Empyreal Lord, Cernunnos

Fei Wan's page

76 posts. Alias of Grumbaki.


Race

Wounds (0) HP (93) AC (30/27/21) Saves (15/18/12 - 19 mind effecting) Initiative (+12)

Classes/Levels

Spell Points (11/17) Mythic (15/15)

Strength 10
Dexterity 26
Constitution 20
Intelligence 10
Wisdom 10
Charisma 26

About Fei Wan

“Fei Wan always has an easy smile and knows just the right thing to say. He appears charming, approachable, and perfectly in tune with those around him…until you look into his eyes. There’s a flicker there, a depth that doesn’t match the surface, as if the emotions he performs are borrowed, or mimicked. It is subtle, but unmistakably unsettling.”

Offense, Defense, Movement, Senses:

Offense

Bite themed as predatory vegetation growing off of him
Slams themed as growing a pair of wooden weapons, one in each hand

To Hit/Trip: +4 (BaB) + 8 (Dex) + 1 (Enchantment) + 2 (Weapon Focus) + 1 (Swords Motif) +1 (Size) +2 (Luck) +1 (Competence) +1 (Morale) -1 (power attack) = +20
Damage (Reduce DR by 3): 1d4 (slam/bite) + 8 (Dex) + 1 (Enchantment) + 4 (Power Attack) +2 (Imbued Strike) = 1d4+15

[dice=Bite]1d20+20[/dice]
[dice=Damage Reduce DR by 3]1d4+15[/dice]

[dice=Trip]1d20+20[/dice]

[dice=Slam]1d20+20[/dice]
[dice=Damage Reduce DR by 3]1d4+15[/dice]

[dice=Slam]1d20+20[/dice]
[dice=Damage Reduce DR by 3]1d4+15[/dice]

Or

[dice=Slam]1d20+20[/dice]
[dice=Damage Reduce DR by 3]1d4+15[/dice]
[dice=Acid]6d6+3[/dice]

——

To Hit: +4 (BaB) +8 (Dex) +1 (Size) +1 (Sword Motif) +1 (Trait) +2 (Luck) +2 (Weapon Focus) +1 (Competence) +1 (Morale) = +21 (max 20)

[dice=Ranged Touch Attack]1d20+20[/dice]
[dice=Acid Damage with 20 Ref or Entangled 1 round, reduces energy resistance by 12 and as full round action ignores spell resistance]7d6+4[/dice]

With 1 spell point

[dice=Ranged Touch Attack]1d20+20[/dice]
[dice=Acid Damage with 20 Ref or Entangled 1 round, reduces energy resistance by 12 and as full round action ignores spell resistance]14d6+4[/dice]

Defense

* HP: 8 (lvl 1) +25 (lvls 2-6) + 30 (Con) + 6 (FCB) +24 (Mythic) = 93
* AC 10 (base) + 8 (Dex) + 3 (Armor) + 3 (Natural Armor) +1 (Insight) + 1 (Deflection) +1 (Dodge) +1 (Size) +2 (Shield) = 30
* Touch: 10 (base) + 8 (Dex) + 1 (Deflection) +1 (Dodge) +1 (Size) +6 (Luck) = 27
* Flat Footed: 10 (Base) + 3 (Armor) + 4 (Natural Armor) + 1 (Deflection) +1 (Size) +2 (Shield) = 21
* CMD: 10 (Base) + 4 (BaB) + 8 (Dex) + 1 (Size) + 1 (Deflection) +1 (Dodge) = 25
* Fort: +5 (Class) +5(Con) + 1 (Resistance) +2 (Luck) +1 (Morale) +1 (Competence) = +15
* Ref: +5 (Class) + 8 (Ref) + 1 (Resistance) +2 (Luck) +1 (Morale) +1 (Competence) = +18
* Will: +5 (Class) +0 (Wis) + 1 (Resistance) +2 (Luck) +1 (Morale) +2 (Iron Will) +1 (Competence) = +12 (+19 vs mind affecting)
* Healing: 3d8+10
* Spell Points: Level (6) + Casting Stat (8) + Tradition (3) = 17 (15 as ascetic control always used)
* Resistance Fire, Cold (7) Electricity (8) Acid (22) Endure Elements
* Immune: non-mythic level drain, energy drain, any effect on the soul
* Does not need to breathe
* Fast Healing 1
* DR2/Cold Iron

Senses, Movement
* Darkvision, See Invisibility
* 30ft land speed, 40ft swim speed (amphibious), 60ft fly speed (perfect)
* Freedom of Movement
* Tongues
* Carry Capacity: Str 18
* Initiative: 8 (Dex) + 6 (Mythic) = +14

Race, Traits, Stats:

Gathlain
* Ability Score Modifiers: Gathlains are quick, with dynamic and engaging personalities, but are rather fragile. They gain a +2 bonus to Dexterity and Charisma but suffer a –2 penalty to Constitution.
* Type: Gathlains are Fey.
* Size: Gathlains are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 size bonus on Stealth checks.
* Tree-Born: Some gathlains take after their tree ancestors, standing more firmly but moving more slowly. They have no Constitution penalty but have a base speed of 20 feet and a fly speed of 30 feet (clumsy maneuverability). This replaces the penalty to Constitution and alters speed.
* Photosynthetic Vision: Occasionally the tendrils of a gathlain’s symbiotic vines wrap around the gathlain’s face like a leafy mask. You gain a +2 racial bonus on Perception checks. Photosynthetic vision replaces low-light vision.
* Bower Born: Some gathlain sprout beautiful but delicate hibiscus flowers on their vines and emit a seductive pheromone. You gain a +2 racial bonus on Diplomacy and Handle Animal checks. This racial trait replaces natural armor.
* Fey Resilience: Even gathlains who leave the First World can retain a bit of the supernatural resilience shared by many fey. A gathlain with this racial trait gains DR 1/cold iron. This DR increases by 1 for every 5 HD the gathlain has.

Traits
* Combat: Practiced Aim (You gain a +1 trait bonus on attack rolls with your destructive blast.)
* Social: Empathetic (You may add your Charisma modifier instead of your Wisdom modifier when determining your Sense Motive bonus.)
* 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.)
* Religion: Born Healer (Your cure ability heals an additional 1d8 hit points.)
* Faith: Fate's Favored (+1 luck bonuses)
* Region: Elemental Pupil (+1 acid damage with blast)

Stats 28 points to spend (26 max to any stat)
* Str: 10
* Dex: 10 + 10 (points) + 2 (race) + 4 (mythic) = 26
* Con: 10 + 8 (points) +1 (Lvl 4) +1 (Inherent) = 20
* Int: 10
* Wis: 10
* Cha: 10 + 8 (points) + 2 (race) +4 (Mythic) +2 (ABP) +1 (Inherent)= 26

Feats, Skills, Equipment:

Feats (12 feats) + 2 (class) = 14 total
(1) Imbue with Nature
* When using a (blast type) talent from a blast type category corresponding to a geomancing talent you possess, you may increase the casting time by one step or spend an additional spell point to draw material from the environment to enhance your destructive blast, allowing it to bypass spell resistance.
* Plant: Acid and Force
(2) Steadfast Personality (Cha to saves vs mind affecting)
(3) Agile Maneuvers (Dex to CMB)
(4) Weapon Focus Natural Attacks
(5) Improved Flight
(6-10) Extra Bestial Traits
(11) Weapon Focus Blasts
(12) Extra Sphere Talents
(13) Imbued Strike
(14) Iron Will

Skills
24 (class) + 6 (FCB) = 30
5 skill points
* Perception (+14)
* Sense Motive (+19)
**, Intimidate, Bluff (+20)
3 skill points
* Diplomacy (+20)
2 skill points
* Stealth (+21)
* Acrobatics (+17)
* Survival (+9)
1 skill point
* Fly: +3 (class) +1 (skills) +8 (Dex) +2 (Size) +2 (Competence) +8 (perfect) +1 (Morale) +2 (Luck) = +27

Background Skills
* Perform - Sing (+20)
* Handle Animal (+22)

Sage Figment Familiar
These are Fei Wan’s knowledge skills, materialized as a collection of sensory stones
* K Planes: 2 skill points and skilled (+16)
* K Nature: 2 skill points (+8)
* K All: 1 skill point (+7)

Equipment 250k to spend
1st —
2nd —
3rd Resistance +1
4th Armor attunement +1, weapon attunement +1
5th Deflection +1
6th Mental prowess +2

Neck Slot
* Amulet of Mighty Blows: Keen
* Cost (2000)
* Amulet of Mighty Blows: Ghost Touch (found it)

Armor
* Darkleaf Cloth Leather Armor
* Cost (775)

Shoulder Slot
* Muleback Cords
* The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
* Cost (1k)

Ring Slots
* Ring of Freedom of Movement
* Cost (40k)

* Ring of Force Shield
* +2 Shield AC
* Cost (8k)

Body Slot
* Cassock of the Black Monk
* Luck bonus +5 to touch AC
* Cost (34k)

Chest
* Vest of Endure Elements
* Cost (1k)

Other
* Familiar Satchel (25)
* Manual of Bodily Health, Tome, Tome of Leadership: +1 inherent bonus to constitution, charisma (27,500 gold each)
* Handy Haversack (2000)
* Implement of Life (2000)
* Griffon Mane Clothing: +2 Competence bonus to Fly (200)

Embedded Ioun Stone
* Iridescent Spindle: Sustains creature without air. Cost (18k)
* Pale Green Prism: +1 competence bonus on attack rolls, saves, skill checks, and ability checks (30,000)
* Flawed Pale Green Prism:+1 morale bonus on attack rolls, saves, skill checks, and ability checks (28,000)
* Dusty Rose Prism: +1 insight bonus to AC (5k)

Eyes
* Spectacles of Understanding
* When worn, these innocent-looking spectacles convert any written language to one known by the wearer, as the comprehend languages spell. The glasses are also good at detecting falsified documents, granting their wearer a +5 bonus to Linguistics checks to identify forgeries and the ability make such checks untrained.
* Cost (3000)

Head
* Cap of Human Guise
* This threadbare hat allows its wearer to alter her appearance at will as with a disguise self spell, except she can only appear as a plainly dressed Small human child, adult halfling, or adult gnome, such as a peasant, blacksmith, or shopkeeper. The wearer can slightly alter the cap’s appearance as part of the disguise, but otherwise must match the overall unremarkable look of the illusory form.
* Cost (800)

Wrist
* Blaster’s Bracers
* Each pair of blaster’s bracers are a +1 Destruction implement and are imbued with one (blast shape) talent when created. The wearer may treat this talent as a talent known while wearing the bracers. Both bracers must be worn to have any effect and they require a 24 hours attunement period before use.
* Cost (8k)

Gold
* 11,200

Sphere Tradition and Talents:

Casting Tradition
Magic Type: Arcane
Casting Ability Modifier: Charisma
Drawbacks: Somatic Casting, Verbal Casting
Boon: +1 spell point, +1 per three levels gained in casting classes.

1st Level (2 talents), Destruction (free), Elementalist (4 talents), Shifter (4 talents), Feats (1) = 11

Energy Focus Destruction
(1) Destruction Sphere bought (CL: Level + Tier for Acid = 12) 6d6 damage (7d6 bracers)
(Free from drawback) Adhesive Blast (blast type, acid) You transmute your destructive blast into a sticky, acidic sap. Your destructive blast deals acid damage, and any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Reflex save or be entangled and unable to move for 1 round.
(2) 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.)
(3) Extended Range (Medium Range)
(4) Energy Strike
( Bracers) Chain Blast (You may spend a spell point to arc your destructive blast between multiple targets. Choose a number of targets no greater than 1 + half your caster level (minimum 2 targets total). Make a ranged touch attack against each of them in order. No target can be farther than 10 feet + 5 feet per 5 caster levels from the previous target and no target can be targeted more than once. Should any of the targets fail to take damage, either by a missed attack, resistances, or other method, the chain stops and no further targets are damaged.)

Personal Magics Bodily Enhancement Enhancement
(1) Natural Enhancement and Ascetic Control (By spending 10 minutes and 2 spell points, you may downplay the needs of your body until they vanish entirely. While Ascetic Control is active, you do not bleed, and do not need to breathe, eat, drink, or sleep. Ascetic Control lasts 24 hours.)

Nature Sphere
(1) Earth Package
(2) Plant Package

Life Sphere
(1) Cure, Invigorate, Restore
(2) Restore Spirit

Lycanthropic Alteration Sphere
(1) Vitality - Fast Healing 1

Personal Fate Sanctified Sphere
(Free due to drawback) Consecration (motif, arcana) You may grant a motif that allows its bearer to better project their power. Whenever the target suffers from penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks, they reduce their total penalty by 1, to a minimum penalty of -1. For every 10 caster levels, they reduce the penalty by an additional 1.
(Free due to drawback) Serendipity (You bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.) Due to personal fate this only effects Fei Wan
(1) Swords (motif, arcana) You actualize the target’s power to bring about action. When granted as a motif, the target gains a +1 bonus on attack rolls. This bonus increases by +1 for every 10 caster levels. The target may discharge this effect as an immediate action and become unerring in purpose. For the next minute, the target ignores any miss chance due to concealment. Once during this effect’s duration, when the target threatens a critical hit, the target may choose to gain a bonus on their attack roll to confirm that critical hit equal to 1/2 your caster level (minimum 1). This effect may not be combined with any ability or effect that automatically threatens critical hits.

Class 1: Elementalist:

Elementalist

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.

Evasion (Ex)
* At 2nd level an elementalist learns to avoid damage from many area-effect attacks. If an elementalist succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the elementalist is wearing light armor or no armor and carrying no more than a light load. A helpless elementalist does not gain the benefit of evasion.

Combat Feat
* An elementalist’s martial focus grants him a bonus combat feat at 2nd level and every 4 levels thereafter, chosen from those for which he qualifies.

Favored Element
* At 3rd level, the elementalist chooses one blast type group from the Destruction sphere. When creating a destructive blast from this blast type group, it deals an additional +1/2 damage per elementalist level.

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.

Elemental Defense
* At 5th level, an elementalist gains resistance 5 to acid, cold, fire, and electricity. At 11th level, this resistance increases to 10. At 17th level, this resistance increases to 15.

Class 2: Paragron Shifter:

Unchanging Form (Ex)
* At 1st level the paragon gains Eternal Transformation as a bonus feat. She may not take the Transformation or Hybrid Transformation feats, and if she already possesses them (or the Eternal Transformation feat from another source) she must immediately retrain them for no cost.
* This replaces shapeshifter.

Advanced Utility (Ex)
* At 1st level, the paragon gains a bonus language of their choice. The paragon gains a bonus utility talent at 5th level, plus an additional bonus utility talent at 11th and 15th levels.
* This replaces wild empathy, steal language, boundless communication, and endless communication.

Self Improvement (Ex)
* At 5th level the shifter gains Improved Transformation as a bonus feat, selecting additional traits as normal. She may also select one Alteration sphere talent; she does not actually possess this talent, but counts as possessing it for the purposes of what traits she can select with Improved Transformation. She selects an additional Alteration talent this way at levels 10, 15, and 20.
* This replaces quick transformation, lingering transformation, extended transformation, and greater transformation.

Bestial Traits
* 5x Feats, 3x from lvls 2/4/6 = 8x total

Animal Advisor (Su)
* The shifter gains a familiar, treating her shifter levels as wizard levels. This stacks with levels gained from other sources.
* Ioun Wyrd Sage and Figment
* Dazzling Intellect (Ex) A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level. This alters the familiar’s Intelligence score and natural armor adjustment.
* Sage’s Knowledge (Ex) A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level. This replaces alertness and the familiar’s ability to share its master’s skill ranks.
* Recurring Dream (Su) A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has. This replaces improved evasion.
* Manifest Dreams (Su) At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points’ worth of eidolon evolutions; at 13th level, he can apply 3 points’ worth of eidolon evolutions. This replaces deliver touch spells, speak with animals of its kind, and scry on familiar.

Home in Water (Ex)
* The shifter gains the amphibious subtype (including the ability to breathe underwater) and a 30 feet swim speed.

Shredding Blows (Ex) [Origin]
* The shifter’s weapon attacks ignore an amount of hardness equal to 1/2 the shifter’s level (minimum 1). When attacking a target with damage reduction the shifter’s attacks do not bypass (such as DR 3/–), the shifter ignores an amount of damage reduction equal to 1/2 the shifter’s level (minimum 1).

Bestial Speed (Ex)
* The shifter increases all of her movement speeds by 10 feet.

Bite (Ex)
* The shifter gains a bite attack. This is a primary attack dealing 1d6 damage (1d4 Small). If this is the only attack made during the shifter’s turn, she adds 1-1/2 her Strength bonus to the damage dealt.

Trip (Ex) (requires shifter 6) - from level
* If the shifter possesses a bite attack, she may attempt to trip the target of a successful bite attack as a free action. This does not provoke an attack of opportunity, and she cannot be tripped in return.

Monstrous Might (Ex) (requires shifter 6) - from feat
* The paragon may select abilities which cost spell points for their Eternal Transformation feat, up to a maximum combined total across all abilities of 1 spell point. When she acquires this bestial trait she may immediately reselect one Alteration trait, or she may use this spell point to gain an increased effect from her base transformation, such as a chance to negate critical hits and precision damage from the Elemental Transformation talent.

Pounce (Ex) (requires shifter 6) - from feat
* The shifter gains the pounce special ability, allowing her to make a full-attack at the end of a charge.

Monstrous Form: Elemental Transformation - Earth
* Limbs: mutable (up to 1 head, 2 legs, 2 arms, chosen when form is granted)
* Speech: Yes; Hands: Yes (if arms granted)
* Speed: 20 ft. land speed
* Natural weapons: 2 slams (primary, 1d6 Medium, 1d4 Small)
* AC: +2 natural armor bonus, +1 per 5 caster levels
* Special: Darkvision 60 ft.
* Air: Movement: The target takes no damage when falling and may glide, moving with a speed of 30 feet with maneuverability (good), falling 1 foot for every 5 feet traveled. At 5th level, this improves to a 30 feet fly speed with maneuverability (good). Abilities: The target gains energy resistance to electricity equal to your caster level and the Elemental Transformation’s whirlwind trait as a bonus trait (which does not count against the number of traits the caster may apply with their shapeshift).
* Whirlwind: If the target possesses a fly speed, the target gains the whirlwind universal monster ability. If the target possesses a swim speed, the target gains the water elemental’s vortex ability. The target may use the whirlwind and vortex abilities at-will, and can transform as a standard action. If the target possesses both a fly speed and a swim speed, the target may freely enter and exit water while transformed and is considered to be in whichever form is most suitable for each space the whirlwind or vortex would occupy. The Reflex DC for the whirlwind and vortex abilities granted by this trait is equal to the caster’s Alteration sphere DC. The whirlwind and vortex is always 5 feet wide at its base, and its maximum height is equal to the target’s size + 1 size category larger per 5 caster levels (maximum Colossal) on Table: Whirlwind Trait Sizes. A whirlwind or vortex’s width at its peak is equal to half its height. The target can control the exact height, but it must be at least 10 feet high. If a target’s size is smaller than Small, the target is considered to be Small-sized for this trait. (Requires fly or swim speed)

Mythic Spheremaster:

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 (Ex)
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.

Abilities
*Mythic Sphere Mastery: Fate
- Select a (consecration) talent you know: serendipity.
- This consecration no longer requires concentration to maintain and you may activate or deactivate it as a free action. Any mythic creature that makes a successful save against your consecration is immune to its effects for 24 hours; any non-mythic creature that makes a successful save against it is only immune to its effects for 1 minute.

(1) Persistent Power (Persistent Power - emperor motif. You may designate one talent (or combination of talents that work together) you know that you can cast on yourself and that has a duration of hours per caster level when cast (without being affected by other abilities, such as metamagic) as a persistent power. This choice cannot be changed once it is made, but as long as you know that talent, you may cast it on yourself (or deactivate its effects on you) as a free action. You do not need to spend spell points to activate a persistent power. At 3rd and 6th tiers, you may designate an additional talent as a persistent power.)
(2) Elemental Bond (You are connected to one of the elements. Select one package from the Nature sphere. Whenever you cast a sphere effect with a descriptor matching that package, add your tier to your caster level for that effect. You gain resistance 10 against an energy type associated with the descriptor of your chosen Nature package—electricity for air, acid for earth or metal, fire for fire, and cold for water or plant. At 6th tier, this resistance increases to 20. At 9th tier, this resistance increases to 30. )
(3) Persistent Power (Persistent Power - swords motif. You may designate one talent (or combination of talents that work together) you know that you can cast on yourself and that has a duration of hours per caster level when cast (without being affected by other abilities, such as metamagic) as a persistent power. This choice cannot be changed once it is made, but as long as you know that talent, you may cast it on yourself (or deactivate its effects on you) as a free action. You do not need to spend spell points to activate a persistent power. At 3rd and 6th tiers, you may designate an additional talent as a persistent power.)
(4) Transcorporeal Emissary (Sp) You gain see invisibility as a constant spell-like ability. In addition, you may spend a point of mythic power as a free action to interact with incorporeal targets as if they were corporeal and grant your weapons and armor the ghost touch property for 1 minute.
(5) Eternal Soul [Gravecaller's HB]
* Your soul has reached a level of immortality that transcends your body. You are immune to energy drain and negative levels from non-mythic sources. You may expend one use of mythic power to remove a number of negative levels from yourself equal to your mythic tier as a free action that can be taken even when it is not your turn.
* In addition, you are immune to effects and spells from non-mythic sources that would redirect, trap, transform, or otherwise consume your soul (such as magic jar, soul bind, trap the soul, or the Death sphere Possession or Soul Trap advanced talents). You are always granted a save to negate such an effect from a mythic source and may expend one use of mythic power to roll twice and take the better result. You are granted this saving throw even if you are dead or unable to take actions (an effect without a saving throw has a DC equal to that spell or sphere effect’s normal DC, or 10 + 1/2 the source's Hit Dice + the source's Charisma modifier). Successfully saving against such an effect makes you immune to any further attempts from that source for 24 hours. If you ever fail a saving throw against such an effect, you may attempt a new saving throw to end the effect once every 24 hours even if the effect would not allow for additional saving throws.
(6) Tongues (You can understand and speak any language, as the tongues spell. If this ability is dispelled, you can resume it as a free action.)

Mythic Feats
(1) Mythic Weapon Finesse
(2) Mythic Improved Flight (Your fly speed is increased by 20 feet and your maneuverability is improved by one category.)
(3) Mythic Weapon Focus

Who is Fei Wan?:

Fei Wan is a connoisseur of borrowed feelings. He doesn’t experience emotion naturally, as a mortal would. Instead, he learns them through observation, imitation, and immersion. The Hall of the Sensates gave him access to every sensation ever recorded; he’s memorized the sound of laughter, the tension in grief, the tremor of awe. But these are echoes. All are “real” to him, but they are real in the same way a reflection is real to a mirror. And they are just as permanent.

He isn’t lying when he says that “you are my comrade, my brother in blood.” But this is only true for the next day, or century. Time is immaterial to him, all that matters is how long a feeling interests him. This isn’t cruelty, it is just his nature.

“Life is a song. It is made all the richer by hearing every note, from the highs of purity to the lows of sin. I want to hear it all. And all that I fear is silence.”

10 Min Background:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
* His familiar isn’t real. It is his memories and knowledge that have taken the form of sensory stones as seen in the Hall of Sensates
* Goal is avoid boredom
* Mimics emotions from others
* Is completely honest in the moment. There is just no guarantee of how he will feel in the future
* Is not cruel in the same way that nature isn't cruel

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.

* Find an experience unique, that he could bring back to the Sensates
* Experience the consequences of his actions in the Fey Wild

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

* He gained his elementalist and mythic powers from stealing an artifact from the Green Mother. He has no idea how she sees this theft (approvingly as evidence of survival of the fittest, or with anger for stealing from her). Regardless, he fled the Fey Wild out of fear of retribution.
* He truly wishes that he could return to the Fey Wild. His constant fight against ennui, in part, stems from this

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

* The Green Mother (he is a former servant)
* Lady Thorncombe (tutor in the arcane arts from Sensates, fellow addict of the sensory stones)
* The Judge (A mercy killer who is tracking Fei Wan down for execution. This is for a list of crimes that he very much did commit)

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

* He spent 7 decades on the material plane, married to a human woman, having decided that the only way to understand marriage and love was to do it himself. He stayed until she died of old age. After lingering just to taste the delicious feeling of loss, he left and never looked back. He has not done this again, not because it hurt, but because it would be boring to repeat the same experience too soon.
* The murder of a Mercy Killer. Because he had used a sensory stone which was of a brutal murder, and he decided that he wanted to try it. The Mercy Killer was merely there, and matched the victim in the sensory stone enough to make him a target.
* He once spent half a human lifetime as a monk. Merely because he knew of no other fey who had tried it, and he wanted to know what the experience was like. He left when he became too bored.