Wight

Godwyn Blaecwulf's page

359 posts. Alias of Grumbaki.


Full Name

Angel Form Human Form

Race

Wounds (0) HP (955) AC (80/50/62) Saves (52/52/45) SR (31) Initiative (50) DR 10 (Cold Iron + Evil) DR 5 (Good)

Special Abilities

Immune: Disease, Poison, Age, Breathing, Charm, Compulsions, Fear, Pos Energy Dmg, Acid, Cold, Petrification, Death Effects, Crits, Precision, Fire, Possession from Evil, Blinded, Dazzled, Deafened, Nauseated, Sickened, Scent)

Alignment

25% Chance Ignore (paralysis, sleep), Electricity Resist (20) Fast Healing (22) Move (50ft) Swim (70ft)Fly (100ft)

Deity

Buffs (Tongues, Ascetic Control, Permanent Alteration - Pounce, Corruption resistance against evil, Truesight)

Location

Telepathy (100ft)

Strength 40
Dexterity 40
Constitution 40
Intelligence 28
Wisdom 26
Charisma 40

About Godwyn Blaecwulf

Offense with calculations:

* To Hit: +20/+15/+10/+5 (BaB) + 15 (Dex) + 5 (Enchantment) + 1 (WF) +1 (competence) +1 (Morale) +2 (Luck) -1 (size) -0/6 (Power Attack) = +44/+33/+28/+23
* Damage: 3d8 (base) + 22 (Str) + 5 (Enchantment) + 27 (Power Attack) +2 (WS) +10 (FF) = 3d8+67

* Slam: +20 (BaB) -5 (Weapon) +15 (Dex) +5 (Enchantment) +1 (competence) +1 (Morale) +2 (Luck) -6 (Power Attack) = +33/+33
* Damage: 2d8 (Base) + 15 (Str) + 18 (PA) + 10 (WF) = 2d8+43

Regular
[ooc]First hit stops regeneration and fast healing for 1 round. If it is a critical hit, it stops damage reduction for 1 round[/ooc
[ooc]Brilliant Energy: Free action turn on/off. A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, or objects.[/ooc
[ooc]Soulfire = 1/2 Good Damage, 1/2 Fire. Godwyn reduces fire resist by 20, and turns fire immunity to fire resist 40. 1 SP reduces fire resist by 40[/ooc
[dice=Hit]1d20+44[/dice]
[dice=Damage]3d8+67[/dice]
[dice=Holy]3d6[/dice]
[dice=Rapture’s Burn vs evil soulfire]2d6[/dice]
[dice=Rapture’s Burn vs neutral soulfire]1d8[/dice]

[dice=Hit]1d20+33[/dice]
[dice=Damage]3d8+67[/dice]
[dice=Holy]3d6[/dice]
[dice=Rapture’s Burn vs evil soulfire]2d6[/dice]
[dice=Rapture’s Burn vs neutral soulfire]1d8[/dice]

[dice=Hit]1d20+28[/dice]
[dice=Damage]3d8+67[/dice]
[dice=Holy]3d6[/dice]
[dice=Rapture’s Burn vs evil soulfire]2d6[/dice]
[dice=Rapture’s Burn vs neutral soulfire]1d8[/dice]

[dice=Hit]1d20+23[/dice]
[dice=Damage]3d8+67[/dice]
[dice=Holy]3d6[/dice]
[dice=Rapture’s Burn vs evil soulfire]2d6[/dice]
[dice=Rapture’s Burn vs neutral soulfire]1d8[/dice]

[dice=Slam]1d20+33[/dice]
[dice=Damage]2d8+43[/dice]
[dice=Holy]3d6[/dice]
[dice=Rapture’s Burn vs evil soulfire]2d6[/dice]
[dice=Rapture’s Burn vs neutral soulfire]1d8[/dice]

[dice=Slam]1d20+33[/dice]
[dice=Damage]2d8+43[/dice]
[dice=Holy]3d6[/dice]
[dice=Rapture’s Burn vs evil soulfire]2d6[/dice]
[dice=Rapture’s Burn vs neutral soulfire]1d8[/dice]

Smite Evil
[dice=Hit]1d20+44+15[/dice]
[dice=Damage]3d8+67+6+6[/dice]
[dice=Holy]3d6[/dice]
[dice=Rapture’s Burn vs evil soulfire]2d6[/dice]

[dice=Hit]1d20+33+15[/dice]
[dice=Damage]3d8+67+6[/dice]
[dice=Holy]3d6[/dice]
[dice=Rapture’s Burn vs evil soulfire]2d6[/dice]

[dice=Hit]1d20+28+15[/dice]
[dice=Damage]3d8+67+6[/dice]
[dice=Holy]3d6[/dice]
[dice=Rapture’s Burn vs evil soulfire]2d6[/dice]

[dice=Hit]1d20+23+15[/dice]
[dice=Damage]3d8+67+6[/dice]
[dice=Holy]3d6[/dice]
[dice=Rapture’s Burn vs evil soulfire]2d6[/dice]

[dice=Slam]1d20+33+15[/dice]
[dice=Damage]2d8+43+6[/dice]
[dice=Holy]3d6[/dice]
[dice=Rapture’s Burn vs evil soulfire]2d6[/dice]

[dice=Slam]1d20+33+15[/dice]
[dice=Damage]2d8+43+6[/dice]
[dice=Holy]3d6[/dice]
[dice=Rapture’s Burn vs evil soulfire]2d6[/dice]

Ranged
* Destructive Blast: +20 (BaB) + 15 (Dex) = +35
* Soulfire Damage: 11d8+10 (21d8 for 1 SP)

[ooc]Soulfire = 1/2 Good Damage, 1/2 Fire. Godwyn reduces fire resist by 20, and turns fire immunity to fire resist 40. 1 SP reduces fire resist by 40[/ooc

[dice=Long Range Touch Destructive Blast]1d20+35[/dice]
[dice=Fire Damage Ignore 20 fire resistance]5d8+5[/dice]
[dice=Good Damage]6d8+5[/dice]

[dice=Long Range Touch Destructive Blast]1d20+35[/dice]
[dice=Fire Damage Ignore 20 fire resistance]10d8+5[/dice]
[dice=Good Damage]11d8+5[/dice]

[dice=Spell Smite Long Range Touch Destructive Blast]1d20+50[/dice]
[dice=Fire Damage Ignore 20 fire resistance]5d8+5[/dice]
[dice=Good Damage]6d8+25[/dice]

[dice=Spell Smite Long Range Touch Destructive Blast]1d20+50[/dice]
[dice=Fire Damage Ignore 20 fire resistance]10d8+5[/dice]
[dice=Good Damage]11d8+25[/dice]

Defense with calculations:

Defenses
* AC: 10 (Base) + 15 (Dex) +15 (Cha) + 5 (Deflection) + 9 (Armor) + 19 (Natural Armor) + 2 (Shield) +1 (Insight) -1 (size) +3 (Dodge) +2 (Monk) = 80/50/62
* CMD: 20 (BaB) + 15 (Str) + 15 (Dex) + 15 (Cha) + 5 (Deflection) + 1 (Insight) + 3 (Dodge) + 2 (Monk) +1 (Size) = 77
* HP: 200 (base) + 300 (con) + 300 (cha) + 10 (campaign) + 100 (Transfiguration) + 5 (Mythic) +20 (FCB) +20 (Toughness) = 955
* Fort: 12 (base) + 5 (resistance) +1 (morale) +1 (competence) + 15 (con) + 14 (cha) +2 (Luck) +2 (Feat) = 52
* Ref: 6 (base) + 5 (resistance) +1 (morale) +1 (competence) + 15 (dex) + 14 (cha) +2 (Luck) +6 (WT) +2 (Feat) = 52
* Will: 12 (base) + 5 (resistance) +1 (morale) +1 (competence) + 8 (wis) + 14 (cha) +2 (Luck) +2 (Feat) = 45

List of abilities and uses per day:

Mythic
* Surge (2/2) * Sword's Legendary Power (2/2)

Spheres and Class Ability
* Spell Pool (27/35)
- 2 pts Ascetic Control, 2 pts Transfiguration, 4 pts alteration
* Providence (23/23)

Offensive
* Smite Evil/Chaos (3/3)
* Ki: 2x uses for smite evil/chaos (18/18)
* Spell Smite (5/5)
* Penetrating Blast (4/4)
* Breath Weapon: 100ft cone, DC35 Ref for half, evil creatures blinded. 10d8 damage vs neutral, 20d6 damage vs evil (1 use per 1d4 rounds)
* Gaze of Rapture: 30ft range, DC35 Will save, -15 attack rolls, skill checks and ability checks for 20 rounds

Defensive
* Corruption Resistance Against Evil (0/1)

Healing Heals +7 then x2 to self
* Cure: 7d8+42
* Channel 12d6 (18/18)
* Lay on Hands 2d6 (2/2)
* Touch of Life: 1d6+10 (25/25)
* Heavenly Fire: 1d4+10 (18/18)
* Bolstering Essence: Free action 21 temp HP 1 round (19/19)
* Regen: 11 (template) + 7 (fast healer) = 18 (evil negates)
* Fast Healing (template): 15 (Cha) + 7 (faster healer) = 22

Rerolls and Similar
* Great Fortitude (6/6)
* Lightning Reflexes (6/6)
* Iron Will (6/6)
* Prescience: 1d20 (19/19)
* Conviction: Reroll (1/1)
* Tugging Strands: Reroll (4/4)
* Foretell (21/21)

Senses
* At will use detect evil, detect magic, discern lies, and know direction. Darkvision (60ft), Truesight
* Lifesight: Detect living, dead, undead (20/20)

Movement and Auras:

Movement
* 50ft movement speed, 70ft swim speed, 100ft fly speed
* No fly checks needed for staying still or ascending
* May charge and run underwater
* May make up to 3x 90 degree turns while charging
* Pounce
* Charges add +6d6 soulfire damage, enemies must save vs being blinded

Auras
* Righteous Aura (10ft: allies have +4 morale bonus vs charms/fear)
* Grace (Su) Every nongood creature within 30 ft. of a holy creature automatically takes a –1 penalty on all attack rolls, checks, and saves. Grace is a mind-affecting effect.

Race, Stats, Traits:

Grigori
* Type: Grigori are humanoids with the extraplanar, angel (though they do not possess any other angel traits), and good subtypes. Most grigori also have good alignments; however, if their alignments change, they retain the good subtype. Any effect that depends on alignment affects a grigori with this subtype as if the grigori has a good alignment, no matter what its alignment actually is. The grigori also suffers 6 effects according to its actual alignment. A grigori with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields are good-aligned.
* Incorruptible: Occasionally, grigori arise with the ability to ward away evil. Grigori with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the angelic resistance racial trait.
* Angelic Rapport: Some grigori can influence animals, celestial animals, and celestial magical beasts as if they had the wild empathy ability of a druid equal to their character level. They do not suffer the normal –4 penalty when using this ability on a celestial magical beast. They also gain a +4 bonus to Handle Animal checks. This replaces the watchful and celestial blood racial trait.
* Halo: Some grigori possess the ability to manifest halos. A grigori with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.
* Age: As immortal beings, grigori do not age, they do not become feebler nor do they grow wiser.

Stats
* Str (16) Dex (15) Con (14) Int (14) Wis (13) Cha (14) - Base
* Str (0) Dex (0) Con (-2) Int (2) Wis (2) Cha (0) - Race
* Str (8) Dex (-2) Con (4) Int (0) Wis (0) Cha (0) - Large
* Str (4) Dex (6) Con (2) Int (4) Wis (2) Cha (6)- ABP
* Str (4) Dex (4) Con (4) Int (4) Wis (4) Cha (4) -Advanced
* Str (4) Dex (4) Con (4) Int (0) Wis (0) Cha (4) - Soulfire
* Str (2) Dex (2) Con (4) Int (0) Wis (4) Cha (4) - Holy
* Str (2) Dex (2) Con (8) Int (4) Wis (0) Cha (8) - Sublime
* Str (0) Dex (5) Con (0) Int (0) Wis (0) Cha (0) - Phy Enc
* Str (0) Dex (4) Con (2) Int (0) Wis (1) Cha (0) - Lvls
* Str (40) Dex (40) Con (40) Int (28) Wis (26) Cha (40) - Final

Traits
* Born Healer: Your cure ability heals an additional 1d8 hit points.
* Sun Worshiper: You are immune to the dazzled condition.
* Fate’s Favored: +1 Luck

Feats:

Lvl 1: Practitioner, Toughness, Precise Shot, Weapon Focus, Endurance, Combat Reflexes Lvl 2: Lightning Reflexes, Lvl 3: Iron Will, Lvl 4: Eldritch Heritage, Weapon Specialization, Lvl 5: Practitioner, Lvl 6: Furious Focus, Lvl 7: Improved Eldritch Heritage, Lvl 8: Improved Critical, Lvl 9: Practitioner, Lvl 10: Dragon Tattoos Lvl 11: Weapon Versatility, Lvl 12: Great Fortitude, Lvl 13: Practitioner, Lvl 14: Improved Iron Will, Lvl 15: Diehard, Lvl 16: Improved Lightning Reflexes, Lvl 17: Practitioner, Lvl 18: Improved Great Fortitude Lvl 19: Fast Healer, Lvl 20: Greater Eldritch Heritage

Eldritch Heritage Righteous
Link
* Touch of Life (Su)
- Beginning at 1st level, you may channel positive energy through your hands to heal yourself or another as a standard action. Your touch heals living creatures for 1d6 points + 1 for every two sorcerer levels you possess. If you use this power against an undead target, it suffers the same amount in damage, though it requires you to make a melee touch attack against the undead target and the target is not allowed a saving throw to reduce the damage by half. You do not provoke an attack of opportunity while using as an attack.
- This power is treated as the paladin’s lay on hands class feature in regards to any feats orprestige class requirements you may consider taking. You may use this power 3 + your Charisma modifier times per day.
* Spell Smite (Su)
- Beginning at 3rd level, you gain the ability to empower your spells against a chosen target if that target is evil. Spells that cause damage gain a bonus equal to your class level to evil targets. You gain a bonus to any attack rolls required equal to your Charisma modifier for any touch based spells, and you add your Charisma modifier to the DC of the saving throws when applicable. You may use this ability one time per day, gaining an additional use at 7th level and every four levels thereafter (maximum of 5/day at 19th level).
* Righteous Aura (Su)
- At 9th level, you become immune to charm spells and spell-like abilities. Allies within 10 feet of you gain a +4 morale bonus on saving throws against charm effects. At 12th level, your aura also grants you immunity to fear based effects and allies gain the same +4 morale bonus for any saving throws versus fear based effects. This effect immediately ends if you become helpless, unconscious, or dead.
* Merciful (Su)
- At 15th level, your touch of life power can also be used to remove the effects of fatigue, sickness, or being shaken while healing yourself or an ally. You may spend two of your daily uses of the touch of life power to remove the exhausted, frightened, or nauseated conditions. Your daily number of uses of the Touch of Life power increases to ½ your class level + your Charisma modifier.

Skills:

Skills +6 (class) + 9 (int) + 3 (campaign) +1 (FCB)
* Diplomacy: 23 (base) + 15 (Cha) + 6 (SF) + 1 (Morale) + 1 (Competence) + 2 (Luck) +4 (Racial) = +52
* Intimidate: 23 (base) + 15 (Cha) + 8 (Racial) + 1 (Morale) + 1 (Competence) + 2 (Luck) = +50 (+2 vs evil)
* Perception/Sense Motive: 23 (base) + 8 (Wis) +4 (Racial) + 1 (Morale) + 1 (Competence) + 2 (Luck) = +39
* Knowledge Religion: 18 (base) + 20 (dice) + 9 (Int) +1 (Morale) + 1 (Competence) + 2 (Luck) + 6 (SF) +8 (Racial) = 65
* Knowledge Nobility, Planes: 23 (base) + 20 (dice) + 9 (Int) +1 (Morale) + 1 (Competence) + 2 (Luck) + 6 (SF) = 62
* Knowledge Arcana, Dungeoneering, Geography, History, Local, Nature, Engineering: 23 (base) + 20 (dice) + 9 (Int) +1 (Morale) + 1 (Competence) + 2 (Luck)= 56
* Spellcraft: 23 (base) + 10 (int) + 1 (Morale) + 1 (Competence) + 2 (Luck) = +37
* Fly: 23 (base) + 15 (Dex) -2 (Size) + 1 (Morale) + 1 (Competence) + 2 (Luck) +1 (Mythic) = +41
* Stealth: 23 (base) + 15 (Dex) -4 (Size) + 1 (Morale) + 1 (Competence) + 2 (Luck) = +38
* Acrobatics: 23 (base) + 15 (Dex) + 1 (Morale) + 1 (Competence) + 2 (Luck) = +42
* Swim: Acrobatics: 23 (base) + 15 (Str) + 1 (Morale) + 1 (Competence) + 2 (Luck) +8 (Ring) = +50
* Craft Tattoos: 8 (base) + 8 (Int) + 1 (Morale) + 1 (Competence) + 2 (Luck) = +20

Equipment:

Equipment (295,130 used on crafting. Mostly making items tattoos)
---Tattoos---- (made by followers)
* (Chest Slot) Lattice Of Knowledge: While equipped in any slot by a creature with the incanter specializations class feature and three levels in the incanter class, a lattice of knowledge grants the 3rd-level ability of a single incanter sphere specialization, chosen when the lattice is made. Treat the creature’s total class levels as their incanter level for determining the effects of the ability granted by this item. - Physical Enhancement: At 3rd level, the incanter gains a +1 bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five incanter levels he possesses. He can change this bonus to a new ability score when he rests to regain spell points. (15k)
* (Necklace Slot) Periapt of Proof against Poison: Immune Poison (27k)
* (Shoulder Slot) Cloak of Good Fortune Tattoo: The wearer gains a +1 luck bonus on attack rolls, and once per day, the wearer can spend 10 minutes reciting prayers from the cloak’s lining to pose a single question to a nearby spirit, as per commune. (12k)
* (Wrist Slot) Ioun Spite Bracers Tattoo: holds 4x ioun stones (15k)
- Scarlet and Green Cabochon Ioun Stone: Endurance (10k)
- Pale Green Prism Ioun Stone: +1 competence bonus on attack rolls, saves, skill checks, and ability checks (30k)
- Flawed Green Prism Ioun Stone: Flawed: This stone grants a +1 morale bonus on attack rolls, saves, skill checks, and ability checks. Price (28k)
- Dusty Rose Prism Ioun Stone: +1 insight bonus to Ac (5k)
* (Neck Slot) Swarmbane Clasp (3k)
* (Ring Slot) Ring of Force Shield (8.5k)
* (Ring Slot) Ring of Invisibility: At-Will (20k)
* (Head Slot) Helm of Telepathy: The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 14 negates) along with his telepathic message. (54k)
effect’s duration need not be consecutive rounds. (12k)
* Holy Symbol Tattoo (100 gold)
* Dragon Tatoos: +5 Enchantment, Holy, Training (64k)

---Physical Items----
* Sacred Avenger:
- This +3 cold iron longsword becomes a +5 holy defiant cold iron longsword in the hands of a paladin or a lawful good mythic creature. If the creature wielding this weapon is a paladin with mythic tiers, she can also grant the weapon the brilliant energy special ability on command. Dismissing the brilliant energy ability is a free action. - When wielded by a paladin or a lawful good mythic creature, this weapon provides spell resistance equal to 5 + the character’s paladin class level (if any) + the character’s mythic tier (if any) to the wielder and anyone within 10 feet of her. It also enables the wielder to use mythic greater dispel magic once per round as a standard action, with a caster level equal to either the wielder’s paladin class level or double her mythic tier, whichever is higher. Mythic greater dispel magic functions as greater dispel magic including the benefits of the mythic dispel magic spell, but when the wielder dispels a spell, she heals 1d6 points of damage for every spell level of the dispelled spell instead of healing 1d4 points of damage. (102,630)
* (Eye Slot) Goggles of Truesight (184,800)
* (Neck Slot)Phylactery of Positive Channeling (11k)
* (Ring Slot) Ring of Sea Strider: The ring grants its wearer a swim speed of 30 feet, as well as +8 racial bonus on Swim checks for having a swim speed. Furthermore, once per day as a swift action, as long as the wearer is in contact with liquid, he can use dimension door as the spell, but its starting and ending points must be connected by a contiguous mass of liquid. (14k)
* (Ring Slot) Ring of Freedom of Movement Tattoo: This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell. (40k)
* Stone of Good Luck: +1 luck bonus on saving throws, ability checks, and skill checks. (20k)
* (Chest Slot) Monk Robes (13k)
* Bag of Holding IV: 1,500 lbs limit (10k)
* (Boots Slot) Steelwalker Boots: The wearer can move up to half their movement speed during a full attack. This movement must be taken before, after, or between your attacks, and may be taken in separate increments, so long as it does not exceed half your total movement speed. If the wearer uses this ability but does not hit with any melee attacks during that action, they are then staggered until the end of their next turn. (14k)
* (Cloak Slot) Cloak of the Hunt: Immune scent, +5 stealth, 1 point mythic for 1hr greater invisibility. Reduced 1 minute after attacking. Can't be detected by 2nd lvl or lower spells (12k)
* 4,970 gold

Class 1: Divine Hunter Tempered Champion Paladin (4) Nornkith Master of Many Styles Monk (4) Champion of the Enlightened (2):

—-Paladin—-
Divine Grace (Su) * At 2nd level, a paladin gains a bonus equal to her Charisma bonus on all Saving Throws.

Lay On Hands (Su) * Swift self standard others, 2d6 and 2x day or 1d6 channel 1x day * Mercy: Fatigued

Smite Evil (Su) * Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. * In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. * The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Shared Precision (Su): * At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.

Divine Health (Ex): * At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

—-Monk—-
Conviction of Fate (Ex) * A nornkith uses her Charisma, rather than her Wisdom, to determine all class features and effects relating to his monk class.

Forewarned (Su) * A nornkith can always act in the surprise round, even if he does not notice her enemies, though she remains flat-footed until she takes an action. In addition, she gains a bonus on initiative rolls equal to half her monk level (minimum +1).

AC Bonus (Ex) * When unarmored and unencumbered, the monk adds his Cha bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level.

Still Mind (Ex) * A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Pool * 1/2 lvl + Cha * Swift action to Increase his speed by 20 feet for 1 round, or Give himself a +4 dodge bonus to AC for 1 round.

—-Champion of the Enlightened—-
Ki Pool (Su) * At 2nd level, a champion of the enlightened gains a ki pool equal to 1/2 his class level + his Wisdom modifier; this functions like the monk ability of the same name, and levels in this class stack with levels in other classes that grant a ki pool. In addition to the normal uses of this ki pool, a champion of the enlightened may expend 2 ki points to trigger either his lay on hands ability (if he has it) or his smite evil ability. His class levels stack with paladin levels when determining the effect of such abilities.

Smite Chaos * At 1st level, a champion of the enlightened gains an additional use of his paladin’s smite evil ability. In addition, he can choose to use his smite evil ability to smite chaos instead, affecting chaotic-aligned creatures and dealing 2 points of damage per class level on the first successful attack against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey. Levels in this class stack with paladin levels for the purpose of determining how much damage a paladin of the enlightened deals to targets of his smite. A champion of the enlightened cannot have both a smite evil and smite chaos effect active at the same time; using one while the other is active immediately ends the older effect.

Combat Talents:

Decisive Fist
* Equipment: Critical Genius * Boxing sphere * Open Hand sphere * Variable: Finesse Fighting

Open Hand with Hardened Palm
* Iron Fist: Your unarmed strikes ignore an amount of hardness equal to 1/2 your base attack bonus (minimum 1) (this stacks with similar effects). You can take this talent a second time, instead allowing your unarmed strikes to ignore an amount of hardness equal to your base attack bonus.

Equipment Sphere
* Critical Genius: You may select 1 weapon with which you are proficient (including unarmed strike), treating that weapon as though its critical threat range was 19-20 (unless it would be higher) and its critical multiplier as though it was x2 (even if it would normally be higher). In addition, when you confirm a critical hit with the chosen weapon while using the attack action, you deal additional damage equal to your base attack bonus; this additional damage is applied after other modifiers and is not multiplied by the critical hit. At +10 base attack bonus, the chosen weapon’s critical threat range is instead treated as 18-20. The change in critical threat range and critical multiplier from this talent is applied before other modifiers, such as the keen weapon property or the weapon mastery class feature.
** Finesse Fighting x2: You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add 1/2 your base attack bonus (minimum 1) as a bonus on that damage roll.

Athletics
* Swift Movement When you have martial focus, while using movement modes associated with the packages you possess, you gain a competence bonus to your speed of +10 ft. When using the (leap) package with this ability, apply the bonus to the maximum distance you may travel while jumping and to your base speed when determining the bonus to Acrobatics checks made to jump granted by your speed even if you are not trained in the (run) package. For every 5 ranks you possess in the skill associated with a movement type, your speed with that movement type increases by an additional 5 ft.
* Moving Target (motion) When moving more than 5 ft. during your turn using the movement mode corresponding to a package you possess, you gain a 20% miss chance against ranged attacks until the start of your next turn. If you move more than 20 ft., you may expend your martial focus as a free action to increase this miss chance to 50%. If you take this talent a second time, the miss chance applies to all attacks made against you.
* Sudden Flank (motion) When you successfully move through an enemy’s threatened space, you may count your beginning square and any squares you passed through during that movement as being occupied by an ally for the purpose of determining flanking bonuses until the end of your turn.
* Fly: You do not need to make a Fly check to remain flying when moving less than half your speed on your turn and count as being one size larger when determining the effects of wind on you while flying. This does not give you the ability to fly; it simply augments your movement abilities if you possess a means of flight. You may gain ranks in the Fly skill even if you do not possess a means of flight.
- Powerful Wings: While flying, you may ascend vertically without making a Fly check. You may halt your movement while flying, hovering without needing to make a Fly skill check. If you are Large or larger and use wings to fly, when you hover within 20 ft. of the ground in an area with lots of loose debris, the draft from your wings creates a hemispherical cloud with a radius of 60 ft.
- Sinking Blow (fly, swim) If you are flying or swimming, whenever you make a successful attack action against a creature employing the same movement mode as you while you have martial focus, that creature must succeed at a Reflex saving throw or lose 30 feet of distance to the ground. If you have 10 or more ranks in the used movement mode, a creature who fails this saving throw also has their speed for that movement mode reduced by 1/2 for a number of rounds equal to your practitioner modifier (minimum 1).
* Run: You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running.
- Sharp Turn (run) You may change direction up to 90 degrees once at any point during a charge or while taking the run action. For every 7 ranks in Acrobatics you possess, the number of times you may change direction during a charge increases by 1, to a total maximum of 3 times. You still must be able to see the target of your charge when you begin the charge action.
* Swim: You may perform the charge and withdraw actions while swimming, and can make standard actions and attack actions without decreasing the duration for which you can hold your breath. A successful Swim check means you may move up to your base land speed as a full-round action (as opposed to 1/2 your base land speed) or 1/2 your base land speed as a move action (as opposed to 1/4th your base land speed).
- Shark Swim: While swimming, you move at your full base speed as a move action rather than half speed, or double your base speed as a full-round action. You may perform the run action while swimming, may take 10 on Swim checks even when threatened or endangered, and do not need to make swim checks each hour to avoid taking damage from fatigue. Making standard or full-round actions no longer reduces how long you can hold your breath.

Class 2: Incanter:

Celestial Bloodline
* Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
* Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
* Immunity to acid, cold, and petrification
* Resist electricity 10
* Resist fire 10
* +4 racial bonus on saves against poison
* Unlimited use of the Wings of Heaven ability
* The ability to speak with any creature that has a language (as per the tongues spell).

Specializations
* Sphere Specialization (3 specialization points) The incanter specializes in a sphere of his choice. The incanter gains that sphere as a bonus sphere and gains a +1 bonus to his caster level with that sphere. In addition, he also gains a series of abilities associated with that sphere, as detailed below.
* Spheremaster Ability (1) + 3x Feats (3) = 5 Specializations

Fate Specialization
* Prescience (Su): At 3rd level, the incanter may, at the beginning of his turn, spend a free action to roll a single d20. At any point before his next turn, he may use the result of this roll as the result of any d20 roll he is required to make. If he does not use the d20 result before his next turn, it is lost. He can use this ability a number of times per day equal to 3 + his casting ability modifier.
* Tugging Strands (Su): At 8th level, as a non-action the incanter can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. He can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
* Fated Protection (Su): At 20th level, whenever he would be affected by a sphere effect, spell, or spell-like ability that allows a saving throw, he can roll twice to save against the effect and take the better result.
* Mythic Sphere Specialization: Fate
- Add your tier to the number of rounds you can keep a die from prescience and to the number of times you can use prescience and tugging strands each day. By expending one use of mythic power when using tugging strands, you may take the unused die roll and substitute it for a future roll of the same die size. You may not store more than one die this way at once (including through similar powers), and using this die prevents any other die-replacing abilities from being used (such as the Twists of Fate mythic quality).

Life Sphere
* Bolstering Essence (Sp): At 3rd level, the incanter may grant himself temporary hit points equal to his incanter level as a free action. These hit points last for 1 round. He can use this ability a number of times per day equal to 3 + his casting ability modifier.
* Life Sight (Su): At 8th level, the incanter can give himself blindsight to a range of 40 feet as a free action for 1 round. He may use this ability a number of times per day equal to his incanter level. This ability only allows him to detect living creatures and undead creatures. This sight also tells him whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. These rounds do not need to be consecutive.
* Life Essence (Su): At 20th level, the incanter becomes immune to death effects and gains fast healing 1.
* Mythic Sphere Specialization: Life
- Add your tier to the number of rounds your temporary hit points from bolstering essence can last, and to the number of times you can use it each day. Also, double the range of your life sight ability. You may expend one use of mythic power as a swift action to identify the current hit points and condition(s) of all creatures within 60 feet. After doing so, you may cast one of your Life sphere abilities on one of those creatures as a free action (this does not provoke attacks of opportunity and is unaffected by negative parts of your general casting drawbacks).

Destruction
* Intense Magic (Su): At 3rd level, whenever the incanter creates a destructive blast that deals hit point damage, he adds 1/2 his incanter level to the damage dealt (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast.
* Penetrating Blast (Sp): At 8th level, when the incanter uses a destructive blast and rolls to penetrate spell resistance, he may roll twice and take the higher result. He may use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
* Indestructible: At 20th level, the incanter becomes immune to critical hits and precision damage. When below 0 hit points, he does not die until his negative total is in excess of twice his Constitution score.
* Mythic Sphere Specialization: Destruction
- Add your tier to your incanter level when determining the effects of intense magic and to the number of times per day you can use penetrating blast. When rolling to penetrate spell resistance, you may expend one use of mythic power to reduce that spell resistance by your tier.

Divination
* Forewarned (Su): At 3rd level, the incanter can always act in the surprise round even if he fails to attempt a Perception roll to notice a foe, but he is still considered flat-footed until he takes an action. In addition, he receives a bonus on initiative checks equal to 1/2 his incanter level (minimum +1).
* Foretell (Su): At 8th level, the incanter can utter a prediction of the immediate future as a free action. For one round, he emits a 30-foot aura of fortune that aids his allies or hinders his enemies, as chosen by him at the time of prediction. If he chooses to aid, he and his allies gain a +2 luck bonus on ability checks, attack rolls, magic skill checks, saving throws, and skill checks. If he chooses to hinder, his enemies take a –2 penalty on those rolls instead. He can use this ability for a number of rounds per day equal to his incanter level. These rounds do not need to be consecutive.
* Perfect Knowledge: At 20th level, anytime the incanter would roll for initiative or a Knowledge check, instead assume the roll would have resulted in a natural 20.
* Mythic Sphere Specialization: Divination
- Add your tier to your level when determining the effects of forewarned and to the number of rounds per day you can use foretell. When you use the foretell ability, you may expend one use of mythic power to choose to both aid and hinder until the next time you stop using foretell; this does not cost any additional rounds per day.

Pyromancer
* Blistering Aura (Ex): At 8th level, as a standard action...(unlikely to se)
* Iridescent Heart (Ex): At 20th level, the incanter becomes immune to bleed and fire damage, in addition to the blinded, deafened, nauseated, and sickened conditions. Additionally, the incanter can use his Create Fire Nature sphere ability as a swift action, although it only creates a Diminutive-sized fire. Additionally, the incanter gains the following fire spirit ability:
* Flesh of the Inferno (spirit): You can spend a standard action and 2 spell points to have your body give off an intense heat for 1 round per caster level...(unlikely to use)

Sphere Talents:

Casting Tradition
Magic Type: Divine
Casting Ability Modifier: Charisma
Drawbacks: Somatic Casting x2, Verbal Casting, Magical Signs
Boon: +1 spell point per odd level in casting classes.

Sphere Talents
* 2 (Lvl 1 casting tradition) * Nature, Divination, Fate, Destruction, Life (Incanter Specializations) * 4 (Drawbacks) * 30 (Incanter) = 41 (total)

Enhancement Sphere - Bodily Enhancement, Personal Magic Drawbacks
* 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.

Fate - Sanctified Drawback
* Consecration, Serendipity * Greater Serendipity * Reveal Alignment *** Bound Consecration, Consecrated Ground

Life Sphere
Too many rules
* Cure, Vitality * Diagnose * Deeper Healing * Clarified Strike * Self Renewal * Break Enchantment * Mass Healing * Ranged Healing * Greater Restore **** Restore Capacity, Health, Senses, Spirit *** Supreme Resurrection * Transfiguration * Make Whole * Resuscitate * Latent Healing * Diagnose * Sustaining Vitality (+2 circumstance bonus to AC for 1 min or until hit/failed a save)

Alteration Sphere
**** Lingering, Permanent, Agile, Bestial Reflexes
- Dodge: The target gains a +2 dodge bonus to AC. - Evasion: The target gains incredible reflexes. When the target succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. This ability does not function when wearing medium or heavy armor. - Initiative: The target gains quickened reactions, granting a +4 competence bonus to initiative. - Uncanny Dodge: The target is no longer flat-footed at the start of combat nor loses Dexterity to AC against invisible attackers. - Pounce

Destruction Sphere - Energy Focus
* Searing Blast ** Extended Range * Penetrating Boast: 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. * Chain Blast (blast shape) 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.

Divination
* Divine

Nature
* Fire * Fire Mastery * Heat Drain

Class 1 (10) + Epic Boon: Grigori Paragon:

Celestial Armor (Ex)
* The number noted here (18) is the angelic paragon’s base total armor bonus. Half the bonus rounded up is an armor bonus while the remainder rounded down is a natural armor bonus. An angelic paragon cannot wear armor of any kind, as the armor interferes with the angelic paragon’s divine nature, though the manifestation of the armor bonus may appear to be armor.

Ascended:
* Outsider with the native subtype

-----Providences------

Pool of Providence (Su)
* Starting at 1st level, each day, the angelic paragon has a pool of providence points equal to three plus his class level, he cannot spend more than one point of providence per round.

Humanoid Form (Su)
* The angelic paragon gains the ability by expending a point for her pool of providence to assume the appearance of a specific humanoid creature chosen at the time this ability is selected but retains most of its own physical qualities. The angelic paragon cannot change shape to a humanoid form more than one size category smaller or larger than its original form (if it changes from Large to Medium it loses all the benefits of the Large greater heavenly gift). This ability functions as an alter self-spell (and as such she loses all form dependent extraordinary and supernatural abilities), but the angelic paragon does not adjust its ability scores. As long as she has at least one point in her pool of providence, the angelic paragon can remain in this alternate form indefinitely.

Angelic Senses(Sp/Su)
* So long as the angelic paragon possesses at least one providence point in her pool she can at will use detect evil, detect magic, discern lies, and know direction as a spell-like ability (this requires a standard action). She can only use one of these at any given time with a caster level equal to her angelic paragon level. She also gains darkvision 60 ft. (she can see perfectly in the dark up to 60 feet.) or low-light vision allowing her to see twice as far as humans in conditions of dim light. Whichever she does not possess. She can expend one point of providence and cast see invisibility as a spell-like ability (this requires a standard action). At 9th level once per week she can meditate for 10 minutes and expend one point of providence and cast commune as a spell-like ability.

Glare of Rapture (Su)
* The angelic paragon can expend one providence point as a move action and glare at his opponents. One non-good creature within 30ft must a successful Will save (DC 10 +1/2 the angelic paragon’s class level + her Cha modifier) or suffer awe-inspiring euphoria that inflicts a penalty on attack rolls, skill checks, and ability checks equal to the 1+ 1/3 the angelic paragon’s class level and also suffer 2d6 soulfire damage each round for 1 round per angelic paragon class level. The subject gets a new saving throw each round to end the damage but this does not negate the penalty. For every five class levels, the angelic paragon can target an additional creature with this ability (maximum 5 at 20th level).

Piercing Hymn (Su)
* By expending a providence point as a standard action an angelic paragon can launch a concentrated blast of sonic energy from its mouth. Angelic paragons that possess this ability are usually known as chorals. This attack has a range of 90 feet with no range increment. The target creature struck by the angelic paragon’s piercing hymn suffers 1d6 sonic damage + 1d6 sonic damage for every 5 angelic paragon levels. In addition the target must succeed at a Fortitude save (DC 10 +1/2 the angelic paragon’s class level + her Cha modifier) or be deafened for 1d4 minutes. The angelic paragon must possess the angel subtype to possess this providence. At 6th level, she can perform this ability as a move action.

Heaven’s Charge (Su)
* The angelic paragon can expend one providence point as a swift action when making a charge action to attack an opponent, if she does, she hurls herself through the air like a living projectile. The tremendous divine force she calls upon creates a blazing shield of soulfire around her that can scorch her foe. If her attack hits, she deals an extra 6d6 points of soulfire damage in addition to her attack’s normal damage, she gets a free trip attack on her foe (+4 CMB), and her foe must make a Fort save (DC 10 + ½ her angelic paragon level + her Cha modifier) or be blinded for 1d4+1 rounds. Regardless of a successful save or not the subject is after that immune to this angelic paragon’s heaven’s charge for 24 hours. This extra damage is not multiplied on a critical hit or a similar effect. When making this charge, the angelic paragon is considered to be flying and gains a +10 ft. enhancement bonus to her speed. She can move over pits and other hazards, but she lands in the space where her charge ends and suffers any drawbacks for standing there after resolving her attack (unless the angelic paragon can fly). The angelic paragon must be at least 11th level to select this providence.

Purifying Light (Su)
* By expending a providence point as a swift action an angelic paragon can bathe any ally within 100 ft. with a soothing divine light granting a victim a second saving throw with a +2 sacred bonus against any unwanted effect with a duration other than instantaneous. If the effect has no saving throw or the ally fails, this second saving throw this ability has no effect.

Astride the Ladder (Su)
* By expending one providence point as a standard action, the angelic paragon can enter the Astral Plane. From here, she may expend another point to arrive instantly in plane of her patron deity, ethos or emperyal lord, one chosen lower plane, and one chosen prime material plane that can be reached via the astral plane. These three planes must be chosen at the time this ability is taken and cannot be changed. You always arrive at the last point you left that plane, though the first time you arrive on a plane you have not visited before it functions like plane shift. You may also travel to other planes accessible through the Astral Plane using normal travel times. You may remain in the Astral Plane as long as you wish, but as time does not pass there, you cannot rest, recover hit points from natural healing, or regain spells or uses of special abilities, etc. At 13th level, the angelic paragon can perform this as a move action, and at 17th as a swift action. The angelic paragon must be at least 9th level to select this providence.

Slam (Ex) with Improved Damage
** An angelic paragon can deliver 2 devastating slam attacks. These attacks are primary natural attacks. A slam deals 1d8 points of damage (2d6 if Large) plus her strength modifier.

Angel of Death (Su)
* By expending her entire pool of providence points as a standard action the angelic paragon delivers 10 points of soulfire damage per angelic paragon level. A successful Fortitude save (DC 10 +1/2 the angelic paragon’s class level + her Cha modifier) results in half damage. The subject might die from damage even if it succeeds on its saving throw. This is a necromantic death effect with the fire and good descriptors. The angelic paragon must be at least 17th level to select this providence.

-----Heavenly Gifts----

Protected Life-Force (Su)
* Angelic paragons are never harmed by positive dominant or negative-dominant planar traits

Skill Focus
* Diplomacy, K Nobility, Religion, Planes

Nomina Barbara (Ex)
* The angelic paragon’s truename name changes becoming strange and difficult to pronounce, transcribe, or translate, thwarting those who would try to bind or banish her. The angelic paragon gets a +8 bonus to saving throws against spells that imprison or send away outsiders, such as banishment, binding, dismissal, dispel good, and planar binding.
* Any spell resistance you possess vs. these spells is increased by 4.

Large (Ex)
* An angelic paragon grows in size, becoming Large. The paragon gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to her natural armor. She takes a –2 penalty to her Dexterity. This size change also gives her a –1 size penalty to her AC and on attack rolls, a +1 bonus to her CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. She also gains a 10-foot reach. The angelic paragon must be Medium to select this advanced heavenly gift.

Damage Reduction (Ex/Su)
* The angelic paragon gains DR 5/cold iron or evil; At 16th level, this protection can be increased to DR 10 and becomes cold iron and evil by selecting this ability a second time.

Nature’s Pacifism (Su)
* Animals and plant creatures do not willingly attack the angelic paragon, though they can be forced to do so by magic (opposed Charisma check). Angelic paragons that possess this ability are usually known as Movanic Devas and take on their appearance (all sharp lines and angles, muscular but lean). If the angelic paragon attacks a plant or animal, its protection against that creature ends. An angelic paragon must possess the angel subtype to select this heavenly gift.

Archangel (Ex)
At 20th level, the angelic paragon is elevated from traditional hierarchy of angels to a personal servant of a deity, ethos, or empyreal lord. This has several effects, including changing the angelic paragons type to outsider. The angelic paragon gains a host of celestials. This functions as the Leadership feat, except that all her followers are angelic paragons, (their angel, archon, or azata type match her own type). As long as she has at least one point in her providence pool, she may use sending (as the spell) as a free action to contact any of her followers or her cohort. The angelic paragon also becomes much harder to kill. In most cases, it’s difficult to destroy a an archangel through simple combat: the “destroyed” archangel restores herself upon the home plane of her deity, ethos, or empyreal lord in 2d4 days if she is not returned to life by other means. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy an archangel is to slay her upon the home plane of her deity, ethos, or empyreal lord. She also gains astride the ladder as a bonus providence, if she already possesses that ability, she may select another to replace it.

Epic Boon: Boon of the Evolution's Chosen:

Mythic:

Gestalt
* Spheremaster and Path of the Herald

Spheremaster Abilities
* Mythic Sphere Mastery Athletics:
- +1 athletics talent - Fly: You do not need to attempt Fly checks to remain flying, regardless of the distance you move, and you gain a bonus to all Fly checks equal to your tier. When flying, you may multiply your carrying capacity by 4, though you cannot carry any one thing heavier than your regular carrying capacity - Run: You may expend one use of mythic power to move twice as fast as normal for one minute per tier while running. This applies after all other modifiers to your speed. - Swim: You are unaffected by currents and environmental threats in aquatic environments, and may pass through them as if they were not present.

Path of the Herald
* Breath of the Master (Su): The power of your Source Entity allows you to endure things no other being could. As a free action you can expend a use of mythic power to ignore a condition for 1 round per tier. This condition need not be the same one from activation to activation of this ability.

Sphere Master Abilities
(T1) Mythic Incanter Spec x3 (T2) MIS Light (T3) Heirloom (T4) Hand of Mercy (T5) Borrowed Power (T6) Heirloom (T7) Eternal Soul (T8) Mythic Awareness (T9) Arcanist’s Escape (T10) Life Current

Path of the Herald Abilities
(T1) Enduring Breath (T2) Opening of the Eye - Safe Curing (T3) Cosmic Awareness: Find Fault at-will / Opening of the Eye - Spirit Boost (T4) Opening of the Eye Weapon Mastery: Greater Weapon Focus and Improved Critical Slam (T5) Improved Weapon of the Master (T6) Opening of the Eye Mental Acuity (T7) Where the Master Wills (T8) Master’s Might (T9) Cosmic Awareness: Foresight at-will (T10) Transformed Servitude

Feats
(T1) SM: Extra Abilityx3, Herald: Power Attack (T3) Improved Critical / Extra Ability (T5) Enhanced Ability / Extra Ability (T7) Extra Ability Life Current / Extra Ability Cosmic Awareness Greater Scrying at-will (T9) Extra Ability Life Current / Extra Ability: Armies of the Master

Stats
* Tiers 2,4,6,8,10: +14 Wis (40), +6 Int (34) * Mental Acuity: +5 Int (39) * Enhanced Ability +2 Int (40)

Heirloom: Sacred Avenger
(T1) Returning (T2) Powerful (T3) Powerful (T4) Rejuvenating (T5) Dedicated Bond (T6) Returning (T7) Perfect Surge (T8) Powerful (T9) Unyielding (T10) Undetectable

Evolutions at T10
* Celestial 7pts electricity immunity, energy attacks 2pts 1d6 fire damage slams, improved damage 1pt slam