Poryphanes

Cassius Mendel's page

35 posts. Alias of Jereru.


About Cassius Mendel

Intro, Defense & Offense:

Cassius Mendel
Male Half-Celestial Half-Elf Special Gestalt
Sentinel (Darkness Defender+Dimensional Defender) 6
Cleric (Faithful Shepherd+Spheres Cleric) 6
Mythic Guardian/Champion Tier 1

Green (White/Red) Outsider (Native)

Languages
Common
Elven
Celestial
Treant
Sylvan

Speed:
Ground 30 feet
Fly 60 feet (Good)
Initiative: +7

STR 16 (+3) (14 Base +2 Template)
-Muscle 16 (+3)
-Stamina 16 (+3)
DEX 24 (+7) (17 Base +4 Template +2 Race +1 Level)
-Aim 24 (+7)
-Balance 24 (+7)
CON 20 (+5) (16 Base +4 Template)
-Health 20 (+5)
-Fitness 20 (+5)
INT 14 (+2) (12 Base +2 Template)
-Reason 14 (+2)
-Knowledge 14 (+2)
WIS 20 (+5) (16 Base +4 Template)
-Intuition 20 (+5)
-Willpower 20 (+5)
CHA 12 (+1) (10 Base +2 Template)
-Leadership 14 (+2)
-Appearance 10 (+0)

DEFENSE
Defense 22, Flat-Footed 15 (10 Base +0 Armor Enh +7 Dex +0 Shield +5 Unarmored Training)
Vigor 52 12+7+7+7+7+7 (Levels) +5 (Tiers)
Wounds 40 Wound Threshold 20
DR 8/- *(15/-) (+0 Armor +1 Nat Armor +5 Racial +2 Sentinel) *When Berserking+Active Defense
Resistances Acid, Cold, Electricity 10
Spell Resistance 17
Fort +10, Ref +9, Will +10
+2 vs enchantment
+4 vs Poison
CMD 26
Immunities Disease

OFFENSE
Melee
Unarmed Strike +13 1d4+7 B x2

Ranged
None +? 1d?+? S/P/B x2 ?ft

CMB: +13


Class & Race Features:

SENTINEL FEATURES (Darkness Defender, Dimensional Defender)
1-
Martial Tradition: Shield Master
Combat Training (Wis)
Defender’s Soul
Guardian Challenge (Ex) + Violent Challenge (Ex)
Sentinel’s Reserve (Ex)
Wise Reflexes (Ex)
Reckless Stance (Ex)
Dimensional Step
Spell Pool (Wis)
2-
Guard Wall (Ex)
Dedicated Defense (Ex)
Reckless Defense (Ex)
Defend Other (Ex)
Emergency Step
Shuffle
3-
Second Wind (Ex)
4-
Sentinel’s Imposition (Ex)
Selfless Defense (Ex)
Warping Imposition
5-
Opportunistic Offense (Ex)
6-
Critical Counter (Ex)
Frightening Response (Ex)

CLERIC FEATURES (Faithful Shepherd, Spheres Cleric)
1-
Aura (Ex)
Casting (Wis)
Casting Tradition
-Verbal Casting
-Witchmarked (Small satyr horns)
Spell Pool (Wis)
Necromantic Focus (Life)
Channel Energy (Su)
Positive Channeling (Wis)
Domains
Heal Domain (Restoration)
Restorative Touch (Su) Touch a creature and remove Dazed, Fatigued, Shaken, Sickened or Staggered.
Healer’s Blessing (Su) All cure spells empowered for free.
Plant Domain (Growth)
Enlarge (Su) Swift, 1 round: Enlarge yourself (as Enlarge Person).
Bramble Armor (Su) Free, level rounds/day: anyone hitting you in melee suffers 1d6+1/2lvl piercing.
Keep the Flock
Divine Works
Aid the Faithful (Ex) When healing within your Wards area, heal +Wis.
Instill Virtue (Su) Anyone with your Aegis has weapons aligned Green.
Serve Life (Ex) Gain a Life talent, interchangeable every morning.

Favoured Class Bonus (Sentinel): +6/6 Combat Talent

HALF-ELF FEATURES
+2 Dex
Elven Immunities Immune to sleep, +2 racial bonus vs enchantment.
Elf Blood Counts as Human and Elf.
Fey Thoughts Kn Nature and UMD as class skills.
Round Ears +1 skill rank each level, +4 to disguise as a human.

HALF-CELESTIAL FEATURES
+4 Dex, Con, Wis, +2 Str, Int, Cha
Resistance Acid, Cold, Electricity 10
SR 11+HD (I’m taking HD here instead of CR because we have a CR much higher)
Poison Resistance +4 saves vs poison
Natural Armor +1
Immunities Disease
DR 5/magic
Smite Black/Red (Su) 1/day, as a paladin of same HD
Darkvision 60ft.
Spell-Like Abilities:
3/day Protection from Black
1/day Bless
1/day Aid
1/day Detect Black
1/day Cure Serious Wounds
1/day Neutralize Posion


Traits, Feats & Spheres:

TRAITS
Bandit (Region) Escape Artist
Know the Land (Religion) Survival

FEATS

Feat Tax Rules

1-
Combat Reflexes
Fey Foundling
Combat Stamina
2-
Extra Combat Talent
Extra Combat Talent
3-
Extra Combat Talent
Deadly Agility
4-
Extra Combat Talent
Blind-Fight
5-
Extra Combat Talent
Extra Combat Talent
6-
Extra Combat Talent
Vital Strike (Mythic)

SPHERES OF MIGHT
1-
Shield Sphere (Martial Tradition)
-Active Defense
Shield Training (Martial Tradition)
Gauntlet Shield (Martial Tradition)
Bashing Shield (Martial Tradition)
Guardian Sphere (Sentinel Bonus)
-Challenge
Berserker Sphere (Darkness Def Bonus)
-Berserking
Unbattered (Drawback)
Sanguine Invigoration (Drawback Bonus)
Cold Iron Call
2-
Durable
Defend Other (Darkness Def Bonus)
Unarmored Training (Extra Combat Feat)
Boxing Sphere (Extra Combat Feat)
-Counter Punch
3-
Armor Training
Greater Delayed Damage (Extra Combat Feat)
4-
Interposing Shield
Athletics Sphere (Extra Combat Feat)
-Run Package
-Fly Package
-Swim Package
5.
Mass Challenge
Expanded Training (Extra Combat Feat)
Greater Delayed Damage (Extra Combat Feat)
6-
Swift Guardian
Smashing Counter (Extra Combat Feat)
Versatile Shield (Favored Class Bonus)

SPHERES OF POWER
1-
Nature Sphere (Domain Bonus)
-Plantlife
Life Sphere (Necromantic Focus Bonus)
-Cure
-Invigorate
-Restore
Self Renewal (Keep the Flock Bonus)
Protection Sphere (Keep the Flock Bonus)
-Ward
-Aegis
Protected Soul (Drawback)
Energy resistance (Drawback Bonus)
Restore Soul (Casting Tradition)
Restore Movement (Casting Tradition)
Warp Sphere (Dimensional Def Bonus)
-Teleport
Personal Warp (Drawback)
Quick Teleport (Drawback Bonus)
2-
Sustained Vitality
Emergency Teleport (Dimensional Def Bonus)
3-
Greater Restore (Domain Bonus)
4-
Restore Health
5-
Restore Mind (Domain Bonus)
Break Enchantment (Necromantic Focus Bonus)
Restore Senses (Divine Works Bonus)
6-
Restore Composure


Skills:

Armor Check Penalty: 0

ADVENTURE SKILLS
Skill Points: 6x(4 +2 Int +1 Skilled) = 42 (+6 ranks in Acrobatics, Fly, Swim)
Acrobatics: 13 (6 Rank +7 DEX(Bal) +0 Class -0 ACP)
Bluff: 0 (0 Rank +0 CHA(App) +0 Class)
Climb: 3 (0 Rank +3 STR(Sta) +0 Class -0 ACP)
Diplomacy: 6 (1 Rank +2 CHA(Lea) +3 Class)
Disable Device: 7 (Untr) (0 Rank +7 DEX(Aim) +0 Class -0 ACP)
Disguise: 0 (0 Rank +0 CHA(App) +0 Class)
Escape Artist: 17 (6 Rank +7 DEX(Aim) +3 Class -0 ACP +1 Trait)
Fly: 17 (6 Rank +7 DEX(Bal) +0 Class -0 ACP +4 Good Maneuv)
Heal: 11 (3 Rank +5 WIS(Int) +3 Class)
Intimidate: 0 (0 Rank +0 CHA(App) +0 Class)
Kn Arcana: 2 (Untr) (0 Rank +2 INT(Kno) +0 Class)
Kn Dungeoneering: 2 (Untr) (0 Rank +2 INT(Kno) +0 Class)
Kn Local: 2 (Untr) (0 Rank +2 INT(Kno) +0 Class)
Kn Nature: 9 (Untr) (3 Rank +2 INT(Kno) +3 Class +1 Trait)
Kn Planes: 2 (Untr) (0 Rank +2 INT(Kno) +0 Class)
Kn Religion: 8 (Untr) (3 Rank +2 INT(Kno) +3 Class)
Perception: 14 (6 Rank +5 WIS(Int) +3 Class)
Ride: 7 (0 Rank +7 DEX(Bal) +0 Class -0 ACP)
Sense Motive: 9 (1 Rank +5 WIS(Int) +3 Class)
Spellcraft: 6 (Untr) (1 Rank +2 INT(Rea) +3 Class)
Stealth: 13 (6 Rank +7 DEX(Bal) +0 Class -0 ACP)
Survival: 15 (6 Rank +5 WIS(Int) +3 Class +1 Trait)
Swim: 12 (6 Rank +3 STR(Sta) +3 Class -0 ACP)
Use Magic Device: 11 (Untr) (6 Rank +2 CHA(Lea) +3 Class)

BACKGROUND SKILLS
Skill Points: 12
Appraise: 2 (0 Rank +2 INT(Rea) +0 Class)
Craft: Weapons 8 (3 Rank +2 INT(Rea) +3 Class)
Handle Animal: 8 (Untr) (3 Rank +2 CHA(Lea) +3 Class)
Kn Engineering: 2 (Untr) (0 Rank +2 INT(Kno) +0 Class)
Kn Geography: 2 (Untr) (0 Rank +2 INT(Kno) +0 Class)
Kn History: 2 (Untr) (0 Rank +2 INT(Kno) +0 Class)
Kn Nobility: 2 (Untr) (0 Rank +2 INT(Kno) +0 Class)
Linguistics: 6 (Untr) (1 Rank +2 INT(Kno) +3 Class)
Perform: Wind 2 (2 Rank +0 CHA(App) +0 Class)
Profession: Herbalist 11 (Untr) (3 Rank +5 WIS(Int) +3 Class)
Sleight of Hand: 7 (Untr) (0 Rank +7 DEX(Aim) +0 Class -0 ACP)


Spells & Spell-likes:

Half-Celestial Spell-Likes CL 6
[ ][ ][ ]Protection from Black/Red
[ ]Bless
[ ]Aid
[ ]Detect Black/Red
[ ]Cure Serious Wounds
[ ]Neutralize Posion

Mythic Abilities:

Mythic Tier 1
Hard to Kill (Ex) Auto-succeed at Con rolls to stabilize.
Mythic Power (Su) 5/day.
Surge (Su) Immediate: spend a MP to add 1d6 to a d20 roll.

Champion
Fleet Charge (Ex) Swift: Spend a MP to move upo to your speed and make an attack at any moment during it. Add your Tier to hit and bypass any DR.
Armor Master (Ex)

Guardian
Absorb Blow (Su) Immediate: Spend a MP to reduce damage from a source by 5xTier.
Extra Mythic Feat (Ex)

Mythic Feats
Mythic Power Attack
Mythic Vital Strike


Gear:

Clothes - gp (- lb)

Total Weight: 0/76 lb (Light Load)

Cash: 0 gp / 0 sp


Combat Sketch:

WHEN ATTACKED
-Redirect damage and conditions to your Delayed Damage Pool (5xBAB) (Guardian, Cold Iron Call, Durable)
-Critical hit confirmed vs you, Spend Focus: Roll Attack vs Confirmation roll. If you win, the attack does normal damage instead of critical. (Counter Critical)
-Using a shield, Spend Focus: Increase Shield bonus and DR by +(2+1/4BAB). If the attack misses, make a free shield bash against the foe. (Active Defense, Interposing Shield, Smashing Counter)

ATTACK OF OPPORTUNITY
-1/Round,when AoOing: Treat the AoO as an attack action (apply Vital Strike, etc). (Opportunistic Ofense)
-Ally within threatened area is attacked: Grant ally +(1/2BAB) competence bonus to AC. If attack hits, may redirect it to you and foe gets -2 to CMB for 1 round. (Defend Other, Selfless Defense)
-Challenged foe makes attack that doesn’t include you: Attack him. (Sentinel’s Imposition)
-When attacked, Using a shield: Increase Shield bonus and DR by +(2+1/4BAB). If the attack misses, make a free shield bash against the foe. (Active Defense, Interposing Shield, Smashing Counter)

FREE ACTIONS
-Start of Turn: -2 AC & Ref, +(3+BAB) Temp HP for 1 round, +DR (2+1/3Lvl)/-. Deal +2 Dmg to Challenged creatures. (Berserking, Violent Challenge, Reckless Defense)
-Foe reduced to 0 HP, Have Focus: Gain (BAB) Temp Vigor for 1 round. Stacks with Berserking. (Sanguine Invigoration)
-Issue a Challenge, Spend Focus: Foe has +2 to hit you and -(2+1/4BAB) to hit anyone else. You get +2 to hit & dmg vs it, and an extra +2 Dmg if Berserking. Lasts (3+1/2BAB) rounds. (Challenge, Guardian Challenge, Violent Challenge)
-Readied Action: Someone attacks you (and other possible triggers): Attack him, gaining +(2+2/4BAB) Damage. Counts as an attack action (apply Vital Strike, etc). (Counter Punch)
-Bramble Armor: Melee attackers receive (1d6+1/2Lvl) piercing dmg. (Bramble Armor)

IMMEDIATE ACTIONS
-Challenged foe attacks an ally within Teleport’s range, Spend a SP: Swap places with the ally and become the target of the attack. (Shuffle)
-Challenged foe makes an attack that doesn’t include you, Spend a SP: Teleport to include the foe in your threatened area and make an AoO. (Warping Imposition)

SWIFT ACTIONS
-Issue a Challenge, Spend Focus: Up to (2+1/2BAB) foes have +2 to hit you and -(2+1/4BAB) to hit anyone else. You get +2 to hit & dmg vs it, and an extra +2 Dmg if Berserking. Lasts (3+1/2BAB) rounds. (Challenge, Guardian Challenge, Violent Challenge)
-Issue a Challenge: Foe has +2 to hit you and -3 to hit anyone else. You get +2 to hit & dmg vs it, and an extra +2 Dmg if Berserking. Lasts 3+1/2BAB rounds. (Challenge, Guardian Challenge, Violent Challenge)
-Spend a Reserve Point: Gain (2xBAB+Wis) Temp Vigor for 1 minute. (Sentinel’s Reserve)
-Spend a Reserve Point: Heal (1d6/2+Wis). Cannot heal more than 1/2 max Vigor. May half the amount healed to regain Focus. (Second Wind)
-Enlarge: As Enlarge Person on yourself for 1 round. (Enlarge)

MOVE ACTIONS
-Issue a Challenge: Up to (2+1/2BAB) foes have +2 to hit you and -(2+1/4BAB) to hit anyone else. You get +2 to hit & dmg vs it, and an extra +2 Dmg if Berserking. Lasts (3+1/2BAB) rounds. (Challenge, Guardian Challenge, Violent Challenge)

STANDARD ACTIONS
-Take an attack action: Double all damage. (Mythic Vital Strike)
-Spend 0+ SP: Cast a spell (see Spheres of Power).
-Spend a Channel use: Channel Positive Energy 3d6.
-Touch a creature: Remove Dazed, Fatigued, Shaken, Sickened or Staggered from it. (Restorative Touch)