Jagrin Grath

Cimmer Physis's page

1 post. Alias of Dennis Harry.

About Cimmer Physis

Cimmer Physis
Human - Son of Denev
Eldritch Godling (Favored Class) 10 – Ranger 5/Vigilant 5 | Guardian Mythic Path | Godbound
HP = 176/176
Initiative +24 (+3 DEX +4 IMP INI +5 DIV Blood +5 Amazing I. +5 Mythic Imp Ini +2 Trait)/+26 in Forest
Perception +21 – Darkvision (Full Color) 60’ - Blindsense 30’ – Always Act in Surprise Round
Mythic Points 13/13
Speed 40’


Strength 22 (17+1 4th Lvl + 4 Belt)
Dexterity 17
Constitution 24 (16 to 18 Fertility Word +2 Human +3 Transm Blood +1 8th Lvl)
Intelligence 15
Wisdom 26 (12 Excellence of the Word 18 +4 Mythic +4 Path Ability Inc)
Charisma 12


AC = 17 (Hide Armor + Dex)
Touch = 13 | Flat Foot = 14
CMD = 29

Fortitude Save - +18 (Base 8+Feat+Con+Cloak)
Reflex Save - +11 (Base 5+Dex+Trait+Cloak)
Will Save - +17 (Base 5+Feat+Wis+Cloak)

Fire Resistance 10
Cold Resistance 10
Acid Resistance 10
Electricity Resistance 10
[Domain Abilities]

Mythic - DR 5/EPIC

Mythic – Absorb Blow

Mythic – Sudden Block

Mythic – Parry Spell

Godbound - Invincible vs. Wooden Weapons, Vegetal Monsters & Plant Based Toxins.


BAB +10

CMB - +16

Fray Damage 1d8

Melee Attacks – Standard – Scimitar +1
Attack #1 [dice]1d20+17[/dice] – Damage [dice]1d6+6[/dice] – Critical 15-20 x3.
Attack #2 [dice]1d20+12[/dice] – Damage [dice]1d6+6[/dice] – Critical 15-20 x3.

Full Round Action – Scimitar +1 x2
Attack #1 [dice]1d20+17-2[/dice] – Damage [dice]1d6+6[/dice] – Critical 15-20 x3.
Attack #1 Off-Hand [dice]1d20+17-2[/dice] – Damage [dice]1d6+6[/dice] – Critical 15-20 x3.
Attack #2 [dice]1d20+12[/dice] – Damage [dice]1d6+6[/dice] – Critical 15-20 x3.
Attack #2 Off-Hand [dice]1d20+7[/dice] – Damage [dice]1d6+6[/dice] – Critical 15-20 x3.

Ranged Attack Options

Bow of Tanil (Erastil) +1 Golden, Endless Ammunition, Distance Composite Bow +6.
Attack #1 [dice]1d20+14[/dice] – Damage [dice]1d8+6[/dice] – Critical 20 x3.
Attack #2 [dice]1d20+9[/dice] – Damage [dice]1d8+6[/dice] – Critical 20 x3.
Gravity Bow Damage [dice]2d6+6[/dice]

Bow Mythic Ability – Single Attack if it hits all enemies within 60’ with a similar or lower AC are damaged.

Fire Bolt – 30’ scorching Bolt vs. single foe Ranged Touch. [dice]1d20+13[/dice] – Damage [dice]1d6+5[/dice] 11x day.

Icicle - 30’ freezing Bolt vs. single foe Ranged Touch. [dice]1d20+13[/dice] – Damage [dice]1d6+5[/dice] 11x day.

Lightning Arc – 30’ electric Bolt vs. single foe Ranged Touch. [dice]1d20+13[/dice] – Damage [dice]1d6+5[/dice] 11x day.

Acidic Dart – 30’ acidic Bolt vs. single foe Ranged Touch. [dice]1d20+13[/dice] – Damage [dice]1d6+5[/dice] 11x day.

Divine Wrath LoS 10d8.

Any missed attack rolls due to concealment are re-rolled 2x’s.

Race Abilities & Traits:

+2 to a single Ability Score
1 Bonus Feat
1 Skill Point per level.

Deft Dodger +1 Reflex Saves
Reactionary +2 Initiative

Feats & Ranger - Vigilant Special Abilities:

Bonus Human – Improved Initiative.
1 – Deft Maneuvers - You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
2 – Two Weapon Fighting – Off hand attack with second weapon.
3 – Extra Lineage Domain – Travel.
4 – Blind Fight - In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
-An invisible attacker gets no advantages related to hitting you in melee. 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. The invisible attacker’s bonuses do still apply for ranged attacks, however.
-You do not need to make Acrobatics skill checks to move at full speed while blinded.
5 – Greater Two Weapon Fighting - In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. Once your BAB reaches +11, you also gain a third attack with your off-hand weapon, albeit at a –10 penalty.
6 – Spell Penetration +2.
7 – Extra Lineage Domain – Travel.
8 – Improved Toughness.
9 – Improved Critical (Scimitar).
10 - Extra Lineage Domain – Healing.

Proficiencies – All Martial Weapons. Light and Medium Armor & Shields.

Ranger 1 – Favored Enemy Orc.
Track. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Wild Empathy - A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Ranger 2 – Combat Style Feat – Precise Shot.

Ranger 3 – Endurance.
Favored Terrain – Forest – He gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Ranger 4 – Hunter’s Bond. Wolf Companion.

Ranger 5 – Favored Enemy – Asaathi

Vigilant 1 – Sprint – Take a charge action at 3x’s normal speed. Usable 1x hour.

Vigilant 2 – Tireless – No DC penalty for running number of Rounds in excess of Constitution score.
Favored Enemy Goblins

Vigilant 3 – Toughness.
Ferocity - A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Vigilant 4 – Great Fortitude.

Vigilant 5 – Iron Will.

Eldritch Godling Abilities:

Spell List Selection – Druidic Magic. Divine.

Spellcasting Attribute – Wisdom.

Dispel Resistance: Because the spells of eldritch godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, the spells are much harder to dispel or suppress. The godling is considered to have special spell resistance (equal to 10 + godling level) that applies only against dispel and anitmagic effects. This special SR applies to antimagic and dispel affects that ignore normal SR.
When spells cast by a godling first interact with an antimagic field (or any similar area), there is a chance the field fails to suppress the godling’s innate spell power. A caster level check must be made for each spell when it first encounters the antimagic field. This SR also applies to any similar effect that does not work against gods and artifacts.

Concentration: As acts of will, the spells cast by eldritch godlings do not require focused attention to cast. Thus an eldritch godling does not need to make concentration checks to cast her spells, even if she suffers damage, distraction, violent motion, or is grappled. An eldritch godling does still need a free hand to cast spells with somatic components, so a pinned godling may not be able to cast such spells because her hands are also pinned.

Arcane Spell Failure: As long as an eldritch godling feels secure and confident, she can make very simple gestures to satisfy the somatic componets of her spells. As a result, godlings do not suffer arcane spell failure in armor with which they are proficient. This is true even for eldritch godlings that select a spell list from a class that does suffer arcane spell failure.

Godling 1 – Ascendancy – Major – Uncommon Element – Cimmer may convert ANY energy type of damage he can cast to Sonic energy.

Minor - Lineage Domain – Fire.

Godling 2 – Lineage Domain – Water.

Godling 3 – Divine Trait – Preternatural Senses I - The godling’s preternatural senses are little more than a flash of insight. When making an attack against a foe within 30 feet, every time the godling misses due to concealment, he can reroll his miss chance percentile roll once. (If the godling has Blind-Fight or a similar ability that allows him to reroll an attack that misses as a result of concealment, that re-roll is in addition to the one provided by preternatural senses).

Godling 4 – N/A.

Godling 5 – Minor Ascendancy – Lineage Domain – Air.

Godling 6 – N/A.

Godling 7 – Divine Trait – Preternatural Senses II - The godling gains blindsense with a range of 30 feet. If the godling has darkvision, it now gives him full-color vision even in the absence of light. When attacking creatures with concealment, the percent chance to miss with an attack roll is reduced by 20% – making it 30% for creatures with total concealment, and 0% for creatures with normal concealment. If the godling has the Greater Blind-Fight feat, his percent chance to miss creatures with total concealment drops to 0%.

Godling 8 – N/A.

Godling 9 - Minor Ascendancy – Lineage Domain – Earth.

Godling 10 – N/A.

Favored Class – Divine Traits.

Mystic Inheritance I – Transmutation – Physical Enhancement. +1 to a Physical State per 5 levels max +5.

Mystic Inheritance II – Divination – Forewarned. You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Instinctive Spellcasting I – When he uses this ability, he may cast a spell (with a casting time of one standard action or less) by taking a combined move action and a swift action (which must be taken in the same round). This leaves him a standard action free for other acts he wishes to perform, though he cannot use it to cast a spell or use a spell-like ability. Casting a spell with this ability does not provoke an attack of opportunity (the godling isn’t distracted enough to let his guard down). This ability may be used twice per day.

Instinctive Spellcasting II – As instinctive spellcasting I, but now the godling can use the ability with spells of nearly any level, though he cannot use instinctive spellcasting with the highest-level spell he is capable of casting.

Shapeshifter I - The godling may assume one form in addition to his own. This form must be one that can be achieved using either alter self or beast shape I, and the ability functions identically to the spell (except as noted below). This ability allows the godling to change only into his chosen alternate form. The effect lasts for 1 minute per godling level or until he chooses to change back. Changing form (to animal or back) is a standard action and does not provoke an attack of opportunity. Each day, the godling may use this ability once, plus once for every five full godling levels. 3x day up to 10 minutes per day. Wolf Form.

Domains & Powers:

Air – Lightning Arc & Electricity Resistance.

Animal - Speak with Animals (Sp): You can speak with animals, as per the spell, 13 Rounds per day.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Earth – Acidic Dart & Acid Resistance.

Healing - Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two Godling levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability 11 x’s per day.

Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Fire – Fire Bolt & Fire Resistance.

Travel – Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 11x’s a day.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Water – Icicle & Cold Resistance.

+ All Domains Grant Spells Known to Spell Lists as Noted Below.


Fertility – Perfect Control over Reproduction Raise CON.

Fray Die 1d8 damage vs. lesser enemies.

Excellence of the Word – 18 Wisdom.

Touch of Green Restraint - Commit Effort for the scene. Plants in a 50’ radius around the chosen point in sight erupt to cling to foes. All enemies in the area must make an Evasion saving throw at the start of each round to throw off the vines and regain free movement, though they can still fight in place as normal or launch ranged attacks if they have them. Foes subject to your Fray die suffer it each round they remain bound. Those enemies who reach zero hit dice because of this may be either utterly immobilized or crushed to death at the Godbound’s discretion.

Divine Wrath - You smite a chosen foe within sight with the energies of the Word, inflicting a 1d8 damage die per character level. You are always immune to the wrath of your own bound Words, as are other entities that wield similar powers.

Mythic Guardian:

Mythic Points – 13/13

Hard to Kill
* 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
* 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.

Amazing Initiative
* At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Recuperation (Ex)
* At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Mythic Saving Throws (Ex)
* At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn’t come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

Tier 2: +2 Wis
Tier 4: +2 Wis

Mythic 1 – Mythic Improved Initiative
Mythic 3 – Extra Path Ability – Enhanced Ability +2 Wis
Mythic 5 – Mythic Improved Critical

Guardian Path Abilities

Absorb Blow - As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.

Additional Call – Sudden Block - As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally’s AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.

Pierce the Darkness - You gain permanent darkvision with a 60-foot range, as the universal monster ability. If you possess darkvision, the range increases by 60 feet.

Impervious Body - You gain DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it’s taken, the DR increases by 5.

Enhanced Ability - +2 WIS.

Parry Spell - As an immediate action, you can expend one use of mythic power to block a spell targeting you or an ally adjacent to you. The spell must be a ray, a single-target spell, or a spell that creates an effect targeting one creature (such as acid arrow), and the level of the spell’s spell slot must be equal to or lower than your tier. Make an attack roll as if making an attack of opportunity. If the result of the attack roll is greater than the spell’s attack roll or save DC, the spell has no effect on the intended target (though other targets from the same spell, such as multiple targets of scorching ray, are affected normally). A spell that has neither a DC nor an attack roll (such as magic missile) can’t be affected by this ability.

You must declare using spell parry after the spellcaster’s target is announced, but before the target’s saving throw or attack roll is made.


Ranger –
1st – 3x day - Gravity Bow - increased bow damage 2d6. (APG)

Vigilant –
1st – 3x day - Rabbit Feet – 2 to stealth per caster level. (Relics & Rituals I)
2nd – 3x day - Hunter’s Stalk – At a distance greater than 30’ within forest can only be detected by magical means and +5 Stealth. (Relics & Rituals I)

Eldritch Godling (Druidic Magic)
Spells Per Day –
1st – 7
2nd – 7
3rd – 7
4th – 6
5th – 3

All Damage spells may be converted to Sonic Damage at will.

Spells Known –
1st – Snowball, Pass without Trace, Heightened Awareness, Faerie Fire, Air Bubble (R&R I), Burning Hands, Obscuring Mist, Magic Stone, Longstrider, Calm Animals, Cure Light Wounds

2nd – Wild Instinct (Heroes of the Wild), Lesser Restoration, Sickening Entanglement (ACG), Barkskin, Produce Flame, Fog Cloud, Wind Wall, Soften Earth and Stone, Locate Object, Hold Animal, Cure Moderate Wounds

3rd – Neutralize Poison, Wall of Hornets (R&R I), Siphon Might (Giant Hunter Handbook), Fireball, Water Breathing, Gaseous Form, Stone Shape, Fly, Dominate Animal, Cure Serious Wounds

4th – Dispel Magic, Scrying, Wall of Fire, Control Water, Air Walk, Spike Stones, Dimension Door, Cure Critical Wounds, Summon Nature’s Ally IV,

5th - Baleful Polymorph, Fire Shield, Ice Storm, Control Winds, Wall of Stone, Teleport, Beast Shape III (Animals ONLY), Breath of Life

Ranger Skills 8 x 5. Vigilant Skills 6 x 5 +10 Human.

All Skills Listed are Class Skills:

Bluff +5 (1)
Climb +14 (5)
Diplomacy +9 (5)
Escape Artist +7 (1)
Handle Animal +11 (7)
Heal +12 (1)
Intimidate +5 (1)
Knowledge Geography +13 (8)
Knowledge History +6 (1)
Knowledge Nature +14 (9)
Knowledge Religion +6 (1)
Perception +21 (10)
Sense Motive +16 (5)
Spellcraft +6 (1)
Stealth +15 (9)
Survival +23 (10)
Swim +14 (5)


Hide Armor
Bow of Tanil’s (Erastil’s)
Belt of Giant Strength +4
Scimitars +1 (2)
Cloak of Resistance +2