporary spell points. It is probably worthwhile sometimes for her to ready an action to counter spells with Unweave Magic if she is facing a dedicated caster. Doing any of these has a chance of stunning the caster (with Destructive Dispel) and also reflects the spell back at the caster (with Parry Spell) if it targeted her. As a standard action she can activate her Master of Mysteries ability, which lets her take control of any enemy spell effect that comes within 60 ft. She can store it for up to 24 hours and cast it, redirect it, or simply counter it (and trigger Destructive Dispel and Parry Spell). She only gets this last ability for 36 rounds a day, and maintaining it is a move action. • She can dispel magic on an enemy with an empowered (1) extended range (1) unraveling infusion (3) hellfire blast (3), an empowered (1) fan of flames (1) unraveling infusion (3) hellfire blast (3), or using Essentialize (and potentially gaining temporary spell points). These powers also trigger Destructive Dispel. • Defensively, she can set up a Bulwark to protect against three magical or physical attacks for one spell point. Her Fallen Fey abilities give her a +5 vs spell resistance, a +5 terrain bonus, and several 1d4+4 boosts to rolls for attack, saves, skills, or abilities. She can also cast Transfiguration on herself and others to add a good chunk of hit points and protect against poison and disease. These effects can last up to 24 hours, so she can activate them the night before resting. With her Alteration sphere powers she can permanently shrink herself and others to Fine size, or increase their size to Colossal. And, she can cast etheric shards, mind blank, and death ward at-will for 1 burn each. • Using Gift of Knowledge, Arykiel can permanently give her familiar or other characters up to five magic talents. Good choices for this might be: Life sphere, Life: Deeper Healing, Life: Greater Invigorate, Life: Painkiller, and Life: Sudden Invigoration. These talents basically allow Spirit to Invigorate itself as an immediate action. Arykiel can also Transfer spell points to others. • She has the sphere versions of limited wish and wish, though unfortunately they are just as expensive as the spell versions. Still, if she comes into a lot of money, she can use them to boost her abilities, or any of the other things that wishes are good for. If she is slain and becomes a prana ghost (and thus cannot be brought back with Resurrection), Manifestation is one way she can return herself to life. • Because of her Mythic Burn path ability, she can take a point of burn in place of spending a mythic point. This might be a good tradeoff to use surge, or kinetic barrage if she needs to punch through DR or energy resistance-- though generally speaking her quickened kinetic blasts are better swift actions. It may be more resource-efficient to activate her Shuffle ability as a standard action and use it to convert fire damage to force damage for an empowered (1) furious (1) quickened (3) burning infusion (1) extended range (1) fire blast (0). • At the start of each adventuring day, she should activate her force ward with 5 points of burn, giving herself 70 temporary hit points that regenerate 3/minute, or faster when she takes burn with her aether-based talents. She should also cast mind blank for another point of burn, which gives her the maximum advantage from elemental overflow. She should activate her Greater Fey-Link and place several Fey Secrets (for 6 burnlike nonlethal damage for every two fey-blessings). She should also cast Transfiguration on both herself and her familiar. Benchmark Comparison (Level 23):
Benchmark EDV 240 120 79 Arykiel's EDV 233 (blue)
This is how much damage her most damaging blast does, on average. It is just within the benchmark, but note that her other blasts do less, and this assumes that all of her regular buffs are active. Benchmark To Hit 38 33 29 Arykiel's To Hit 36 (blue)
Benchmark AC 46 41 37 Arykiel's AC 49 (over maximum)
Benchmark Saves 36 31 27 Arykiel's Saves 33 (blue) 27 (orange) 25 (under minimum)
Benchmark DCs vs Good 41 38 35 Arykiel's DCs vs Good 38 (blue)
Benchmark DCs vs Bad 36 33 31 Arykiel's DCs vs Bad 32 (orange)
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