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About Astoroth, The Endless FountAstoroth, God of Facts and Information-Gathering Advanced Sylph Incanter (divination specialization) 9//Striker (skirmishing scout) 9//Investigator (battered detective, empiricist) 8 (Archmage/Genius 4)
Special Attacks inspiration (12/day, +1d8), mythic power (11/day, surge +1d6) Incanter Spheres Known (Sphere Points: 4, Max CL 9th +1 Divination; concentration +19)
Consumables:
Acid Flask x2
Air Crystal x2 Alchemical Solvent x1 Alchemist's Fire x2 Antitoxin x1 Antiplague x1 Holy Water x8 oil of daylight x1 Potion - cure moderate wounds x3 Potion - gaseous form x1 Potion - lesser restoration x2 Potion - remove curse x1 Scroll - magic weapon x1 Scroll - remove disease x1 Scroll - speak with dead x1 Smokestick x1 Tanglefoot Bag x1 Troll Syptic x1 Weapon Blanch - silver x1 Books:
Scorin Kastel and the Siege of Moenspire
The Lycanthropy of Evran Townsend Memoirs of a Hatchling Nursemaiden -------------------- Special Abilities -------------------- Agile AC Bonus (Ex) I gain +5 AC/CMD for 1rd if I move at least 10ft Amazing Initiative (Ex) 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. Amazing Inspiration (Ex) My inspiration die becomes a d8. Breeze-Kissed (Su) Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This racial trait replaces air affinity. Ceaseless Observation (Ex) An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. Crafting Mastery (ex) You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements. Darkvision (60 feet) You can see in the dark (black and white vision only). Desperate Tension (Ex) If I start my turn with 0 tension, I gain 1pt. Divine Source comprehend languages/expeditious retreat, detect thoughts/locate object, fly/speak with dead Diviner's Fortune You can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your incanter level (minimum +1) for 1 round. Drill Knuckle (Ex) My unarmed strikes ignore up to 4pts DR or hardness, +1 at 12th level and every three levels thereafter. Dual Path (Mythic) You can choose abilities from two mythic paths. Enduring Armor +7 (Su) Armor of force grants armor bonus equal to 3 + your tier. Expanded Inspiration (Ex) An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill. Foretell (Su) At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30 ft aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, magic skill checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your incanter level. These rounds do not need to be consecutive. Forewarned (Su) 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 incanter level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Inspiration (Ex) The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Know Secrets (Divine Ability) At a cost of 2 MP, the deity can learn information about a creature - such as (but not limited to) its class levels, hit points, secrets, whether or not it's lying about something, and goals - just by looking at it. This ability is similar to the legend lore spell, except that it delivers instant results and the subject is allowed a Will save (DC 10 + the deity’s Intelligence modifier + the deity’s divine rank [currently DC 20]) to avoid the effect. As you have not regained the full power of a deity, you cannot learn everything about a creature - just what appears in-game. When using this ability, note three things about them you want to know. This can be used to uncover information you might normally have no way of knowing. Legendary Power (2/2) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether or not that creature is mythic. These uses of legendary power can only be expended to activate the legendary item's abilities (and only those abilities, not charge-based spells). Legendary Surge (+1d8 to Concentration Checks, INT-based skill checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). A mythic bearer can use their mythic surge die in place of the item's. If she's bonded to the item, she can increase that die by one step. Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully. Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities. Mythic Sustenance (Su) Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You're immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake. Perfect Solution As an immediate action when an ally fails a saving throw, you can expend one use of mythic power to allow your ally to reroll that saving throw, using your INT modifier in place of its CON, DEX, or WIS modifier. Pragmatic Activator You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. Precogniscient Smite Scaling insight bonus to attack/damage rolls as long as I have an active sense talent. Can spend a spell point and dismiss it early to reduce miss chance. Predictive Analysis (Ex) You may apply your Intelligence modifier instead of your Dexterity modifier when making initiative checks. You may also spend one use of mythic power as a full-round action contemplating a creature, object, location, or idea associated with one type of Knowledge skill. This grants you the effect of moment of prescience, with a caster level equal to the number of ranks you have in that Knowledge skill; however, the moment of prescience can be triggered only as part of a die roll relating to that Knowledge skill, such as an attack roll against a dragon if the related skill was Knowledge (arcana). Sapping Offensive Creature damaged by my studied target ability can't make AoOs for one round. Striker Art: Instant Punishment (Ex) Striker Art: Iron Soul (Ex) Striker Art: Mobile Step (Ex) Student of Philosophy You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. Studied Combat (Ex) At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability. Studied Strike (Ex) At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment. Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Tactical Eyes (Ex) I don't take the -5 penalty for making Perception checks with the Scout sphere. Telekinetic Exoskeleton As a swift action, I can grant myself one of the following benefits. The chosen benefit lasts indefinitely but immediately ends if I switch to a different one. *Tactile Telekinesis: add my casting ability modifier as a bonus to STR, Climb, and Swim checks. *Dampening Field: gain temporary HP equal to my casting ability modifier. These don't stack with themselves or other temporary HP. *Propelling Force: gain a +10ft enhancement bonus to my movement speeds. Tension Boost (Ex) Gain 1 tension at the beginning of my first combat turn (including surprise rounds) +1 at 7th level and every six levels thereafter. Trapfinding An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps. Trap Sense (Ex) At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level). Uncanny Dodge (Ex) I can't be caught flat-footed and don't lose my DEX bonus to AC if attacker is invisible. Unfailing Logic (Ex) An empiricist's grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects. Veteran's Edge I gain a competence bonus equal to my Investigator level when using Craft(alchemy) to create an alchemical item and can identify potions with Craft(alchemy) as per detect magic. Vital Insight (Ex) I gain a +1 circumstance bonus against scouted creatures, +1 at 5th level and every four levels thereafter (max +5). Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem). Yidhra's Blessing One time, when you would be struck by an attack that would bring you to 0 HP or lower, you can instead heal the amount of damage that would have been done. You may choose when to activate this effect. Miscellaneous Bonuses:
Slotted Items
Combat Spheres Known:
Alchemy (formulae) 4 items/day
Improved Tanglefoot Bag DC 25 Barroom
Berserker -2 AC for 12 temp HP for 1rd
Boxing
Dual-Wielding -1 to-hit for bonus off-hand attack
Equipment
Fencing sneak attack +2d6
Open Hand
Scout
Magic Spheres Known:
Alteration
Elemental Transformation Shapeshift Destruction
Divination
Enhancement
Illusion
Life
Telekinesis
Warp
Tension (max 7):
Gaining Tension
Defensive Determination: receive damage from a creature (except when flat-footed or unaware) Maneuvering Momentum: move 10ft or more during my turn Offensive Pressure: deal unarmed damage or succeed at a combat maneuver Victorious Defense: succeed at a non-harmless saving throw Tension Techniques
2 Tension
3 Tension
Revealer of the Hidden:
Appearance
Sphere Wand (CL 6; spell points: 1) Value: 9,000gp Talents - Divine (magic, dark, loyalties, illusions) - Detect Secrets (divine talent) - See Hazard (sense talent) Drawback (shaped divination: cone) Book of Truths:
Appearance
This fine tome is bound with delicate gold leaf and covered by leather from the hide of a creature unknown to the material plane. As the personal tome and journal of the god Astoroth, it's said that it contains the collected knowledge of every book ever written - and its name is a subtle hint at the fact that what is "true" in one case may not be true in another, but the god of Information-Gathering seeks to understand all truths and views. Unfortunately, Astoroth's fall from power has locked most of the book's potential away, and it will only respond once he regains his diving might... Slot: None
Mythic Powers
Legacy Powers
Description: When possessed by a creature that it's bonded to, the Book of Truths provides a variety of bonuses, including both mythic and legacy powers. The bonded creature can no longer equip headbands or benefit from any of their effects or abilities, but the Book of Truths can have abilities and upgrades crafted into it as if it were a headband, and all passive effects will continue to function as long as the book remains in the bonded creature's possession. The Book of Truths currently provides the effects of:
Other Titles: The Endless Fount, Holder of Mysteries, The Scholar
Aphorisms
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