Torag

Bolvar Gemforged's page

94 posts. Alias of Grumbaki.


Race

HP (405/405) AC (47/35/34) Saves (30/25/30, +4 Hardy, Spell Resistance 31) Init (+12)

Classes/Levels

SP (30/32) DR/10 (Magic) Immune (Disease/Poison/Age/Sleep/Crits/Sneak Attack/Fire/Breathing) Sonic/Cold/Electricity/Acid Resist (32)

Gender

Bolvar

Special Abilities

Fast Healing (7) Movement (80ft) Storage (500 lbs) Freedom of Movement, Evasion, Uncanny Dodge

Languages

See Below

Strength 26
Dexterity 12
Constitution 26
Intelligence 24
Wisdom 26
Charisma 10

About Bolvar Gemforged

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Offense and Defense Stats:

Offense To Hit
* Throwing: 40ft range
* Shove To Hit: +20 (BaB) + 8 (Str) +5 (Enchantment) +1 (WF) = +34 (vs touch)
* To Hit: +20 (BaB) + 8 (Str) +5 (Enchantment) +1 (WF) -6 (PA) = +28 (roll twice pick highest)
* Intimidate: +29 (skills) + 8 (Str) + 5 (Cha) +5 (Enchantment) +5 (Competence) = +52

Offense Damage
* Shove: +10 (1/2 BaB) + 8 (Str) + 5 (Enchantment) + 18 (PA) +10 (Maintenance) = 51
* Hammer: 1d10 (base) + 12 (Str) + 5 (Enchantment) + 27 (PA) +10 (maintenance) = 2d8+54
* Blast: 10d8+30
* When hurled, a dwarven thrower deals an extra 2d8 points of damage against creatures of the giant subtype or an extra 1d8 points of damage against any other target.
* 18-20 crit, x2+20 damage

[dice=Shove Touch attack]1d20+34[/dice]
[dice=Damage and DC 28 will save or staggered for 2 rounds]51[/dice]
[dice=Intimidate]1d20+52[/dice]
[dice=If he exceeds the DC to demoralize a target by at least 20, it is cowering for 1d4 rounds and panicked thereafter. A DC30Will save negates the cowering and panicked conditions, but the target is still shaken, even if it has the stalwart ability.]1d4[/dice]

[dice=Swift Action attack if the enemy is demoralized by the intimidate check]1d20+28[/dice]
[dice=Damage]1d10+54[/dice]

[dice=Hammer Hit v FF if enemy shaken]1d20+28[/dice]
[dice=Pick Highest]1d20+28[/dice]
[dice=Hammer Damage]1d10+54[/dice]
[dice=Fire Damage, ignores 20 points of fire resistance, 40 points with a spell point. Fire immunity becomes fire resist 40]10d8+30[/dice]

Defenses
* HP: 200 (base) + 160 (con) + 20 (toughness) + 20 (FCB) +5 (mythic) = 405
* AC: +10 (Base) + 13 (Armor) +6 (Shield) + 5 (Deflection) + 5 (Natural Armor) +3 (Dex) +5 (Dodge) = AC 47/35/34
* Fort: +12 (Base) + 5 (Resistance) + 8 (Con) +5 (Maintenance) = 30
* Ref: +12 (Base) + 5 (Resistance) + 3 (Dex) +5 (Maintenance)= 25
* Will: +12 (Base) + 5 (Resistance) + 8 (Wis) +5 (Maintenance) = 30
* Hardy: +2 vs spells, SLAs, +2 vs poison

Race, Traits, Stats:

Dwarf: 11 RP
* Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
* Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
* Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
* Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
* Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
* Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
* Lasting Grudge: +1 racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer.
* Weapon Training

Race increased by 15 RP
* Skilled: Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. (4 RP)
* Focused Study: At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat. (4 RP)
* Greater Spell Resistance: Members of this race gain spell resistance equal to 11 + their character level. (3 RP)
* Master Tinkerer: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted. (2 RP)
* Static Bonus Feat (2 RP)

Traits
* Combat: Reactionary: +2 Initiative
* Magic: Unscathed: You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.
* Social: Bruising Intellect (Int for intimidate)
* Religion: Wisdom in the Flesh (wisdom for disable device)
* Region: Emphatic Diplomat (wisdom for diplomacy)
* Campaign: Trapfinder (+1 disable device, may disarm magical traps)

Stats
Str: 15 (7pts) +5 (lvls) +6 (ABP) = 26
Dex: 10 (0pts) +2 (ABP)= 12
Con: 16 (10pts) +4 (race) +4(ABP) +2 (ABP) =26
Int: 14 (5pts) +4 (ABP) +4 (Inherent) = 24
Wis: 16 (10pts) +2 (race) +6 (ABP) +2 (Inherent) = 26
Cha: 8 (-2pts) +2 (ABP) =10

Feats, Skills, Equipment:

Feats
Background Feat: Diehard, Breadth of Experience
Class: Toughness, Endurance
Race: Skill Focus Diplomacy, Perception, Professional Blacksmith, Intimidate
Lvl 1: Fast Healer (When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).)
Lvl 2: Intimidating Prowess, Blind Fight
Lvl 3: Dazzling Display
Lvl 4: Weapon Focus (Warhammer)
Lvl 5: Divine Fighting Technique Torag - Way of Patient Strikes
Initial Benefit(s): Whenever you wield a warhammer, add your Wisdom bonus to the total number of attacks of opportunity that you can make per round. These additional attacks of opportunity don’t stack with those granted by Combat Reflexes, but this benefit counts as Combat Reflexes for the purpose of satisfying feat prerequisites and prestige class requirements. In addition, you can make attacks of opportunity while you’re flat-footed.
Lvl 6: Bludgeoner
Lvl 7: Cornugon Smash
Lvl 8: Weapon of the Chosen
Lvl 9: Steel Soul
Lvl 10: Enforcer (Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.) Integral Oath
Lvl 11: Extra Sphere Talent
Lvl 12: Extra Sphere Talent, Improved Blind Fight
Lvl 13: Breath of Experience
Lvl 14: Shatter Defenses, Dreadful Carnage
Lvl 15: Greater Blind Fight
Lvl 16: Greater Weapon of the Chosen
Lvl 17: Spell Penetration
Lvl 18: Signature Skill (Intimidate), Greater Blind Fight (Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal. If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.)
Lvl 19: Greater Spell Penetration
Lvl 20: Hurtful (When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.)

Skills 6 (base) + 7 (Int) +2 (Background) +1 (Skilled) = 16 (F = free skill points)
* Intimidate: +38
* Diplomacy: +36
* Sense Motive: +40
* Survival: +40
* (F) Perception: +46
* Disable Device: +47
* (F) Profession Blacksmith: +63
* (F) Craft Jewelry: +47
* Linguistics: +28
* Knowledge All except Engineering and nobility, Spellcraft: +35
* Knowledge Engineering: +36

Languages
* Dwarven, Common, Giant, Orc, Ignan, Auran, Terran, Aquan, Undercommon, Elven, Drow Sign Language, Aklo, Canto, Necril, Dark Folk, Draconic, Abyssal, Infernal, Celestial, Osiriani, Ancient Osiriani, Varisian, Skald, Kellish, Hallit, Polygot

Equipment (440,000 gold. 60% off items he has crafted. Because he is a smith, only taking that discount on items that a smith would realistically make.)
* Smith’s Masterpiece Dwarven Thrower (+4 / +5 when held by a dwarf. Ghost Touch, Impact, Keen, Phase Locking, Legbreaker) (23,680)
* Mithril Plate Armor +4: Ghost Touch, greater energy resistance electricity, comfort, glamered (38,680)
* Heavy Shield +3
* Goggles of Truesight: These goggles, constructed of a pair of perfect prisms held in place by golden frames and affixed to the head by a black leather strap, grants the wearer true seeing continuously. Furthermore, once per day on command, the wearer can use analyze dweomer as the spell. (74,680)
* Lesser belt of mighty hurling (7000)
* Ring of Greater Sonic Resistance (17,600)
* Ring of Freedom of Movement (16,000)
* Manual of Wis +4 (110,000)
* Manual of Int +4 (110,000)
* Manual of Con +2 (55,000)
* Maiden’s Dwarven Helm: The helm imparts enhanced power and gravitas to the wearer’s voice, granting a +5 competence bonus on Intimidate checks. The wearer of a maiden’s helm can use command three times per day as a spell-like ability. (1400)
* Any-Tool (250)
* Holy Symbol Tattoo (100)
* Anvil of the Skyseeker (6,700)
* Father's Forgehammer (1920)
* 29,650 gold

Combat Talents:

Martial Tradition:Armored Dreadnought
* Armored Dreadnoughts specialize in wielding massive shields and titanic suits of armor that would crush lesser men under their enormous weight.
* Equipment: Armor Training, Shield Training
* Variable: Armored dreadnoughts gains two talents of their choice from the Equipment sphere.
* Armored Deflection: You may add 1/2 of your armor bonus from your worn armor (rounded down) as a circumstance bonus to your touch AC; the bonus from this talent may not exceed 1/3 your base attack bonus (minimum +1).
* Armored Defense: You may add 1/2 of your armor bonus from your worn armor (rounded down) as a circumstance bonus to your CMD; the bonus from this talent may not exceed 1/3 your base attack bonus (minimum +1).

Equipment Sphere
* Critical Genius (Weapon becomes 18-20 crit x2. In addition, when you confirm a critical hit with the chosen weapon while using the attack action, you deal additional damage equal to your base attack bonus; this additional damage is applied after other modifiers and is not multiplied by the critical hit.)
* Weaponmaster (You take advantage of your weapons in unique ways. When wielding any weapon you have proficiency with, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage as a swift action. At +5 base attack bonus, you may change damage types as a free action instead.)
* Versatile Shield (When wielding a shield, you may add your shield’s AC enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.)
* Shield Expert (You increase the shield bonus to AC of any shield you wield by +1. When your base attack bonus reaches +8 you lower the armor check penalty of any shield you wield by 1. For every 8 points of base attack bonus you gain thereafter, you reduce the armor check penalty of your wielded shields by a further 1 (this cannot reduce your armor check penalty below 0).)
* Throwing Mastery: When using an attack action, attack of opportunity, or additional attack granted by class features or talents to make a ranged attack against a creature with a thrown weapon, you may apply extra spin to the throw, causing the weapon to bounce back towards you after the attack resolves. As long as you have at least one hand free, you may automatically catch a weapon after it rebounds in this manner, otherwise the weapon lands in your square (or the nearest legal square beneath you if you are flying, levitating, or otherwise not standing on the ground).
* Crushing Thrower: You may choose to treat your ranged attacks with thrown weapons as melee attacks, using your melee attack bonus, including Strength bonus, feats, and other modifiers to determine your attack bonus as normal, but applying standard modifiers for range penalties. Attacking into melee, through cover, and other situations that penalize ranged attacks incurs the standard penalties. In addition, you may apply 1-1/2 times your Strength bonus to damage if you wield the thrown weapon with two hands, and you can use the Power Attack feat with your thrown weapon attacks.
* Cold-Weather Adaptation [High. HB]
- With 10 minutes of work, you may treat any set of clothing you wear as a cold-weather outfit, granting a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. When using the outfit in this fashion, you may wear it in addition to another outfit or armor.
- Additionally, while wearing a great kilt or cold-weather outfit, you gain cold resistance 2. At +6 base attack bonus the cold resistance increases to 5. At base attack bonus +12 the cold resistance increases to 10. At base attack bonus +18 the cold resistance increases to 20.
* Fast Draw: You can draw a weapon as part of the action used to make an attack with it.
* Craftsman: You are skilled at crafting and repairing gear. When you first gain this ability, you gain ranks in a single Craft skill of your choice equal to your total Hit Dice; whenever you gain a Hit Die (such as when you gain a level) you gain an additional rank. If you already possess ranks in this Craft skill, you may immediately retrain them, but you do not get to retrain when only temporarily gaining this talent, such as through the armiger’s customized weapons class feature. When crafting a mundane item, you may do so in half the usual time.
* Cavalry Ready: You treat all one- or two-handed melee weapons as if they had the brace special feature.

Brute Sphere
- Shove
* Greater Shove (When you shove a target, that target suffers additional damage equal to 1/2 your base attack bonus. Additionally, you may augment your shove with feats and talents such as Power Attack despite it being a touch attack.)
* Slapper (You may use a natural weapon, unarmed strike, or weapon held in one hand to perform a shove, adding its bonuses to your shove’s attack roll and its enhancement bonus to your shove’s damage, as well as damage from appropriate special abilities such as flaming, holy, etc. In addition, whenever you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), the target gains the battered condition until the end of your next turn.)
* Dazed And Confused (manhandle) The creature must pass a Will save or be staggered for 1 round. At +10 base attack bonus, the duration increases to 2 rounds..

Scout Sphere
- Scout: As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
* Sudden Acuity: You gain a competence bonus to Perception checks equal to 1/2 your ranks in Stealth (minimum +1) when using the scout ability. When making an active Perception check as a move action, you may expend your martial focus to gain this bonus to that check.
* Discern Tells: You gain a competence bonus to your Sense Motive checks equal to 1/2 your ranks in Perception (minimum 1) against any creature you have successfully scouted. Training in this talent allows you to use Sense Motive to resist a Bluff attempt to feint if desired, even if you are not trained in Sense Motive.
* Great Senses: You gain 5 ranks in the Perception skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Perception skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
* Heightened Awareness: When actively searching with the Perception skill (a move action), you may detect the presence of ongoing magical auras, such as those left by spells such as alarm or invisibility. If the target does not normally have a Perception DC, the DC is equal to the original spell DC as determined by the spell’s caster (DC 10 + spell level + caster’s casting ability modifier), or DC 25 if the effect does not originate from a source that would make it possible to determine a spell DC. This does not give you any information about the exact nature of magical effects detected in this manner, you are merely aware that a magical effect is active and the general area it is active in. So long as you have martial focus, you may make a Perception check to notice the presence of traps or ongoing magical effects (as described above) whenever you pass within 10 ft. of them, whether or not you are actively looking.
* Inimical Gaze: The scout ability granted by the Scout sphere is now a gaze attack that can affect any creature within 60 ft. You may activate this gaze as a free action and it stays active until the end of your next turn. Any creature subject to the gaze that fails a Will save is automatically scouted by you.
* Magehunter’s Vision: While you discover the presence of ongoing magical effects through the use of the Heightened Awareness talent, you may focus as a standard action to further focus your senses on the various magical auras. The longer you focus, the more information is revealed.
- 1st Round: The number of magical auras within your range, and which one is the strongest
- 2nd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a non-spell effect.) If the aura emanates from a magic item, you can attempt to identify its properties with the Spellcraft skill.

Blacksmith:

Maintenance
* Can assist companions to get the most out of their gear each day. Whenever the party has at least 8 consecutive hours of rest time (or the equivalent of 8 hour’s rest, such as 2 hour’s rest with a ring of sustenance or similar ability), the blacksmith can set aside a small period of time to perform these maintenance tasks without interfering with his normal rest to give him and a number of allies equal to 1 + his Constitution modifier (minimum 1) one of the following benefits for 24 hours, or until their next 8 hour or longer rest, whichever comes first. The blacksmith may select a different maintenance for each ally to be affected. See List
* Clarifying Reinforcements: The blacksmith hammers thin lead linings into helmets and head gear, sews small packets of smelling salts into glove linings, and performs other tasks that give his allies an advantage in resisting harmful mental effects; all creatures affected by this maintenance gain a +1 competence bonus to Will saves, plus an additional +1 for every 5 class levels the blacksmith possesses.
* Sharpen Weapons: The blacksmith and his allies gain a +2 bonus to all damage rolls made with manufactured weapons. This bonus increases by +2 at 5th level and every 5 levels thereafter.
* Quickening Reinforcements: The blacksmith oils the joints and treats the leather of his and his allies’ gear, granting them a +1 competence bonus to Reflex saves, plus an additional +1 for every 5 class levels the blacksmith possesses.
* Fortifying Reinforcements: The blacksmith adds special herbal packets and additional temporary reinforcements to his and his allies armor making them heartier and more resistant; all creatures affected by this maintenance gain a +1 competence bonus to Fortitude saves, plus an additional +1 for every 5 class levels the blacksmith possesses.

Rapid Maintenance (Ex)
* The blacksmith’s skill at performing maintenance improves and he may now perform multiple maintenances at once. At 9th, 13th, and 17th level, the blacksmith may perform 1 additional maintenance during an 8 hour rest (for a total of 4 maintenances per affected creature at 17th level).

Thunderous Blows
* +10d6 damage vs constructs and objects

Skilled Craftsman (Ex)
* Starting at 2nd level, the blacksmith may use Profession (blacksmith) in place of all Craft and Spellcraft skill checks made to create, modify, repair, and enchant weapons, armor, and shields, and he gains a competence bonus equal to 1/2 his class level (minimum 1) on all Profession (blacksmith) checks. In addition, the smith learns to quickly repair damaged objects, restoring 2 hit points per class level he possesses to an object as a standard action that provokes an attack of opportunity. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. Magic items can be repaired by this ability, but the blacksmith’s class level must be equal to or higher than the caster level of the object. This ability does not affect creatures (including constructs). This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. This ability can be used to repair nonmagical weapons, armor, and shields that have been destroyed, as long as all the pieces are together in an accessible location. At 5th level, the blacksmith no longer provokes an attack of opportunity for using this ability.

Smithing Insight (Ex)
** Armorclad Mastery
- Sprightly Armor (Gain your armor's enhancement bonus to initiative)
- Poised Bearing (You treat your size as one category larger for the purposes of determining the size of creatures against which you can attempt bull rush, drag, overrun, and trip combat maneuvers.)
* Durable (The blacksmith’s time working over an anvil has forged not only weapons and armor, but also his very body. The blacksmith gains Endurance and Toughness as bonus feats.)
* Forge Ring
* Maker’s Know How (Profession Blacksmith = UMD)
* Shieldsmith (The blacksmith learns how to position the straps and clasps on a shield in such a way that he can wield it without hampering the use of an arm; the blacksmith may wear a light or heavy shield as a buckler, and does not suffer a penalty to attack rolls when using his shield arm to wield a weapon or when using a tower shield.)
* Master Shieldsmith (The blacksmith’s shieldcraft has reached its pinnacle, allowing him to craft shields whose intricate details are too refined for anyone but him to truly master. The blacksmith does not lose his shield bonus to AC when attacking with a weapon wielded with his shield arm, and does not take two-weapon fighting penalties for his off-hand attacks when using a shield bash as one of his weapons when two-weapon fighting. This also negates the penalties from the Dual Wielding sphere.)
* Toolsmith (The blacksmith’s training and practice with tools increases the bonus he gets from using masterwork tool kits, such as a set of masterwork thieves’ tools; the circumstance bonus granted to the blacksmith by such masterwork tools increases by +12
* Economic Crafting: The blacksmith learns to craft with virtually no material waste. The raw material cost to create a non-magical item is reduced from 1/3rd the market price to 1/4, and all magical items and equipment have their raw material cost reduced by 10%.
* Penetrating Blows (The blacksmith’s time spent pounding iron and steel has translated into an ability to strike with such force that the impact of his blows punches through his opponent’s defenses with ease. The blacksmith ignores 10 points of damage reduction his target possesses when attacking with a melee weapon using the attack action.)
* Versatile Crafter: When creating a magic item, you may create an item even if you lack the base sphere or do not have a high enough caster level or MSB. This increases the DC of the item creation check by +5 for each base sphere or individual caster level/point of MSB bypassed in this fashion.

Artisan Savant
* Starting at 3rd level, the blacksmith becomes proficient in creating powerful magic equipment, treating his class level as his caster level for crafting feats and abilities and using the appropriate Craft skill (weapons, armor, bows, etc.) for the check to complete the item.
* In addition, the blacksmith gains Craft Wondrous Item as a bonus feat at 3rd level, and Craft Magic Arms and Armor at 5th level.

Reforge
* See class page. Can remake and change enchantments.

Smith’s Masterpiece
* At 20th level the blacksmith reaches the pinnacle of his craft. Throughout his career, the blacksmith has collected and hoarded special materials, crafting secrets, and scraps of ancient rituals, all in preparation for his ultimate life’s work. The blacksmith crafts a single magic armor, weapon, or shield of his choice, imbuing it with power beyond what any normal piece of equipment can contain. The crafted item has a +5 enhancement bonus, and the smith may choose up to +8 effective enhancement bonus’ worth of special abilities to apply to this piece of equipment; once chosen, these enhancements cannot be changed. This ability supersedes the normal restriction preventing equipment from exceeding a total enhancement bonus of +10 including class abilities. As long as the blacksmith and his masterpiece are on the same plane, the blacksmith can recall the masterpiece to himself with 1 minute of concentration, even if it is currently in another creature’s possession.

Magic Talents:

Alteration Sphere
- Lycanthropic (May only target self)
* Lingering + Permanent Transformation: When applying a shapeshift, you may spend 2 spell points to change your shapeshift into an instantaneous effect, permanently changing the creature into the new form. Because this is an instantaneous effect, it cannot be dispelled once placed. The target is still under the effect of a shapeshift, however, and any caster attempting to apply a new shapeshift to the target (except the original caster himself) must succeed at a magic skill check as usual; the second shapeshift replaces the first instead of adding to it. When the second shapeshift’s duration expires, the first shapeshift returns. A second application of a Permanent Transformation can be used to counter the first Permanent Transformation, returning the target to its original form. The Make Whole advanced Life talent, as well as polymorph any object, can also restore the target to its original form.
* Vitality: Fast Healing: You may spend an additional spell point to grant the target fast healing 1, increasing by +1 per 10 caster levels /
* Agile
- Dodge: The target gains a +2 dodge bonus to AC.
- Evasion: The target gains incredible reflexes. When the target succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. This ability does not function when wearing medium or heavy armor.
- Initiative: The target gains quickened reactions, granting a +4 competence bonus to initiative.
- Uncanny Dodge: The target gains extraordinary reactions, granting uncanny dodge as the rogue ability. The target is no longer flat-footed at the start of combat nor loses Dexterity to AC against invisible attackers. If the target is granted this trait a second time or already has the uncanny dodge ability from another source, they instead gain improved uncanny dodge as the rogue ability. The target can no longer be flanked. This defense denies a rogue the ability to sneak attack the target by flanking, unless the attacker has at least four more rogue levels than the target has Hit Dice.

Destruction: Shape Focus (may only be used with Energy Strike)
* Energy Strike (blast shape) [strike]
- As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also struck by the destructive blast. If using a scatter weapon, the blast only applies to a single target, chosen at the time of attack.
* Searing Blast (blast type, fire) Your destructive blast deals fire damage using d8 instead of d6 as its damage die.
* Penetrating Blast: Your destructive blast ignores energy resistance equal to your caster level. You may spend a spell point to increase this effect to become twice your caster level. If a creature has immunity to your destructive blast’s damage type, treat that immunity as if it were ‘resistance 40’ instead of ‘immunity’ and calculate as normal.

Nature
* Metal Package: Recover Ore, Magnetize, Reforge
* Metal Mastery
- Whenever you use Recover Ore, you gain the ability to Recover Ore of iron, lead, or steel. Upon reaching caster level 5th, you add cold iron and silver to the types of ore you may recover. At caster level 10th, you gain the ability to recover mithral ore.
- When using Magnetize, you may also affect the metal object with Reforge with the same action, spending a spell point to transform the metal object into a more dangerous form. The object may take the form of a specific weapon of your choice, or simply into a dangerous form which deals bludgeoning, slashing, and piercing damage and deals double the ore damage normal for its size.
- You also gain the following geomancing ability: Fortify: Instantaneous. You may spend 2 spell points as a standard action to fortify an unattended object (even non-metal objects) within range. The target becomes fused with metal, permanently increasing or decreasing the hardness and AC of the object by 1, +1 per 5 caster levels. An object may only be under the effects of one fortify at a time, as each future casting dismisses and replaces the previous casting. This grants no further benefit or penalties due to the metals used.

* Pure Metals: If you possess the (metal) package, whenever you would use Recover Ore to gain materials to earn a wage using an appropriate Craft or Profession skill, you earn double your check result in gold pieces worth of raw materials, instead of half your check result. Additionally, you may use Reforge to completely remove all rust and damage on a non-magical metal object, removing the broken condition from the object and causing it to regain 1d4 hit points, +1 additional hit point per 4 caster levels you possess. If you possess Reforge Mastery, this increases to 1d6 + 1/2 your caster level hit points.

* Fire Package
- Affect Fire: Concentration, requires fire. You may affect a normal, non-magical fire, increasing or decreasing its size by one category, plus one per 5 caster levels. This is only a temporary change; once the effect ends, the fire returns to its normal size. Reducing a fire smaller than Fine extinguishes it, in which case it does not return to normal size after the effect ends. The fire consumes fuel and deals damage as appropriate for its new size, according to Table: Maximum Fire Size. Creatures caught in the fire's area are allowed a Reflex save for half damage. The minimum caster level required to affect a fire is also given in the chart. If two casters are affecting the same fire in the same direction (increasing or decreasing) only the strongest change occurs. If two casters attempt to Affect Fire in opposite directions (one making it bigger, one making it smaller), the second caster must succeed at a magic skill check. On a success, their ability functions normally, overlapping the first caster’s effect. The fire counts as its altered size for determining if the second caster can affect it.
- Create Fire: Concentration, no requirements. You may produce a Diminutive-sized magical fire that burns without fuel. This fire may be 1 size category larger per 5 caster levels, and may be used to ignite flammable materials to create self-sustaining, non-magical fire. If a target is within the area of the created fire, they suffer damage as normal for that fire’s size and catch fire. A successful Reflex save halves the damage and negates catching fire.
- Manipulate Lava: Instantaneous or concentration, requires lava. You may manipulate lava. This is exactly the same as the Freeze and Vortex powers from the (water) package, except you must spend an additional spell point for each ability, and you must target lava. Frozen lava becomes obsidian, with a hardness of 5 and 3 hit points per caster level and does not deal damage per round to trapped creatures.

* Fire Mastery
- Alter Light: Concentration. You may alter the light produced by a fire within your Affect Fire maximum. You may halve or double the radius of its light, as well as change its granted light from an emanation to a cone of double its light radius. You may also increase its granted light by 1 level (usually to bright light) or decrease its granted light by 1 level (to dim light).
- Extinguish: Instantaneous. You may spend a spell point to extinguish any and all fires within your geomancing range that are within your Affect Fire maximum, as you desire.
- Reflash: Instantaneous. If a non-magical fire within range would become extinguished (through magical or mundane means), you may, as an immediate action, cause the fire to relight in up to a 15-foot radius burst of flame dealing fire damage equal to the largest sized fire you can create. This can be used to reignite a character who has caught on fire and extinguished the flames. If so, a successful Reflex save halves the damage and negates catching fire.

* Fire: Move Fire: Concentration. You may move a fire within your Affect Fire size up to 10 feet per caster level per round in whatever manner and direction you desire. A fire moved in this way continues to burn, even without fuel (although it may be drowned or extinguished otherwise as normal), and dies as soon as the effect ends if not moved to a new fuel source. If you have spent a spell point to make this use of Affect Fire self-sustaining, directing the fire is still a move action. When moving fire to or through a space occupied by a creature, that creature suffers the fire’s damage and catches on fire (Reflex for half damage and to not catch on fire). A creature can only be affected once per round by a fire, no matter how many times the fire moves through their space. If you can Affect Fire or Create Fire, you may Move Fire as part of those geomancing effects.

* Fire: Purifying Heat: If you possess the (fire) package, as an instantaneous effect, you may spend a spell point to attempt to purify any toxins within a creature’s bloodstream using extreme heat. You may attempt a magic skill check against the DC of each poison the target is suffering from. On a success, the poison is neutralized.

* Fire: Ride the Flames: You may spend a standard action to gain one of the following benefits for 1 round. You may spend a spell point to gain one of the following benefits for 1 minute per caster level. You may move up to your speed with the granted move type as part of activating this sphere effect, so long as the action used was at least a move action. You may use heat waves to push yourself, gaining a fly speed equal to your base land speed, with a maneuverability of clumsy. This fly speed only functions on your turn. If you are not on a surface that can support you on the end of your turn, you glide safely to the ground, at a speed of 60 feet per round, taking no falling damage. You cannot use this fly speed to hover.

* Volcano
- As a concentration effect, you may spend 2 spell points to call lava up from deep within the earth. This lava bursts from a 10 feet wide hole in the ground centered within range and creates a spout 10 feet high per 2 caster levels. Any creature in this area or who enters this area takes 10d6 points of fire damage and is hurled into the air and then tossed to the ground, suffering falling damage based upon the height of the volcanic spray (e.g., if the volcano is 80 feet tall, the creature takes 8d6 falling damage) and lands prone in a random square adjacent to the spout. A successful Reflex saving throw halves the fire damage and the creature is not tossed into the air, instead moving to the closest square adjacent to the geyser (Large-sized or larger creatures are moved enough so that they are not on top of the geyser but still adjacent to it). This movement does not provoke attacks of opportunity and does not count toward the creature’s normal movement.
- In addition, the volcano sprays lava, smoke, and poison gas in a hemispherical emanation around itself. The radius of this emanation is equal to one half the volcano’s height (e.g., an 80 foot spout has a 40-foot radius emanation). All creatures within this area, including yourself, have concealment and suffer 2d6 points of fire damage each round as lava cascades on them.
- They also suffer 1d6 Constitution damage per round as they inhale poisonous gas (Fortitude DC 15 negates, the DC increases by 1 per previous save), as Vog severity level 7 from the Weather sphere. Even after a creature leaves the lava-filled area, they suffer 1d6 points of damage for 1d3 rounds as the lava already on them cools.
- A volcano must be created on the ground and cannot be created in other places, such as on the 2nd floor of a building. You can choose to make a smaller volcano than your level permits if an obstruction prevents it from reaching its full height, or if you simply want to create a spread of lava that’s smaller than your maximum.

***Phoenix Resurgence: Resist Elements (spirit), Wreath Of Elements (spirit)), caster level 1st.

In response to gaining the disabled or dying condition, as an instantaneous effect, you may as an immediate action spend 3 spell points to explode into a ball of flame dealing 1d6 fire damage per caster level to all creatures within 10 feet + 5 feet per 5 caster levels. At the beginning of your next round, you return to life with 0 hit points and a number of temporary hit points equal to your caster level, which remain for 1 hour. You may only use this effect once per hour.

Warp: Bender
** Extradimensional Storage (space) [utility] x2 (1875 pounds storage)
- You gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die (or are destroyed, if you lack a Constitution score), all contents of your extradimensional space appear in your square or the nearest unoccupied space.
- You may take this talent two times; when taken a second time your extradimensional space may hold an additional 15 pounds per caster level, for a total of 25 pounds per caster level. In addition, you may place or withdraw an object from your extradimensional space as a move action instead of a full-round action, which counts as drawing the equipment normally. If the object would normally be worn or have to be donned in some way (such as armor or a magic ring), you may remove or don it as part of the same action as placing or withdrawing it from storage.

Flame Warrior Elementalist:

Casting Tradition
Magic Type: Divine
Casting Ability Modifier: Wisdom
Drawback: Verbal Casting
Boon: +1 spell point, +1 per six levels in casting classes.

Spell Pool
* An elementalist gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Fire Focus (Su)
* At 3rd level, a flame warrior adds 1/2 his flame warrior level to all damage dealt with destructive blasts from the fire blast type group.
* At 9th level, this bonus damage increases to become equal to his flame warrior level, and the flame warrior may use his class level as his caster level when using the (fire) package from the Nature sphere. This stacks normally with caster levels gained from other sources.
* At 15th level, the bonus damage increases to 1.5 times his flame warrior level, and he gains a +2 bonus to his caster level with the (fire) package from the Nature sphere.
* This replaces favored element.

Weave Energy
* An elementalist gains the Destruction sphere as a bonus magic talent and uses his class level as his caster level with the Destruction sphere. This stacks normally with caster levels gained from other sources.

Fire Movement (Su)
* At 7th level, a flame warrior gains a 20 feet increase to his base land speed. This improves by another 20 feet at 13th and 19th levels.
* This replaces elemental movement.

Dodge Bonus
* At 4th level, an elementalist gains a +1 dodge bonus to his AC. This increases by one for every 4 levels thereafter, to a maximum of +5 at 20th level.

Improved Evasion (Ex)
* At 11th level, an elementalist’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless elementalist does not gain the benefit of improved evasion.

Fire Body
* At 20th level, the flame warrior’s body has become infused with the power of fire. He gains immunity to fire, sneak attacks, and critical hits, and gains DR 10/magic.

This replaces energy body.

Mythic:

Path of the Bound
- Bolvar's powers come from being oath-bound to Torag.

Tier 1
* 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.

Mythic Abilities
* Base: Step Between (Su) As a swift action, you can expend one use of mythic power to shift into the edge of your patron’s extradimensional domain, allowing you to move up to 5 feet per mythic tier in any direction and then shift back into reality. When you reappear, you may shroud yourself in the residual essence of your patron’s domain (such as a halo of dazzling light for a celestial, sooty smoke for a demon, or twinkling twilight for a fey patron), affecting you as a blur spell until the beginning of your next turn, or you may immediately make one melee attack at your highest attack bonus. This negates the blur effect, but your opponent is considered flat-footed against the attack. This attack is in addition to any other attacks you are allowed. You must have line of effect to any space in into which you wish to teleport with this ability.
Tier 1: Mythic Craft (Ex) When you use the Craft skill to create an item, you double the progress each check provides. In addition, you can make an item masterwork simply by paying for the cost, and don’t need to increase the time to create the item or attempt additional checks. Add your tier to any skill checks associated with making magic items.

Mythic Feats
* Tier 1: Power Attack

Ability Plan
Tier 2: Truthspeaker
Tier 3: Heirloom (Armor)
Tier 4: Penetrating Damage
Tier 5: Mythic Major Hex (Regenerative Sinew)
Tier 6: Heirloom
Tier 7: Overcome Curse
Tier 8: Artifact (spindle of perfect knowledge)
Tier 9: Heirloom
Tier 10: Shunned by magic

Heirloom Armor
Tier 3: Intelligent (darkvision, blindsense, telepathy)
- Armor can warn Bolvar about threats within 30ft that he isn't aware of)
Tier 6: Returning, Intelligent (expanded senses)
- Armor can return to Bolvar and warn about threats within 120ft
Tier 9: Perfect Surge, Powerful, Powerful
- +4 surges and can be used for any d20 roll

Artifact
* 5 ranks in knowledge geography and local
* The wearer can communicate and understand languages as if using comprehend languages, tongues, and telepathy with a range of 100 feet.
* Powerful (2 uses of legendary power), Rejuvenating (can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard action she can expend two uses of legendary power to remove a single condition affecting her. A legendary item must be a minor or major artifact to have this ability)

Oaths:

Oath of Candor (1->2 Oath Points)
* Oath: You have sworn your service to the god, Torag (hereafter referred to as your patron). Your alignment must remain within 1 step of your patron’s, and you must adhere to the moral tenets of your patron while remaining in their good standing. Paladin or antipaladin codes provide a framework for what moral tenets might mean for a character who pledges an Oath of Loyalty. Minor infractions may be overlooked, but a gross defiance (such as disobeying a direct order from your patron or acting in a way that directly contradicts your patron’s teachings) is sufficient to break an Oath of Loyalty. A patron may revoke the benefits of an Oath of Loyalty at any time.
* Integral Oath: You are physically unable to defy your oath.
- Benefit: Choose one Oath that you have sworn. The number of Oath points gained from that Oath increases by 1. However, you are not capable of performing any action which would break that Oath. (For example, if you select Oath of Silence, you lose your ability to speak. Similarly, you are completely unable to create magical effects or use items such as wands if you have an Oath against Magic.) This feat cannot be used with Oaths that demand a regular practice rather than restricting your abilities (such as Oath of Offerings, Oath of Poverty, Oath of Ritual, and others at GM discretion).

Immortality (Ex) (2 Oath points)
* Your body has transcended physical weakness. You do not need to eat, drink, or sleep, and do not age so long as you do not break your oath (this prevents you from gaining bonuses or penalties from aging). At 5th level, you become immune to disease and aging effects. At 10th level, you become immune to poison and do not need to breathe.

Background:

Bolvar is something of a legend in Kravenkus and Janderhoff. The ancient Sky Citadel of Kravenkus is a ghost town, with barely a few thousands dwarves living within it. With the mines emptied out, and Darklands creatures constantly assaulting it, only the most stubborn of dwarves live within the central keep. Bolvar lives alone, deep within the forges of the citadel. A smith of peerless skill, he toils away for centuries at a time, needing neither food, water nor rest. Every generation the denizens of the Darklands forget why their forefathers decided to avoid his forge and launch an attack, only to pass the lesson on to their unheeding youths. To the dwarves of Kravenkus, he is a figure that is sought out in times of great need.

However, he is not always found within his forges. Once every few decades he leaves, heading out into the world. Often this is done in search of raw materials and rare ingredients for his work. Other times it is due to his loyalty to his deity, Torag, for there is some great work that must be done. Once this led him to Janderhoff. Demanding an audience with the High Councilor, he declared that Torag had sent him and that he was in need of the Citadel's forges. For a decade he worked unceasingly, until a pair of shields were made, the likes of which went down in rumor and legend.* Clearly designed to be the bane of a creature of the lower planes, the shields were taken as both a blessing and as an omen of ill fortune, for it was clear that it's need would be due to a great calamity. He said that when the time arose for its need, the shields were to be given to a hero of worth. Seeking no compensation, he departed for Kravenkus, with the message that he would only return if he was needed. To this day, his name is spoken of among the smiths and clerics of Janderhoff in hushed tones.

As towards his past, and how he became like this? Bolvar was once but a normal dwarf, living in Kravenkus. Obsessed with his craft, he refused to abandon his forge to the dangers of the Darklands. Again and again he held his ground, even adventuring deep beneath the earth in search of lost secrets and history of his people. Far down below, he came across a Temple of Torag, made before the Quest for Sky. None had stepped into those halls within the memory of his people. He never spoke of what occurred in those hallowed halls, but he came out changed. Bound to his deity and to his oaths, Bolvar became far more than what he once was. Unageing and unbending, he lives now to serve his God, and will continue to do so until the tasks set for him are complete.

* Bolvar crafted two dwarven warshields.
* The first shield bears the rune of Angradd on it. It is a +5 dwarven warshield with the following enchantments: Holy, Evil Outsider Bane, Returning, Planar.
* The second shield bears the rune of Torag on it. It is a +5 dwarven warshield with the following enchantment: Greater Energy Resistance Fire (Fire Resist 30)

Crafting:

Skill to craft: +23 (skill points) + 8 (wisdom) + 10 (competence) +12 (circumstance) + 2 (feat) = +55

The DC to create a magic item is 5 + the caster level for the item, increases by 5 for each prerequisite that the crafter does not meet. With +55, I believe that he can pass any craft check.

Time: Forgefather's Hammer decreases time by 25%, Anvil of the Skyseeker means full progress while adventuring, Mythic crafter doubles the time from each crafting check. Craftsman doubles speed of crafting mundane weapons.

Cost: The raw material cost to create a non-magical item is reduced from 1/3rd the market price to 1/4, and all magical items and equipment have their raw material cost reduced by 10%.

Requirements: Treats his class level as his caster level for crafting feats and abilities and using the appropriate Craft skill (weapons, armor, bows, etc) for the check to complete the item. The raw material cost to create a non-magical item is reduced from 1/3rd the market price to 1/4, and all magical items and equipment have their raw material cost reduced by 10%. When creating a magic item, you may create an item even if you lack the base sphere or do not have a high enough caster level or MSB. This increases the DC of the item creation check by +5 for each base sphere or individual caster level/point of MSB bypassed in this fashion.

Materials: Metal mastery allows him to gather his own ore