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Gofran Axebane's page

246 posts. Alias of Sir Longears.


Race

| HP: 13/13 | AC: 18, F: +4, R: +2, W: +1 | Perc: +5, darkvision

Classes/Levels

| Speed 20 ft. | Active conditions: none.

Gender

Male LN dwarf fighter 1

About Gofran Axebane

Gofran Axebane
Male half-elf legendary barbarian (painted savage) 20 // warpriest (disenchanter) of Yuelral 20 // Champion Tier 1
LG Medium humanoid (dwarf, elf, human)
Init +7; Senses darkvision 60ft., low-light vision; Perception +33
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DEFENSE
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AC 43, touch 27, flat-footed 40 (+9 armor, +5 deflection, 3 Dex, +9 natural, +7 shield; +4 shield vs. ranged weapons)
hp 437 (20d12+197)
Fort +26, Ref +17, Will +27; +2 (+15 while raging) vs. spells and spell-like abilities, +2 (+6 while raging) vs. enchantment effects, +2 vs. charm, compulsion and emotion
DR 8 (10 while raging)/-; Defensive Abilities dwergar immunities, elven immunities, hard to kill, improved uncanny dodge, indomitable will, muscle of steel, rage powers (clear mind, increased damage reduction, superstition +7), unarmored training, uncanny dodge; Immune paralysis, phantom, poison, and sleep; Resist acid 8 (10 while raging), cold 8 (10 while raging), electricity 8 (10 while raging), and fire 8 (10 while raging); SR 31
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OFFENSE
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Speed 40 ft.
Melee Fang +29/+24/+19/+14 (2d8+8/15-20), Claw +28/+23/+18 (2d8+7/15-20)
Ranged
Special Attacks banish enchantment, blessing 13/day (crafter's wrath, fleet charge, lore keeper, monster lore, transfer magic), fervor 20/day (7d6), mystic interference, mystical tattoos, mythic power 5/day, rage powers (accurate stance, deadly accuracy, disruptive, lesser cult totem, lethal accuracy, spellbreaker, witch hunter +6), sacred armor 20 min/day, sacred weapon 20 rounds/day, stamina (29 points), surge +1d6
Warpriest Spells Prepared (CL 20th; concentration +28, +5 defensively)
6th - eaglesoul, greater dispel magic (x3), heal, inspiring recovery, source severance
5th - 6 communal spell immunity, dispel evil, siphon magic, true seeing
4th - 6 blessing of fervor, dimensional anchor, divine power
3rd - 7 blood rage
2nd - 7
1st - 7
Orisons - 5
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STATISTICS
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Str 18 (+4), Dex 16 (+3), Con 28 (+9), Int 16 (+3), Wis 26 (+8), Cha 12 (+1)
Base Atk +20; CMB +24; CMD 42 (+5 inherent vs. bull rush, drag, grapple, overrun, reposition and trip, +5 vs. bull rush, overrun and reposition)
Feats Arcane Vendetta, Censoring Critical, Combat Rhythm, Combat Stamina, Cracking the Shell, Critical Focus, Destructive Dispel, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Savant, Dispelling Critical, Disruptive, Dragon's Tattoos, Dual Enhancement, Endurance, Flickering Step, Following Step, Greater Two-Weapon Fighting, Heaven's Step, Improved Critical (light blades), Improved Initiative, Iron Will, Lightning Reflexes, Muscular Reflexes, Parry Spell, Racial Heritage (dwarf), Shield Focus, Spellbreaker (M), Step Up, Step Up and Strike, Teleport Tactician, Teleportation Mastery, Thousand Cuts, Unhindering Shield, Wanderer's Fortune, Weapon Adept (dual balanced), Weapon Focus (light blades), Zodiac Tattoos
Spheres Berserker (berserking, marauder), Dual Wielding (dual attack), Equipment (crushing thrower), Sniper (targeted assault)
Talents Balanced Blows, Critical Follow Up, Defensive Whirl, Drumroll, Mercurial Flow, Tandem Offensive, Throwing Mastery, Unarmed Training, Unarmored Training
Traits Deft Dodger, Practiced Disruptor, Pragmatic Activator, Principled, Spell Duel Prodigy
Skills 160/180 skill points; 40/40 background points
Acrobatics +26 (20 ranks, 3 class, 3 Dex)
Bluff -1 (1 Cha, -2 trait)
Climb +12 (5 ranks, 3 class, 4 Str)
Craft (tattoos) +26 (20 free ranks, 3 class, 3 Int)
Knowledge (arcana) +24 (20 ranks, 3 Int, 1 trait)
Knowledge (engineering) +26 (20 ranks, 3 class, 3 Int)
Knowledge (nature) +16 (10 ranks, 3 class, 3 Int)
Knowledge (planes) +23 (20 ranks, 3 Int)
Knowledge (religion) +16 (10 ranks, 3 class, 3 Int)
Perception +33 (20 ranks, 3 class, 8 Wis, 2 racial)
Profession (gambler) +31 (20 ranks, 3 class, 8 Wis)
Sense Motive +31 (20 ranks, 3 class, 8 Wis)
Spellcraft +31 (20 ranks, 3 class, 3 Int, 5 competence)
<> +2, +5 insight to identify spell as being cast
Survival +20 (10 ranks, 3 class, 7 Wis)
Swim +12 (5 ranks, 3 class, 4 Str)
Use Magic Device +25 (20 ranks, 5 Int)
Armor Check -0
Languages Common, Dwarven, Elven, *, *, *
SQ aura (good and law, overwhelming), combat training, deep magic, enduring temper, keen senses, multitalented, old dog new tricks, spontaneous casting, weapon familiarity
ABP armor attunement (shield +5), deflection +5, mental prowess (+6 Wis, +4 Int, +2 Cha), physical prowess (+6 Str, +4 Con, +2 Dex), resistance +5, toughening +5, weapon attunement (elven leaf blade +4/+3)
Favor Class Bonuses: +12 hp, +3 combat feat, +10 speed
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EQUIPMENT
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Weapons Fang (holy fortuitous dual balanced elven leafblade [4 capacity]), Claw (holy menacing dual balanced elven leafblade [3 capacity])
Worn
-Bracelet of Bullets: corrosive burst, defending, disjoining, flaming burst, ghost touch, greater distracting, icy burst, phase locking, shock burst, thundering, training (blind-fight), training (demon hunter), training (dragonslayer)
Slotted
-Belt: anchoring belt
-Body: vestments of war
-Chest: spectral shroud
-Eyes: lenses of figment piercing
-Feet: boots of earth and wind
-Head: commander's helm (lesser)
-Headband: headband of counterspelling
-Hands: gloves of elvenkind
-Neck:
-Ring#1: ring of counterspells
-Ring#2: ring of evasion
-Shoulders: charlatan's cape
-Wrist: fate-woven braid of the norns
Wands, Rods, Etc
Backpack
-Consumables:
Belt Pouch 92,260gp

Magic Items:
Anchoring Belt: This belt grants Gofran a +5 inherent bonus to CMD against bull rush, drag, grapple, overrun, reposition, and trip combat maneuvers and a +5 inherent bonus on saving throws against any effect that attempts to move him with physical force or energy. Furthermore, if Gofran is targeted by an effect that would teleport him, he can choose whether or not he wishes to be teleported. As a standard action, Gofran can expend one use of mythic power to create a 30-foot-radius aura that affects all enemy creatures within it as though they were subject to a dimensional anchor spell. This aura lasts for a number of rounds equal to his mythic tier.
Boots of Earth and Wind: On command, these boots let Gofran fly, without having to maintain concentration, as if affected by a fly spell (60 feet, good maneuverability, and a +4 bonus on Fly skill checks). Gofran can fly three times per day for up to 5 minutes per flight. They also grant a +5 bonus to CMD against bull rush, overrun, and reposition combat maneuvers as long as he is standing on solid ground. Gofran can expend one use of mythic power when commanding the boots to fly to gain the bonus to CMD for as long as he uses the boots to fly.
Charlatan's Cape: Three times per day on command, this cloak allows Gofran to use the magic of the dimension door spell (CL 13th). When he disappears, he leaves behind a cloud of harmless gray smoke, appearing in a similar dramatic fashion at his destination. Furthermore, once per day Gofran can use ethereal jaunt, as per the spell (CL 13th).
Commander's Helm (lesser): Gofran gains the Outflank feat. Three times per day with a command word, Gofran can grant Outflank to all allies that meet its prerequisites within 30 feet for 1 minute.
Fate-Woven Braid of the Norns: Up to three times per day as a free action, Gofran can reroll a saving throw after rolling a natural 1 on a saving throw or after failing a saving throw against a death effect. If the result of any reroll obtained by the braid is ever a natural 20, the golden thread frays, permanently reducing the braid’s daily reroll uses by one. If all three daily uses are eliminated in this manner, the golden thread snaps and the fate-woven braid of the norns falls apart into a nonmagical pile of wispy gray hair.
Gloves of Elvenkind: These gloves grant Gofran a +5 competence bonus on Spellcraft checks and concentration checks made to cast a spell defensively.
Headband of Counterspelling: This headband grants Gofran a +5 insight bonus on Spellcraft checks made to identify a spell as it is being cast. Once per day as an immediate action, Gofran can attempt to counter a spell by casting the appropriate spell instead of doing so with a readied action.
Lenses of Figment Piercing: When Gofran first sees an figment effect with a visual element, and that figment allows a saving throw, he can immediately make any allowed saving throw to realize the image is illusory instead of waiting to interact with it. If Gofran fails to disbelieve the illusion and later interacts with it in such a way as to qualify normally for a saving throw to disbelieve, he gains a +4 competence bonus on this saving throw.
Ring of Counterspells (greater dispel magic) This ring allows a single spell of 1st through 6th level to be cast into it. Should that spell ever be cast upon Gofran, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on his part. Once so used, the spell cast within the ring is gone and a new spell may be placed into it again.
Ring of Evasion: Whenever Gofran makes a Reflex saving throw to determine whether he takes half damage, a successful save results in no damage.
Spectral Shroud: This shroud allows Gofran to discern invisible or ethereal creatures as though using see invisibility. Once per day, he can become incorporeal for 10 rounds and gain a fly speed equal to half his base speed with perfect maneuverability. Gofran can’t attack while incorporeal, but can dismiss the effect as a move action.
Vestments of War: The embroidery of this vest shifts to depict symbols of Yuelral. It acts as a divine focus for Gofran, allowing spells requiring a divine focus to be cast without the need to hold any other holy symbol. Additionally, Gofran gains two additional uses of fervor per day.

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SPECIAL ABILITIES
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Race Advancement:
Base: Half-Elf (10RP)
+4 Free, +2 Free: Half-elf characters get bonus to two ability scores of their choice to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want.

Extra Racial Traits
(2RP) Darkvision: Gofran can see in the dark up to 60 feet.
(3RP) Deep Magic: Gofran have labored long to overcome the inborn spell resistance held by so many of his underground foes. He receives a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks.
(2RP) Dwarven Heritage: Gofran's heritage gives him the Racial Heritage (dwarf) feat.
(4RP) Dwergar Immunities: Gofran's mixed blood gives him immunity to paralysis, phantasms, and poison. He also gains a +2 racial bonus on saving throws against spells and spell-like abilities.
(3RP) Spell Resistance: Gofran's mixed blood gives him spell resistance equal to 11 + his character level.
(1RP) Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Ability Scores and Secondary Stats:
Strength: 14 (base) +4 (ABP)
Dexterity: 14 (base) +2 (ABP)
Constitution: 17 (base) +2 (race) +3 (level up) +6 (ABP)
Intelligence: 12 (base) +4 (ABP)
Wisdom: 14 (base) +4 (race) +2 (level up) +6 (ABP)
Charisma: 10 (base) +2 (ABP)

AC:

Touch:

Flat-footed:

Fortitude:

Reflex:

Will:

Attack ():

CMB:

CMD:

Feats Breakdown:
Background Feat: Arcane Vendetta
Racial: Racial Heritage (Dwarf), Skill Focus ()
Bonus Warpriest Feats: Censoring Critical, Cracking the Shell, Critical Focus, Destructive Dispel, Dispelling Critical, Iron Will, Lightning Reflexes, Parry Spell, Thousand Cuts, Weapon Focus (light blades)
Bonus Barbarian Feats: Combat Stamina, Disruptive, Endurance, Spellbreaker
Bonus Martial Tradition Feats: Dragon's Tattoos, Zodiac Tattoos
Favored Class (Warpriest): Greater Two-Weapon Fighting, Heaven's Step, Weapon Adept (dual balanced)
1: Step Up
2: Following Step
3: Wanderer's Fortune
4: Dual Enhancement
5: Muscular Reflexes
6: Step Up and Strike
7: Shield Focus
8: Improved Critical (light blades)
9: Flickering Step
10: Teleportation Mastery
11: Dimensional Agility
12: Dimensional Assault
13: Dimensional Dervish
14: Dimensional Savant
15: Unhindering Shield
16: Improved Initiative
17:
18:
19: Teleport Tactician (only works while mystical tattoos is active)
20: Combat Rhythm

Arcane Vendetta Gofran deals +2 damage with weapon attacks made against any target he has witnessed casting an arcane spell (not a spell-like ability) in the last 5 rounds. He must have successfully identified the spell with a Spellcraft check.
Combat Stamina (combat) Gofran gains a stamina pool. [See below on "Combat Stamina"]
Combat Rhythm (combat, combination) When Gofran deals damage with a melee attack to an opponent he has already damaged this round, he can reduce the total of any voluntary penalties to his melee attack rolls imposed by actions or feats by 1. This reduction in penalties lasts until the beginning of his next turn and stacks with itself.
Cracking the Shell (combat, combination) When Gofran deals damage with a melee attack with a piercing weapon to an opponent he has already damaged this round, he can also reduce the value of that target’s spell resistance or energy resistances by 1 until the start of his next turn. This reduction stacks with itself.
Critical Focus (combat) Gofran receives a +4 circumstance bonus on attack rolls made to confirm critical hits.
<>Censoring Critical (combat, critical) Whenever Gofran scores a critical hit against an opponent, the victim is unable to speak for 1d4+1 rounds. This prevents spellcasters from using spells with verbal components. A DC 30 Fortitude saving throw reduces this muteness to 1 round.
<>Dispelling Critical (critical) When Gofran scores a critical hit against an opponent, if he has dispel magic prepared, he may use a swift action to cast it to make a targeted dispel against that opponent.
<><>Destructive Dispel When Gofran successfully makes a targeted dispel check against an opponent, the victim is stunned until the start of Gofran's next turn. A Fortitude save (DC equals the DC of the spell used to dispel) causes the opponent to be sickened instead.
Disruptive (combat) The DC to cast spells defensively increases by +4 for all enemies that are within Gofran's threatened area. This increase to casting spells defensively only applies if he is aware of the enemy's location and are capable of taking an attack of opportunity.
<>Spellbreaker (combat) (M) Enemies in Gofran's threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from him. Any non-mythic creature Gofran threatens provokes an attack of opportunity from him whenever it uses a spell or spell-like ability, even when casting defensively or casting a quickened spell. If a non-mythic creature within 30 feet of him uses a spell or spell-like ability, Gofran can expend one use of mythic power to make a ranged attack against that creature as an attack of opportunity (even if the creature wouldn’t normally provoke attacks of opportunity). Gofran can use this ability against a mythic creature by expending two uses of mythic power.
Dragon's Tattoos Gofran's grapples and unarmed strikes are treated as masterwork weapons, and may be enhanced just as any other masterwork weapon. Enhancements applied via this ability apply to all unarmed strikes or grapple checks he makes, regardless of the limb he chooses to use.
Dual Enhancement When Gofran uses sacred weapon to improve his weapon, he can choose to enhance two weapons. All weapons affected must be in hand or otherwise wielded. Any enhancement bonus he adds to one of his weapons gets added to both automatically, but weapon special abilities must be accounted for separately.
Endurance Gofran gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running, to hold his breath, and to avoid nonlethal damage from a forced march, starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments and to resist damage from suffocation.
Flickering Step Gofran can use dimension door as a spell-like ability with caster level 20th, even if he can’t teleport a distance greater than twice his base speed in this way, and he must have both line of sight and line of effect to his destination. Gofran can use this feat’s benefit 5 times per day.
<>Dimensional Agility After casting dimension door, Gofran can take any actions he still has remaining on his turn. He also gains a +4 bonus on Concentration checks when casting teleportation spells.
<><>Dimensional Assault As a full-round action, Gofran casts dimension door as a special charge. Doing so allows him to teleport up to double his current speed and to make the attack normally allowed on a charge.
<><>Dimensional Dervish Gofran can take a full-attack action, casting dimension door as a swift action. If he does, Gofran can teleport up to twice his speed, dividing this teleportation into increments he uses before his first attack, between each attack, and after his last attack. Gofran must teleport at least 5 feet each time he teleports.
<><><>Dimensional Savant While using the Dimensional Dervish feat, Gofran provides flanking from all squares he attacks from. Flanking starts from the moment he makes an attack until the start of his next turn. Gofran can effectively flank with himself and with multiple allies when using this feat.
Greater Two-Weapon Fighting (combat) In addition to the standard single extra attack Gofran gets with an off-hand weapon, he gets a second attack with it, albeit at a -5 penalty, and a third attack with your off-hand weapon, albeit at a -10 penalty.
Improved Critical [light weapons] (combat) The threat range of light weapons Gofran wields is doubled.
Improved Initiative (combat)
Iron Will Gofran gets a +2 bonus on all Will saving throws.
Lightning Reflexes Gofran gets a +2 bonus on all Reflex saving throws.
Parry Spell When Gofran successfully counters a spell, it returns back to its caster. This works exactly like the spell turning spell.
Racial Heritage [dwarf] Gofran counts as both human and dwarf for any effects related to race.
Shield Focus (combat)
Step Up (combat) Whenever an adjacent foe attempts to take a 5-foot step away from Gofrn, as an immediate action he may also make a 5-foot step so long as he ends up adjacent to the foe that triggered this ability. If he takes this step, he cannot take a 5-foot step during his next turn. If Gofran takes an action to move during his next turn, subtract 5 feet from his total movement.
<>Following Step (combat) When using the Step Up feat to follow an adjacent foe, Gofran may move up to 10 feet. He may still take a 5-foot step during his next turn, and any movement he makes using this feat does not subtract any distance from his movement during his next turn.
<><>Step Up and Strike (combat) When using the Step Up or Following Step feats to follow an adjacent foe, Gofran may also make a single melee attack against that foe at his highest base attack bonus. This attack counts as one of his attacks of opportunity for the round.
<><><>Heaven's Step (combat) When Gofran makes an attack using Step Up and Strike, he can also make an extra attack with his offhand weapon using his highest base attack bonus. Both attacks take the normal penalties for two-weapon fighting.
Teleportation Mastery (item mastery) Gofran can cause an item that has a conjuration spell of 3rd level or higher in its construction requirements to cast dimension door with CL 20th. He can use this ability 3 times per day.
Thousand Cuts (combat, combination) When Gofran deals damage with a melee attack with a slashing weapon to an opponent he has already damaged this round, he can also deal 1 point of bleed damage that lasts for 2 rounds. This bleed damage stacks with itself, but only if dealt in the same round.
Unhindering Shield (combat)
Wanderer's Fortune (conduit) As a swift action, Gofran gains the benefits of freedom of movement until the end of his turn or until he benefits from the effects to escape a grapple or magical restraint, whichever comes first. he can use this feat’s benefit 5 times per day.
Weapon Adept [dual balanced] (combat) Gofran treats dual balanced weapons as being of their normal category (simple, martial, or exotic).
Zodiac Tattoos Gofran has the ability to have his skin enchanted with armor special abilities as though it was a suit of +1 leather armor. He cannot have a total bonus of armor special abilities higher than +6, and cannot use this ability to add any armor special abilities that add a flat gp amount to their cost instead of a bonus equivalent.

Talents and Spheres Breakdown:
Martial Tradition (Tattooed Warrior): Unarmed Training, Unarmored Training
Barbarian: Berserker Sphere (berserking, marauder)
2: Dual Wielding Sphere (dual attack)
4: Sniper Sphere (targeted assault)
6: Mercurial Flow
8: Drumroll
10: Defensive Whirl
12: Tandem Offensive
14: Equipment Sphere (crushing thrower)
16: Throwing Mastery
18: Balanced Blows
20: Critical Follow Up

Associated Feats: Double Slice, Precise Shot, Two-Weapon Fighting

Berserking (Ex) As a free action at the start of each turn, Gofran may choose to take a -2 penalty to AC in exchange for 23 temporary hit points until the start of his next turn.
<>Marauder (adrenaline) (Ex) Instead of receiving temporary hit points, Gofran may gain a +30 feet circumstance bonus on all forms of movement and a +10 competence bonus on all Acrobatics, Climb, Fly, and Swim.
Crushing Thrower (Ex) Gofran may choose to treat his ranged attacks with thrown weapons as melee attacks, using his melee attack bonus, including Strength bonus, feats, and other modifiers to determine his attack bonus as normal, but applying standard modifiers for range penalties. Attacking into melee, through cover, and other situations that penalize ranged attacks incurs the standard penalties.
Dual Attack (Ex) Whenever Gofran makes an attack action with a light or one-handed weapon, he can make an additional attack with a light or one-handed weapon held in his off-hand, though both attacks take a -2 penalty on their attack rolls when doing so. His off-hand attack only applies 1/2 his Strength modifier, and if his off-hand attack is made with anything other than a light weapon, both attacks take an additional -2 penalty.
<>Balanced Blows (Ex) Gofran reduce the penalties for attacking with his dual attack ability by 1/2 (minimum -1).
<>Critical Follow Up (Ex) Whenever Gofran successfully use the attack action to strike a creature with his main-hand weapon, the critical threat range of his off-hand weapon increases by 2 (this stacks with other effects which would increase your critical threat range, but is applied last) until the beginning of his next turn.
<>Defensive Whirl (Ex) Whenever Gofran uses an attack action and successfully strikes a single creature with both his main-hand and off-hand weapons, that creature takes a -5 penalty to all attack rolls against him for 1 round.
<>Drumroll (Ex) Whenever Gofran use an attack action and successfully strikes a single creature with both his main-hand and off-hand weapons before the start of his next turn, that creature gains the battered condition and takes a -3 penalty on all attacks of opportunity they make for two rounds.
<>Tandem Offensive (Ex) As long as Gofran has martial focus, if he successfully use the attack action to strike a creature with his main-hand weapon, his off-hand weapon gains any enhancement bonus his main-hand weapon possesses until the beginning of his next turn, replacing any enhancement bonuses his off-hand may possess.
Mercurial Flow (Ex) Gofran deals his full Strength modifier to damage on attacks made with his off-hand attack instead of half. He may treat off-hand attacks as though they were made with his main hand for the purpose of Power Attack or similar abilities.
Targeted Assault (Ex) Gofran can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll. Whenever Gofran makes a successful ranged attack against a creature or object as an attack action, the target’s damage reduction, energy resistance, or hardness is reduced by 10 against that attack.
Throwing Mastery (Ex) When using an attack action, attack of opportunity, or additional attack to make a ranged attack against a creature with a thrown weapon, Gofran may cause the weapon to bounce back towards him after the attack resolves. As long as he has at least one hand free, he may automatically catch a weapon after it rebounds in this manner, otherwise the weapon lands in his square.
Unarmored Training (Ex) When unarmored and unencumbered, Gofran gains a +9 armor bonus to his AC. This bonus to AC applies even against touch attacks or when Gofran is flat-footed, but he loses them when immobilized, helpless or polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

Legendary Barbarian (painted savage):
Combat Training (Ex) Gofran is considered a Proficient practitioner, gaining spheres and talents as appropriate. He use Constitution as his practitioner modifier. Archetype. Replaces danger sense.
Damage Reduction (Ex) Gofran gains damage reduction of 5/-.
<>Unstoppable (Ex) Gofran increases the value of his damage reduction by 3. In addition, he gains energy resistance to acid, cold, electricity, and fire equal to his DR/— value. Alternate capstone. Replaces barbaric strike.
Enduring Temper Gofran gains Berserker as a bonus sphere and Combat Stamina as a bonus feat. Archetype. Replaces fast movement.
Indomitable Will (Ex) Gofran gains a +4 bonus on Will saves to resist enchantment spells while raging.
Mystical Tattoos (Sp) As a swift action, Gofran may grant himself a bonus to either his Strength, Dexterity, or Constitution score for 5 rounds, or for 1 minute if he spends 5 stamina points when activating the ability. He may gain up to +14 bonus points to his physical scores, divided in increments of +2 as he chooses fit, up to a maximum of +10 to a given ability score. Furthermore, as a swift action, Gofran may also activate the following abilities, which also last for 5 rounds, or for 1 minute if he spends 5 stamina points when activating them:
<>Alter Movement: Gofran may enhance himself, increasing his speed, receiving a +50 feet enhancement bonus to one movement speed, as well as a +10 enhancement bonus to any Acrobatics, Climb, Fly, or Swim checks he might attempt while using that movement speed.
<>Energize Body: Gofran may enhance his physical resilience. This suppresses the fatigued condition or reduces the exhausted condition to fatigued for the duration, even if he is still considered to be suffering those conditions for the purposes of effects that would render them fatigued or exhausted. Gofran adds +20 to his Constitution score for the purpose of how long he may hold its breath or run before attempting Constitution checks. He also multiplies his carrying capacity by six.
<>Enhance Focus: Gofran may himself, allowing him a higher standard of skill. He chooses one skill to receive a +10 enhancement bonus.
<>Staunch Resistance: Gofran may enhance himself, gaining a +6 bonus to one saving throw.
<>Superior Reflexes: Gofran may enhance himself, gaining a +5 bonus to initiative and allowing him to make 5 additional attacks of opportunity each round. In addition, he may make attacks of opportunity while flat-footed. Archetype. Replaces rage, rage form, mighty rage, greater rage, and tireless rage.
Muscle of Steel When wearing no armor and unencumbered, Gofran adds his Strength bonus as a natural armor bonus to his AC. This bonus to AC does not stack with other sources of natural armor, but stacks with the armor bonus granted from the Unarmored Training talent. Archetype.
Rage Powers (Ex) Gofran may spend 2 stamina points when under the effect of mystical tattoos, allowing him to count as if raging for the purpose of using the following rage powers:
<>Accurate Stance (Ex) When raging, Gofran can enter this stance as a move action to gain a +6 competence bonus on melee attack rolls and thrown weapon attack rolls.
<><>Deadly Accuracy (Ex) While in the accurate stance, Gofran doubles the accurate stance’s bonus when rolling to confirm critical threats.
<><>Lethal Accuracy (Ex) While in the accurate stance, Gofran’s critical multiplier for damage increases by 1.
<>Clear Mind (Ex) When raging, if Gofran fails a Will saving throw, he can attempt another Will saving throw at the end of his next turn. If the second saving throw is successful, he is treated as if he succeeded at the first saving throw, negating or reducing the effect as determined by the spell or effect. If this second saving throw fails, Gofran suffers the full effects of the spell or effect as normal.
<>Disruptive When raging, Gofran gains Disruptive as a bonus feat.
<>Increased Damage Reduction (Ex) When raging, Gofran’s damage reduction increases by 2/—.
<>Lesser Cult Totem (Ex) When raging, any morale bonuses or bonuses for flanking Gofran gains on attacks rolls are added to his damage rolls instead.
<>Spellbreaker When raging, Gofran gains Spellbreaker as a bonus feat.
<>Superstition (Ex) When raging, Gofran gains a +10 competence bonus on saving throws made to resist spells and spell-like abilities. He cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies.
<>Witch Hunter (Ex) When raging, Gofran gains a +6 bonus on damage rolls against creatures possessing spells or spell-like abilities. In addition, if he confirms a critical hit against a creature affected by an ongoing beneficial spell effect, that effect is suppressed for 1 round.
<><>Mythic Witch Hunter Gofran adds his bonus gained from witch hunter to all saving throws against spells. In addition, when he confirms a critical hit against a creature affected by an ongoing beneficial spell effect, there’s a 50% chance that the effect is completely negated.
Uncanny Dodge (Ex) Gofran cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if immobilized. He can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
<>Improved Uncanny Dodge (Ex) Gofran no longer be flanked. This defense denies enemies the ability to sneak attack him by flanking him, unless the attacker has at least 24 levels in a class that provides sneak attack.

Warpriest (disenchanter):
Aura (Ex) Gofran has an overwhelming aura of good.
Banish Enchantment (Su) As a standard action, Gofran can consume two uses of his fervor ability to target a single creature within 30 feet with a targeted dispel magic. Archetype. Replaces a bonus feat.
Blessings (Su) As a standard action, Gofran can call upon the power of the following blessings:
<>Crafter's Wrath: Gofran can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction.
<>Lore Keeper: With a successful touch attack, Gofran gains information as if his result on the appropriate Knowledge skill check were equal to 42.
<>Monster Lore: As a swift action when Gofran succeeds at a Knowledge check against an opponent to learn about its abilities or weaknesses, he gains a +2 insight bonus on attacks, saving throws, and ability and skill checks, as well as to his AC against that creature. This effect lasts for 1 minute.
<>Transfer Magic: Gofran can temporarily transfer a weapon or armor special ability from one weapon or armor to another. The bearers of each of the items must be willing, and Gofran must be touching both items. He can transfer special abilities with a base price modifier of +1 or +2. If you are using this ability on a double weapon, only one end of the double weapon is affected. The transfer lasts for 1 minute, after which the transferred special abilities automatically returns to the source. He can use this ability multiple times on the same items.
Fervor (Su) As a standard action, Gofran can touch a creature to heal it of 7d6 points of damage. Alternatively, he can use this ability to harm an undead creature, which provokes an attack of opportunity. As a swift action, Gofran can use this ability to heal himself or to cast one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only him, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components, do not provoke attacks of opportunity, and do not require a free hand to be cast.
Mystic Interference (Su) As a standard action, Gofran can consume two uses of his fervor to channel a burst of pure abjuration magic to grant protection to himself and all allies with 30 feet. Affected creatures receive a +5 sacred bonus on saving throws against spells and spell-like abilities for 20 rounds. Archetype. Replaces channel energy.
Old Dog, New Tricks (Ex) Gofran gains four combat feats. Alternate capstone. Replaces aspect of war.
Sacred Armor (Su) As a swift action, Gofran can enhance his armor with divine power, granting it a +5 enhancement bonus. This ability works a number of minutes per day, but these minutes need not be consecutive. These bonuses stack with existing bonuses the armor might have, to a maximum of +5. Gofran can also enhance it with the following special abilities: energy resistance (normal +2, improved +4, greater +5), fortification (light +1, moderate +3, heavy +5), glamered (+1), and spell resistance (13 +1, 15 +3, 17 +4, 19 +5). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. Gofran can end this ability as a free action at the start of his turn. When Gofran uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.
Sacred Weapon (Su) Gofran considers daggers and weapons he has Weapon Focus with as sacred weapons. Whenever he hits with his sacred weapon, the weapon's damage becomes 2d8. As a swift action, Gofran can enhance one of his sacred weapons with divine power, granting it a +5 enhancement bonus. This ability works a number of rounds per day, but these rounds need not be consecutive. These bonuses stack with existing bonuses the weapon might have, to a maximum of +5. Gofran can also enhance it with the following special abilities: axiomatic (+2), brilliant energy (+4), defending (+1), disruption (+2), flaming (+1), frost (+1), ghost touch (+1), holy (+2), keen (+1), merciful (+1) and shock (+1). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. Gofran can end this ability as a free action at the start of his turn. When Gofran uses this ability, he can also use his sacred armor ability as a free action by expending one use of his fervor.
Spontaneous Casting Gofran can channel stored spell energy into healing spells that he did not prepare ahead of time. Gofran can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower.

Mythic - Champion:
Fleet Charge (Ex) As a swift action, Gofran can expend one use of mythic power to move up to his speed. At any point during this movement, he can make a single melee or ranged attack at his highest attack bonus, adding his tier to the attack roll. This is in addition to any other attacks he makes this round. Damage from this attack bypasses all damage reduction.
Hard to Kill (Ex) Whenever Gofran is below 0 hit points, he automatically stabilizes. In addition, he doesn’t die until his total number of negative hit points is equal to or greater than double his Constitution score.
Mythic Power (Su) Each day, Gofran can expend an amount of mythic power equal to 3 plus double his mythic tier. This amount is his maximum amount of mythic power.
Surge (Su) As an immediate action, Gofran can expend one use of mythic power to increase any d20 roll he just made by rolling 1d6 and adding it to the result.

HP: +5

Mythic Feats
Free: Racial Heritage, Surge of Success
1: Spellbreaker

Path Abilities
Free: Mythic Witch Hunter [see above in "barbarian"]
1: Limitless Range

Limitless Range (Ex) Multiply the range increment on all of Gofran's ranged and thrown weapons by 5, and these weapons no longer have a maximum range increment for him. He can throw any melee weapon as if it had a range increment of 20 feet. This increment isn't multiplied by 5, but the weapon doesn't have a maximum range increment.