Thousand Bones

Calxakti's page

54 posts. Alias of Simeon.


Race

Male Human Oracle 14 |HP 206 | AC 25 T 23 FF 17 CMD 26 | F +13 R +17 W 16 (+2 vs. primal magic) | Init +7 Perc +16

About Calxakti

Name: Calxakti
Title: The Sightless Prophet

Stats:

Calxakti
Human oracle (dual-cursed oracle) 14/VMC Psychic/Hierophant 6 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
CN Medium humanoid (human)
Init +7; Senses blindsense 30 ft., darkvision 60 ft.; Perception +16
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Defense
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AC 25, touch 23, flat-footed 17 (+2 deflection, +8 Dex, +3 enhancement, +2 natural)
hp 206 (14d8+94)
Fort +13, Ref +17, Will +16; +2 vs. primal magic
Defensive Abilities hard to kill, improved uncanny dodge, mythic saving throws; Resist acid 20, cold 20, electricity 20, fire 20, sonic 20
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Offense
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Speed 30 ft.
Melee Staff of Shattered Prophecy +17/+12 (1d6+6)
Special Attacks faith's reach[MA], inspired spell[MA], mythic power (15/day, surge +1d8)
Oracle (Dual-Cursed Oracle) Spells Known (CL 14th; concentration +22)
. . 7th (4/day)—greater bestow curse (DC 25), mass inflict serious wounds (DC 25), spell turning
. . 6th (6/day)—antimagic field[M], harm[M] (DC 24), mass inflict moderate wounds (DC 24), invoke deity
. . 5th (7/day)—break enchantment, major curse[UM] (DC 23), mass inflict light wounds (DC 23), plane shift[M] (DC 23), wall of blindness/deafness[ACG] (DC 23)
. . 4th (8/day)—aura of doom[UM] (DC 22), calamitous flailing (DC 22), chaos hammer (DC 22), lesser globe of invulnerability[M], hallucinogenic smoke (DC 22), inflict critical wounds[M] (DC 22)
. . 3rd (8/day)—bestow curse[M] (DC 21), bestow insight, blindness/deafness[M] (DC 21), contact entity II, inflict serious wounds[M] (DC 21), prayer[M]
. . 2nd (8/day)—contact entity I, inflict moderate wounds[M] (DC 20), influence wild magic, oracle's burden[APG] (DC 20), oracle's burden[APG] (DC 20), shard of chaos[UM] (DC 20), vexing miscalculation (DC 20)
. . 1st (8/day)—command (DC 19), doom (DC 19), ill omen[M,APG], inflict light wounds[M] (DC 19), murderous command[UM] (DC 19), shield of faith, touch of blindness (DC 19)
. . 0 (at will)—bleed (DC 18), detect magic, guidance, light, read magic, resistance, stabilize, vigor, virtue
. . Mystery Spellscar
. . M mythic spell
Divine Source SLAs
6th- animate objects, planar binding, find the path, phantasmal killer
5th- dispel law, commune,nightmare
4th- chaos hammer, divination, confusion
3rd- magic circle against law, locate object, rage
2nd- align weapon (chaos only), augury, touch of idiocy
1st- protection from law, deathwatch, confusion (lesser)
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Statistics
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Str 16, Dex 12, Con 18, Int 16, Wis 14, Cha 27
Base Atk +10; CMB +13; CMD 26
Feats Abundant Revelations (trigger primal magic event)[UM], Extra Path Ability[M], Extra Revelation[APG], Greater Spell Penetration, Mythic Spell Lore[M], Quarterstaff Master[UM], Spell Penetration[M], Strange Revelation (Sidestep secret), Strange Revelation (Lore keeper), Weapon Focus (quarterstaff)
Skills Diplomacy +25, Knowledge (arcana) +25, Knowledge (history) +25, Knowledge (nature) +25, Knowledge (planes) +25, Knowledge (religion) +25, Linguistics +17, Perception +16, Spellcraft +20, Use Magic Device +25
Languages Abyssal, Arcadian, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Daemonic, Elven, Giant, Ignan, Infernal, Protean, Sylvan, Syrinx, Terran
SQ amazing initiative, divine source[MA], divine source[MA], force of will, legendary item[MA], legendary power, legendary surge, longevity[MA], mythic bond, mythic domain[MA], mythic spellcasting[MA], oracle's curses (clouded vision, powerless prophecy), recuperation, revelations (eldritch bolt, eldritch resistance, fortune[UM], lore keeper, misfortune[UM], primal mastery, sidestep secret, trigger primal magic event)
Other Gear Amulet of Reverse Incantation, Legendary quarterstaff, Minor Cloak of Displacement, 6,000 gp
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Special Abilities
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Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Clouded Vision You cannot see beyond 60 ft
Darkvision (60 feet) You can see in the dark (black and white only).
Divine Source (3 domains, 2 subdomains) (Su) You can grant divine spells to those who follow your cause.
Eldritch Bolt (1d8+9 force, 60 ft., 11/day) (Su) Make a ranged touch attack against any foe within 60 feet, dealing 1d8+9 force damage.
Energy Resistance, Acid (20) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (20) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (20) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Sonic (20) You have the specified Energy Resistance against Sonic attacks.
Fortune (3/day) (Ex) At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability onc
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Uncanny Dodge (Lv >= 18) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 18+.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Legendary Power (2/day) 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, whet
Legendary Surge (+1d6 to Caster Level Checks, Concentration Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Primal Mastery (Su) +2 on saves vs. primal magic events or effects caused by a rod of wonder. Roll twice and pick one when generating result of triggered primal magic event or rod of wonder use.
Quarterstaff Master Use a quarterstaff one-handed
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Trigger Primal Magic Event (spell or magic item, 3/day) (Su) As an immediate action, you can cause a target within 30 feet to trigger a primal magic event as they cast a spell or activate a magic item.

Mythic Abilities
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
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 Domain (1/day) (Su) Spend 1 power to regain use of domain powers and revelations as 8 hours rest.
Legendary Surge (+1d6 to Caster Level Checks, Concentration Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Legendary Power (2/day) 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.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.

Mythic Spells
ill omen[M,APG], inflict light wounds[M] (DC 19), inflict moderate wounds[M] (DC 20), bestow curse[M] (DC 21), blindness/deafness[M] (DC 21), inflict serious wounds[M] (DC 21), prayer[M], lesser globe of invulnerability[M], inflict critical wounds[M] (DC 22), plane shift[M] (DC 23), antimagic field[M], harm[M] (DC 24)

VMC Psychic
Psychic Discipline: Dream
Discipline Power: she gains the 1st level power of her chosen discipline. She may choose this multiple times, gaining the 8th and 13th level powers of her chosen discipline respectively.
Oneiromancy (Su)
As a standard action, you can tamper with the minds of sleeping creatures. You plant a subconscious thought in a sleeping creature’s mind by attempting a Diplomacy or Intimidate check to modify the sleeping creature’s attitude or request a service from it. If you succeed, When the creature wakes it behaves in the way you dictated with the normal restrictions for the Diplomacy or Intimidate skill. The target of oneiromancy remains unaware of this manipulation, though if you fail your Diplomacy check the subject might have its starting attitude toward you negatively impacted, as normal. You must be adjacent to the sleeping creature to use this ability. Alternatively, you can use this ability as part of the casting of dream, minor dream, or nightmare. In this case, the oneiromancy effect takes place when the spell is cast. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Creatures that don’t dream are immune to this effect.

Psychic Spellcasting: she gains the ability to learn, prepare, and cast the spells of a psychic 1/3 her character level. She may take this a second time to function as a psychic of 1/2 her character level.
2nd DC 15 (5/ day) mind thrust II, oneiric horror
1st DC 14 (7/ day) color spray, deja vu, entropic shield, mind thrust I, sleep
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Background:

1. Who is your character? Where are they from?
Calxakti was, long ago, a wandering soothsayer in the fledgeling nation of Razatlan in southern Arcadia. He travelled the lands, dreaming of the future for those who wished to know what their fate held in store, helping the countless small communities to fight threats that might come their way. As his abilities grew stronger, his dream-visions more accurate, some even began to revere him as, if not a god, at least a conduit to greater powers. It was in one of these dreams where he found himself in the Dimension of Dreams, and gained mythic power after a series of trials. With that, his faith began, and people came to truly worship him as the Midnight Mystic, a god of prophecy, dreams, and community. As his worship increased, so too did his mythic power and prestige among the people of Arcadia. He met with the god-kings of Kab’xal and Xibantej, even conferred with the herald of mighty Kazutal. It seemed that with time, Arcadia might gain a new demigod. That was, until the death of Aroden. Prophecy, the cornerstone of Calxakti’s faith and a part of his very being, was shattered, ripped away. It drove him utterly and totally insane, and crippled his burgeoning cult.
2.What is your character's portfolio?
Calxakti concerns himself with the countless unfulfilled prophecies left in the wake of Aroden’s death. His nature was somewhat corrupted by the end of prophecy which extended to the other parts of his faith. Dreams twisted to nightmares, and his priests, formerly village seers, withdrew to become mad hermits. And so the Midnight Mystic became the Sightless Prophet as his world fell to ashes.
Alignment: CN
Areas of Concern: Unfulfilled prophecy, nightmares, solitude
Domains: Madness, Prophecy, Void
Subdomains: Nightmare, Isolation
Favored Weapon: Quarterstaff
Symbol: Stone eye broken in two
Sacred Animal: Tortoise
Sacred Colors: Black, sky blue
3. What does your character look like?
Before he fell to madness, Calxakti appeared as a handsome Arcadian man just bordering on middle age dressed in a garment of feathers and intricately designed threadwork. Though still an Arcadian man, he is old and decrepit, hunched over a walking stick. His dress is worn and tattered, and his eyes are clouded and blind.
4. How did your character become a demigod?
On one of his dream-visions, Calxakti found himself in a corner of the Dimension of Dreams, a ruined stone circle on a cold mountaintop. For a time, he was content to sit until a being that identified itself only as the Wanderer approached him, offering incredible power in return for a series of tasks. Though his tales of the tasks are confusing at best, and his memories of them even more fragmented that most, he speaks of ”consuming the jaguar which consumes the world” and ”seeing the sightless stars.”
5. Where does your character live?
Calxakti inhabits the remote and overgrown temple complex that was once the center of his faith in Razatlan. His few servitors live there with him, and the mad souls that worship him will occasionally make pilgrimages to it.

The Cult of the Sightless Prophet:

1. Where in the verse is your cult centered?
Calxakti’s cult is found in a few places. In Razatlan, his faith is one of the mad and the disaffected, a god one turns to when they’re out of options in hope of some strange insight or a brief return of his oracular powers. In Avistan, his cult has cropped up with an unusual organization, the Harbingers of Fate. After the last prophecy did not occur, they descended into desperation. One of their members even booked passage to distant Arcadia in hopes of finding some respite. Calxakti seemed to be that respite. His portfolio of the desperation of unfulfilled prophecy easily meshed with the beliefs of the Harbingers.
2. What sorts of people worship you?
Calxakti is often worshipped by lone, mad hermits and those in desperate need of knowledge of the future. Indeed, Calxakti remembers many of the cosmic truths that he learned when he retained his sanity, and those truths are often sought out by those who seek knowledge. Though his prices are odd and often steep, they are always fair.

Obedience:

As soon as you awaken, ruminate on your dreams or nightmares and how they may pertain to your day ahead. If they would suggest any specific action, try your hardest to avoid it. You gain a +1 sacred or profane bonus versus mind-affecting effects.

Divine Relations:

Calxakti’s closest relationship is with the goddess Kazutal. Before Aroden’s death, she served as something of a mentor to him. Though he is much different from the stable, kindly god he was, they still regard each other as somewhat estranged friends.
Though he has no tremendous love for the goodly powers of the multiverse, he dislikes evil outsiders as a holdover from earlier days, especially despising demons. One exception to this is the bat god Camazotz, due to their proximity and shared interest in strange knowledge.