![]() About CandraphonName: Candraphon, The Eater of Worlds, The Worm Within and Without, The Corruption, The End of Hope, The Master of Death, The Warlord Race: Human (barely any more)
Background Candraphon has known many names in the long aeons of his life. His past is shrouded in mystery but the most learned sages believe that he came from the ancient past of a little known Prime Material planet called Earth. His mother was the Goddess Hel, Queen of Air and Darkness, Goddess of Death, the Underworld and Suffering. His father was the mortal arch sorcerer Merlin. Hel ensnared Merlin and became pregnant by him, wiping his memory of all that had happened after she allowed him to escape from the Underworld. Heavily pregnant, she gave birth to her offspring on an ancient, blood soaked battlefield, deep within the the Realm of Nightmare. On his birth she buried him in the earth and scattered it with her flesh eating death worms. For a year and a day the infant sought to stave off the monstrous crawling things and integrate them into his own being. Eventually he exploded out of the ground, a mad, ravening monstrosity which fled his mother into the world of men. For an age he rampaged through many worlds, in some he struck directly, destroying randomly but as he grew and learned cunning he began more subtle corruptions. Some civilisations he corrupted from within, others he struck with plagues, waves of terrifying monsters or cataclysmic weather events. Always he fled, fearing his mother would find him and compel his servitude. In time he learned of the planar metropolis of Hyraeatan. Here was a place he could be safe from his manipulative mother for ever and so he determined to capture the city. He raised an army of orcs, demons, dragons, things from beyond the stars and worse and ripped open a dozen portals to the city. However, this time he bit off far more than he could chew and his army was thrown back, the portals closed and he was bound. Taken before the Council he begged for his life, claiming he was but a pawn of his mother and begging that they spare his life. He was lying of course and while the Council accepted his claims they were no fools. He was wrapped in Mythic Wish and Geas spells and set as a new Guardian of the city. For a thousand years he has watched over the portals and protected the inhabitants. In that time he has slipped out of the many magical bindings he was subjected to but the passage of time has caused a most unusual change. Time has given him the chance to reflect and reappraise his life. The madness has subsided and he can see that his past has ever been controlled by his mother. Each world he delivered death and destruction to was one where she was strong and his actions fuelled her planar armies. Even the attack on Hyraeatan was secretly inspired by her, a distraction for some more nefarious plot that has yet to come into the open. Likewise, long contact with the other Guardians of the city has changed his outlook. Now he is determined to finally be free of his mother's influence and find a place he can belong. He recently approached the Council, revealed that he had defeated their wards and bindings and applied for full membership of the Circle of Wardens. That has been granted, albeit on a probationary basis only. He still has a long way to go before he is actually trusted. One of his greatest concerns however is that his mother retains possession of his Graveknight armour and so he will do almost anything to avoid being destroyed and falling into her clutches.
Buffs:
Long Duration: Extended Contingency (42 days) Extended Mind Blank (48 hours) Extended Aroden’s Spellbane (42 hours, Antimagic Shell, Disjunction, Greater Dispel Magic, Dispel Magic) Extended Overland Flight (42 hours) Stat Block:
Candraphon Male venerable advanced nightmare human graveknight worm that walks legendary sorcerer 20|Mighty Godling 20|Archmage 1|Trickster 1 LN Medium undead (augmented humanoid, human) Init 56 [15 dex +4 improved init +1 competence +2 luck +10 forewarned +4 duelling; treat roll as 20]
Aura fear (60 ft., DC35 ), frightful presence (30 ft., DC35 ), sacrilegious aura (30 ft., DC 35) --------------------
AC 74, touch 63, flat-footed 59 hp 556; fast healing 26, regeneration 5 (good spells and weapons, silver) Fort +38, Ref +39, Will +39; +4 vs. illusion effects, +4 vs channeled energy, +5 vs mind affecting, +4 vs blindness effects Defensive Abilities all-around vision, channel resistance +4, freedom of movement (constant), mind blank, hard to kill, illusion resistance, improved evasion, protection from good, rejuvenation, uncanny dodge, undead traits, worm that walks traits; DR 10/magic, 15/—, 5/good or silver; Immune acid, cold, critical hits, electricity, fire, flanking, dazzled, sleep, disease, paralysis, poison Undead Traits: Undead are Immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage. Worm that Walks Traits: A worm that walks has no discernible anatomy, and is not subject to critical hits or flanking. Reducing a worm that walks to 0 hit points causes it to discorporate—a worm that walks at 0 hit points is staggered, and one at negative hit points is dying. Worms that walk are immune to any physical spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of such spells and effects generated by the worm that walks itself, which treat the worm that walks as one single creature if it so chooses. Mind-affecting effects that target single creatures function normally against a worm that walks, since the creature’s individual components share a hive mind. A worm that walks takes half again as much damage (+50%) from damaging area effects, such as fireball and splash weapons. Worms that walk are susceptible to high winds—treat a worm that walks as a Fine creature for the purposes of determining wind effects. SR 37 --------------------
Melee slam +37 (1d4+11 plus grab), slam +37 (1d4+11 plus grab)
Special Attacks and qualitiesarchmage arcana (wild arcana), channel destruction (5d6 acid), devastating blast (12d6 acid, DC 35, 3/day), discorporate, grab (Large), legendary bloodline (elemental), mythic power (5/day, surge +1d6), night terrors (DC 35), squirming embrace, tenacious, trickster attacks (fleet charge), undead mastery (100 HD, DC 35), feign death (DC 35), graveknight armor, phantom mount, ruinous revivification (acid), whispering shadows (18/day), eyes of darkness (10 rounds/day), destructive smite (18/day), destructive aura (20 rounds/day), aura of madness (20 rounds/day), part the veil, orc bloodline, red dragon bloodline, dragon claws (18 rounds/day), solar bloodline, sunsight, forewarned, versatile evocation (15/day), friend of fire, freezing spells, stealth mastery, dark secrets, shadow mastery, hide in plain sight, veil pool (25 points) Spell-Like Abilities (CL 20th; concentration +35) Constant—protection from good
Sorcerer Spells Known (CL 21st; concentration +36)
9th (8/day)—aroden's spellbane, elemental swarm, mass icy prison, mage's disjunction, miracle, overwhelming presence, polar midnight, shades, shapechange, time stop, weird, wail of the banshee 8th (8/day)—clenched fist, create demiplane, mind blank, nine lives, greater possession, greater shadow evocation, power word stun, seamantle 7th (9/day)—greater bestow curse, elemental body 4, greater shadow conjuration, holy word, hungry darkness, lunar veil, mass mydriatic spontaneity, prismatic spray, spell turning, greater teleport, umbral strike, waves of exhaustion 6th (9/day)—banshee blast, chain lightning, disintegrate, elemental body 3, greater dispel magic, harm, mass suggestion, permanent image, phantasmal putrefaction, shadow walk, veil 5th (9/day)—baleful polymorph, cone of cold, dismissal, dominate person, elemental body 2, feeblemind, phantasmal web, overland flight, shroud of darkness 4th (9/day)—black tentacles, confusion, dimension door, dragon's breath, elemental body 1, emergency force sphere, enervation, greater invisibility, phantasmal killer, remove curse, wandering star motes, wall of bone 3rd (10/day)—battering blast, cleromancy, dispel magic,draconic malice, elemental aura, fireball, gloomblind bolts, haste, heroism, slow, stinking cloud, suggestion 2nd (10/day)—bestow insight, create pit, investigative mind, light prison, mirror image, resist energy, scorching ray, raiment of command, stricken heart, tears to wine 1st (10/day)—charm person (DC 28), ear-piercing scream[UM] (DC 30), endure elements, heightened awareness[ACG], magic missile, night blindness, obscuring mist, shield, shocking grasp, true strike 0 (at will)—acid splash, arcane mark, detect magic, detect poison, disrupt undead, four fingered punch, mage hand, open/close (DC 25), prestidigitation, spark[APG] (DC 29) Page of Spell Knowledge:
Veiled Illusionist: Weird, Permanent Image, Phantasmal Putrefaction, Veil, Phantasmal Web, Wandering Star Motes, Greater Invisibility, Phantasmal Killer, Raiment of Command, Mirror Image Dark Secrets: Shades, Greater Shadow Evocation, Greater Shadow Conjuration, Hungry Darkness, Mass Mydriatic Spontaneity, Umbral Strike, Lunar Veil, Shadow Walk, Shroud of Darkness, Gloomblind Bolts Mysterious Heart: Harm,Holy Word, Nine Lives, Miracle, Polar Midnight Permanent Spells (free via Blood Money)
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Base Atk +20; CMB +29|37, +8 to grapple; CMD 94 Base Feats (23) Ascendant Spell, Chan Spell, Dampen Presence, Dazing Spell, Empower Spell, Greater Spell Focus (enchantment, evocation, necromancy), Greater Spell Penetration, Persistent Spell, Quicken Spell, Silent Spell, Still Spell, Skill Focus (Bluff, Perception, Sense Motive), Spell Focus (enchantment, evocation, necromancy), Spell Penetration, Spell Perfection (chain lightning), Quicken Spell Like Ability (visions of madness) Feats from Items
Extra Class Feats
Template Feats
Mythic Feats
Elephant in the Room (a reminder for me)
Traits deep cover, fate's favored, trap finder Skills Acrobatics +55, Appraise +19, Bluff +51 (+4 to lie or deceive), Climb +20, Diplomacy +45, Disable Device +55, Disguise +53, Escape Artist +53, Fly +50, Heal +18, Intimidate +55, Knowledge (arcana) +41, Knowledge (dungeoneering) +38, Knowledge (engineering) +41, Knowledge (geography) +38, Knowledge (history) +38, Knowledge (local) +41, Knowledge (nature) +38 , Knowledge (nobility) +38, Knowledge (planes) +41, Knowledge (religion) +41, Linguistics +19, Perception +76, Ride +36, Sense Motive +59, Sleight of Hand +29, Spellcraft +41, Stealth +72, Survival +22, Swim +24, Use Magic Device +38 Languages Common plus 16 others
Equipment:
Items are crafted at 45% of total cost. Candraphon can create any item and reduces the cost due to his Artificer II ability. He easily meets the DC to craft any item. Equipment calculator is HERE Magic Items
Ioun Stones dark blue rhomboid , mulberry pentacle , orange prism , pale green prism, vermillion rhomboid Metamagic Rods greater extend (2), extend (2), greater quicken, dazing (2), greater merciful, thanatopic, greater ectoplasmic, greater authoritative Pages of Spell Knowledge:
Calculations:
Attributes Str: 24 [+7]
Dex 40 [+15]
Con -- Int 40 [+15]
Wis 40 [+15]
Cha 40 [+15]
Armour Class 74
Touch AC: 63 Flat Footed AC: 59 Hit Points: 556 (20d12 +15*HD +10 [Bonus] +2 [FCB] +4 [Mythic]) Saving Throws Fortitude +38 [12 Base +5 resist (ABP) +15 (Cha) +2 Luck +3 Competence [circlet] +1 profane (desecrate)] Reflex +39 [12 Base +5 resist (ABP) +15 (Cha) +2 Luck +3 Competence [circlet], +1 profane (desecrate) +1 racial] Will +39 [12 Base +5 resist (ABP) +15 (Cha) +2 Luck +3 Competence [circlet] +1 profane (desecrate) +1 racial] Combat Stats CMB: +29 or 37 (20 BaB +7 Str or 15 Dex +1 competence [ioun stone] +1 profane [desecrate])
Skills Ranks: 4 [class] +Int [15] +3 [bonus] per level for 440 skill ranks 20 ranks invested in Acrobatics, Bluff, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (All), Perception, Sense Motive, Spellcraft, Stealth 15 ranks invested in Use Magic Device 1 rank invested in Appraise, Fly, Linguistics, Survival and Sleight of Hand Class Skills Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana, engineering, local, planes, religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str) and Use Magic Device (Cha) Other Modifiers
Competence Bonuses
Templates:
Graveknight Type: The graveknight’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves. Senses: A graveknight gains darkvision 60 ft. Sacrilegious Aura (Su): A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight’s armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight’s creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a concentration check with a DC equal to 10 + 1/2 the graveknight’s Hit Dice + the graveknight’s Charisma modifier. If the character fails, the effect is expended but does not function. Armor Class: Natural armor improves by +4.
Rejuvenation (Su): One day after a graveknight is destroyed, its armor begins to rebuild the undead horror’s body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed. Attacks: A graveknight gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the graveknight’s size (see Bestiary 302). Special Attacks: A graveknight gains the following special attacks. Save DCs are equal to 10 + 1/2 the graveknight’s HD + the graveknight’s Charisma modifier unless otherwise noted. Channel Destruction (Su): Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This additional damage is of the energy type determined by the ruinous revivification special quality. Devastating Blast (Su): Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex for half). This damage is of the energy type determined by the graveknight’s ruinous revivification special quality. Undead Mastery (Su): As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight’s control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight’s control. A creature that successfully saves cannot be affected again by the same graveknight’s undead mastery for 24 hours. A graveknight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead. Special Qualities: A graveknight gains the following. Phantom Mount (Su): Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount’s powers are based on the graveknight’s total Hit Dice rather than caster level. A graveknight’s mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later. Ruinous Revivification (Su): At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight’s special abilities. Ability Scores: Str +6, Int +2, Wis +4, Cha +4. As an undead creature, a graveknight has no Constitution score. Skills: Graveknights gain a +8 racial bonus on Intimidate, Perception, and Ride checks. Feats: Graveknights gain Improved Initiative, Mounted Combat, Ride-By Attack, and Toughness as bonus feats. Worm that Walks
Size: Although the worms that make up the worm that walks’s body are Fine creatures, the worm that walks is treated as a creature the same size as the base creature. Senses: As the base creature, plus darkvision 60 feet and blindsight 30 feet. AC: The worm that walks loses any natural armor bonus the base creature may have had, but gains an insight bonus to its AC equal to its Wisdom bonus (minimum of +2). Hit Dice: Change the base creature’s racial HD to d8s. All HD derived from class levels remain unchanged. Defensive Abilities: A worm that walks retains all of the base creature’s defensive abilities and special qualities. It also gains the following additional defensive abilities. Worm that Walks Traits: A worm that walks has no discernible anatomy, and is not subject to critical hits or flanking. Reducing a worm that walks to 0 hit points causes it to discorporate (see below)—a worm that walks at 0 hit points is staggered, and one at negative hit points is dying. Worms that walk are immune to any physical spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of such spells and effects generated by the worm that walks itself, which treat the worm that walks as one single creature if it so chooses. Mind-affecting effects that target single creatures function normally against a worm that walks, since the creature’s individual components share a hive mind. A worm that walks takes half again as much damage (+50%) from damaging area effects, such as fireball and splash weapons. Worms that walk are susceptible to high winds—treat a worm that walks as a Fine creature for the purposes of determining wind effects. Damage Reduction: A worm that walks loses any damage reduction possessed by the base creature and gains damage reduction 15/—. Fast Healing: A worm that walks gains fast healing equal to its CR. Immunities: Worms that walk are immune to disease, paralysis, poison, and sleep effects. Melee Attacks: A worm that walks loses any natural attacks the base creature had, but gains a slam attack that deals damage based on its size (see Table 3–1: Natural Attacks by Size, on page 299). This slam has the grab ability and affects creatures up to one size larger than the worm that walks. A worm that walks retains any weapon proficiencies the base creature had. Special Attacks: A worm that walks retains all of the base creature’s special attacks. It also gains the following additional special attacks. Discorporate (Su) A worm that walks can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall and its Strength score drops to 1. The worm that walks functions as a true swarm while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, the worm that walks loses all of its defensive abilities and gains all of the standard swarm traits. It loses its slam attacks and all special abilities and special attacks, but can make a swarm attack that deals damage equal to its engulf attack. A worm that walks can reform into its true form (including equipping all gear in reach) as a full-round action as long as it has at least 1 hit point. HD Engulf Damage
Squirming Embrace (Ex) If a worm that walks grapples a foe, as a swift action, it can cause a swarm of worms to squirm over the grappled creature. These worms deal automatic swarm damage with no attack roll needed (see the table below). If a creature takes damage from the swarm, it is also subject to the swarm’s distraction ability, and must make a Fortitude save or be nauseated for 1 round. The save DC equals 10 + 1/2 the worm that walks’s HD + its Con modifier). A worm that walks can only have one embraced target at a time, but it does not have to continue grappling in order to maintain the embrace. If the worm that walks moves more than 5 feet from the swarm or dismisses the swarm (a free action), the swarm dies. Any area attack that damages the swarm or any severe or stronger wind effect that affects the swarm’s target kills it. Tenacious (Ex) A worm that walks gains a +8 racial bonus on CMB checks made to grapple and a +4 racial bonus to its CMD. Abilities: Dex +4, Con +4. Skills: Worms that walk gain a +8 racial bonus on Perception, Sense Motive, and Stealth checks. Feats: Worms that walk gain Diehard as a bonus feat. Advanced Rebuild Rules: AC increase natural armor by +2; Ability Scores +4 to all ability scores (except Int scores of 2 or less). Nightmare
Feign Death (Ex): Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Heal check or Will saving throw (DC 10 + 1/2 the nightmare creature’s Hit Dice + the nightmare creature’s Intelligence or Charisma modifier, whichever is higher) to recognize it is actually alive. Illusion Resistance (Ex): A nightmare creature automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects. Regeneration 5 (Ex): Good-aligned weapons, silver weapons, and spells with the good descriptor cause a nightmare creature’s regeneration to stop functioning for 1 round. Speed: Same as the base creature. If the base creature does not have a fly speed, the nightmare creature gains a fly speed of 10 (perfect maneuverability) as a supernatural ability. Special Attacks: A nightmare creature gains several special attacks. Save DCs are equal to 10 + 1/2 the nightmare creature’s Hit Dice + its Charisma modifier unless otherwise noted. The nightmare creature’s caster level is equal to its total Hit Dice (or the caster level of the base creature’s spell-like abilities, whichever is higher). Fear Aura (Su): All creatures within a 60-foot radius that see or hear a nightmare creature must succeed at a Will save or be shaken for as long as they are within the aura. Whether or not the save is successful, that creature cannot be affected again by the same nightmare creature’s fear aura for 24 hours. This is a mind-affecting fear affect. Frightful Presence (Su): This ability activates when the nightmare creature charges, attacks during a surprise round, or succeeds at a DC 15 Intimidate or Perform check. Its frightful presence has a range of 30 feet. Night Terrors (Su): Once a nightmare creature enters a target’s mind with its dream or nightmare spell-like ability, it can attempt to control the target’s dream. If the target fails a Will saving throw, it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare creature controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score. Spell-Like Abilities: A nightmare creature gains the following spell-like abilities: Constant—protection from good; 3/day—detect thoughts, dream, nightmare, suggestion; 1/day—shadow walk. Ability Scores: Dex +4, Int +2, Cha +4.
Legendary Sorcerer Abilities:
Sorcerer Spellcasting
Arcane Edge (Su): At 1st level, the legendary sorcerer becomes skilled in basic magic. Whenever they use a legendary sorcerer cantrip that does damage, they may add half their Charisma modifier, rounded down, to the damage done.
Deep Magic (Su): At 19th level, the legendary sorcerer's lifeforce and connection to magic is too strong to be ended by mere death. Once per day, they may use powerful magic to restore their health. This has the effect of increasing their current hit points to half of their maximum (if not already higher), dispelling all temporary negative levels, curing all ability damage, eliminating all fatigue or exhaustion, and removing all forms of insanity, confusion, or similar mental effects.
Air Lightning
Whenever you cast a spell that has a somatic component and has either the air, earth, fire, or water descriptor or does one of the related damage types, you may channel the spell through your body, provided you are channeling the element that corresponds to that descriptor or damage type. When you channel, you replace the somatic component with a melee unarmed strike (or an attack with a natural weapon, if you have one). You are not attacking a specific target, and the target AC is equal to 10 + the level of the spell. This attack does not draw attacks of opportunity (though casting the spell still can). If your attack hits, the DC of any saving throw the spell requires increases by +2. This bonus does not stack with itself. If you roll a natural 20, then any damage the spell does over its duration is doubled, excluding damage done by summoned or called creatures. If you roll a critical hit with the spell as well (if it has an attack roll), then increase the critical multiplier by 1 instead. If you fail, the spell casts without the benefits of channeling, unless you roll a natural 1, in which case, the spell fails. You cannot combine channeling with effects that remove somatic components, such as the Still Spell metamagic feat. Bloodline Gifts Elemental Purity (Ex) (requires 6th level): Your channeled spells are more potent. If a creature fails a saving throw against one of your channeled spells, it has an additional effect depending on the descriptor of the spell, as the elemental auraAPG spell. Environmental Control (Su): Combining your mastery of air, earth and water, you shape the battlefield in your favor, bending the terrain to benefit you and your allies and hinder any who might oppose you. The ground within 30 feet of you shifts and rolls unpredictably while the air and any water churns. This area moves with you, and you and your allies are unaffected by the roiling terrain. Other creatures must make a successful Acrobatics, Fly, or Swim check depending on whether they are on the ground, flying or underwater, respectively. The DC of this check is 15 + your class level. Failure causes a creature to be unable to move for the round, and failure by 5 or more causes creatures on the ground or flying to fall prone. This effect lasts for a number of rounds equal to your class level. Masterful Technique (Ex): When you channel an instantaneous spell that does damage, you do additional damage equal to 1/2 your class level + your Strength modifier. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. Perfect Form (Su) (requires 10th level): Once per day, as a standard action, you can channel all 4 elements at the same time. You may do this for up to one minute, at which point you must choose one element to continue channeling and cease channeling the other three elements. While you are in perfect form, rings of elemental matter spin in rings around you, providing you with ablative protection. When you activate this ability, you gain temporary hit points equal to three times your class level. These last until perfect form ends. You also benefit from an elemental aura that does 1d6 damage per class level and ignores spell resistance. The damage type is chosen randomly of the four possible options when the damage is taken. Stride the World (Su) (requires 10th level): You summon air, earth, fire, and water to aid in your movement. While channeling air, you have a fly speed equal to your speed, with average maneuverability. You gain a circumstance bonus on Fly checks equal to your Charisma modifier. While channeling earth, you have a burrow speed equal to 1/2 your speed. You gain a circumstance bonus on Climb checks equal to your Charisma modifier. While channeling fire, you have a +30 feet competence bonus to your speed. You gain a circumstance bonus on Acrobatics checks equal to your Charisma modifier. While channeling water, you have a swim speed equal to your speed, and you can breathe water. You gain a circumstance bonus on Swim checks equal to your Charisma modifier.
Mighty Godling:
Lineage Domains (4) Shadow
Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive. Destruction
Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive. Madness
Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive. Void
Part the Veil (Su): At 8th level, you can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell’s primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell’s level as visions of the void cause temporary insanity. The victim must succeed at a new saving throw each round to end the effect— these additional saving throws apply only to the additional confusion effect and not to the original spell effect. Part the veil is a mind-affecting effect. You can use this ability a number of times per day equal to 1/2 your class level. Divine Traits (25 ranks, 15 base +10 FCB) Mystic Inheritance 1
Orc Bloodline
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Red Dragon Bloodline
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. Solar Bloodline
Sunsight (Su): At 1st level, you gain low-light vision and cannot be dazzled. If you already have lowlight vision, you instead gain a +4 bonus on saving throws against blindness effects. Divination School
Admixture School
Mystic Inheritance 2
Solar Bloodline
Divine Portfolio 1
Waves Mystery
Shadow Mystery
Divine Portfolio 2
Artificer I (1 point): The godling adds half her godling level to any skill check required to create a magic item (normally Spellcraft). She also spends only 95% of the normal cost for materials to make magic items.
Scion Talents (3, 5, 7, 9)
Retribution [18/day] (Su): When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker. Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. You may use this ability a number of times per day equal to 3 + your highest ability modifier. Source: Genius Guide to the Godling Ascendant Uncanny Dodge (Ex): This talent functions like the rogue ability of the same name. Source: Genius Guide to the Godling Violent Surge (Ex): You can conceal your violent intent until it is time to unleash your divine wrath. When not in combat, you may make a Bluff check as a free action prior to starting combat. Every creature aware of you makes an opposed Perception or Sense Motive check (whichever has a higher bonus). If your Bluff check beats the Perception/Sense Motive check of every foe, the combat begins with a surprise round. Only you, and allies who make a Perception/Sense Motive check that beats your Bluff, may act in this surprise round. Because you are trying to hide your intent, you suffer a -4 penalty to Initiative checks for a combat you start with a use of this feat. Greater Scion Talents (11, 13, 15, 17, 19)
Improved Evasion (Ex): This works like evasion, except that while the godling still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless godling does not gain the benefit of improved evasion. A godling must have evasion to select improved evasion. Source: Genius Guide to the Godling Skill Mastery (Ex): The godling becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Wisdom modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so.
Extra Lineage Domain: You gain an extra Lineage Domain Force of Personality: Use Cha for saves Bonus Feats
Demigod: Replaced by Perfect Body
Mythic Choices:
Legendary Sorcerer Path: Archmage Mighty Godling Path: Trickster Mythic Attacks
Path Abilities
Mythic Feats
Veiled Illusionist :
Veil Pool (Sp): A veiled illusionist draws power from a reserve of magical energy to strengthen her illusions. This veil pool has a number of points equal to her class level + her Charisma modifier (the character makes this choice at 1st level, after which it cannot be changed). The pool refreshes once per day when the veiled illusionist prepares her spells or regains spell slots. As a standard action, the veiled illusionist can spend 1 point from her veil pool to alter her appearance as per the spell disguise self. This is a glamer effect that lasts a number of hours equal to the veiled illusionist’s class level. The DC to disbelieve the effect is equal to 15 + the number of points remaining in the veiled illusionist’s veil pool. At 3rd level, the veiled illusionist can alter her perceived audible (sound) properties when she assumes her disguise. At 5th level, the veiled illusionist can also alter her perceived tactile (touch) properties, and can imitate any voice with which she is familiar. At 9th level, the veiled illusionist’s veil fools even extraordinary senses, such as scent, blindsight, or tremorsense. Sivanah’s Veils: A veiled illusionist learns to cloak herself in the forms favored by the goddess Sivanah—human, halfling, elf, gnome, cyclops, and naga. Once the veiled illusionist learns a veil, she can expend 1 point from her veil pool to disguise herself as a member of that veil’s race as though using disguise self, even if doing so would exceed the limitations of disguise self. When disguising herself as one of these races, she gains an additional bonus on her Disguise check equal to her class level. Each veil also grants the illusionist an additional power. Assuming a different veil while still under the effects of her disguise self spell-like ability is a free action, and does not expend any additional points from her veil pool. Human: At 1st level, a veiled illusionist may select an illusion spell from the sorcerer/wizard spell list of a level she can cast and add it to her class spell list at the same level. If the spell is already on her spell list, she adds it to her spellbook, familiar, or list of spells known. Each time the illusionist gains a level, she may select an additional illusion spell. Halfling: At 2nd level, a veiled illusionist can spend 1 point from her veil pool as a free action while casting an illusion spell to disguise her spellcasting. Creatures attempting to identify the spell as it’s being cast must succeed at a Will save (DC 15 + the number of points remaining in the illusionist’s veil pool) or misidentify the spell as a spell of the illusionist’s choice. The illusory spell must be the same level as the true spell, and must be one the illusionist can cast. Elf: At 4th level, a veiled illusionist can spend 1 point from her veil pool as an immediate action to reroll a caster level check made to bypass spell resistance. She must use this ability before the results of the first roll are revealed, and must accept the second roll, even if it’s worse. Gnome: At 6th level, a veiled illusionist can spend 1 point from her veil pool to concentrate on a glamer or figment as a swift action, rather than a standard action. Cyclops: At 8th level, a veiled illusionist can spend 1 point from her veil pool as a free action to gain the benefits of the spell true seeing until the beginning of her next turn. Naga: At 10th level, as a free action while casting an illusion spell, a veiled illusionist can spend 1 point from her veil pool to coil the illusion upon itself. Any creature that disbelieves the illusion sees a second illusion within the translucent outline of the first, as if the illusionist had cast the spell a second time. Effectively, after a creature disbelieves the first illusion, it sees a second illusion in its place, which it must attempt to disbelieve separately. The veiled illusionist must determine the features of the second illusion as she casts the first. If the second illusion is especially similar to the first one, creatures that study or interact with it receive a +4 bonus on the save to disbelieve the effect. Quick Veil: At 5th level, a veiled illusionist can assume or alter her disguise with her veil pool ability as a move action. At 7th level, the action is reduced to a swift action. True Veil: At 10th level, a veiled illusionist can spend 1 point from her veil pool to imbue her disguise with a measure of reality. The veiled illusionist’s disguise self spell-like ability is treated as a polymorph effect, though it retains the illusion school and gains the shadow descriptor. Other creatures no longer get a Will save to recognize the effect as an illusion, though they can still make Perception checks to realize the veiled illusionist is using a disguise. If disguised as a humanoid using her veil pool ability, the veiled illusionist gains the benefit of alter self. If disguised as a cyclops or naga, she gains a +4 size bonus to Strength, a –2 penalty to Dexterity, a +4 natural armor bonus, and any of the following abilities possessed by the creature whose form she has taken: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, darkvision 60 feet, low-light vision, ferocity, guarded thoughts, poison, and spit. The effect lasts for a number of minutes equal to the veiled illusionist’s level if she is disguised as a humanoid, or rounds per level if disguised as a cyclops or naga.
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