Ezren

Gunser Stormson's page

254 posts. Alias of KRNVR.


Race

Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

About Gunser Stormson

Build rules for MiniGMs game:

Details are level 6 regular WBL (16000GP) and Mythic

25 pt buy

No evil, no pvp

2 traits

no leadership or any crafting feats other than those that create consumables (ie scroll, wand or potion)

Full HP at first level, then half +con each subsequent level.

When spending gold no more than 65% spent on weapons and armor.(about 10k) At least 10% needs to be spent on mundane equipment and coin. I will keep recruitment open until I find a character that I think fits well. Feel free to start with ideas and backstory, particularly how our character wound up in the Spire of Nex.

Equipment for MiniGM's game:

The Staff of Storms 9300GP (18k/2 +300 Mwk)
+2 Merciful Vicious DragonBane Oar
1d6 base damage
Gunser: +7 to hit, 1d6+4 + 1d6 + 2d6 (all non-lethal), Arcane pool will add +2 or Frost and Shock.

10400 Armor and Weapons budget
-9300 Staff of Storms
-1100 Mithral Shirt +4AC MxDEX+6 ACP0 30ft 10lbs
=> 0 GP

4000 unallocated budget
-2500 Ring of Sustenance
-250 Traveller's Anytool
-1000 Robe of Infinite Twine
-200 Sleeves of Many Garments
=> 50 GP

1600 Mundane and Coinage budget
- 5 Spring-loaded Wrist Sheath
- 25 Smelling Salts
- 10 Smoked Goggles
- 500 Encyclopedia Golarica in Ten Volumes, 10 lbs
- 50 Masterwork Backpack, +1 STR
- 15 Spiked Gauntlet, Silvered
Whetstone
- 30 gp Thunderstone
- 5 Switchblade Knife
-274 Alchemical supplies 18lbs
[spoiler=Alchemical supplies: 274gp Weight: 18 lbs]
Alchemist Fire x2 (2 lbs) 40gp; antitoxin (1 lb) 50gp; sunrod x2 (2 lbs) 4gp; acid flask x2 (2 lbs) 20gp; holy water x2 (2 lbs) 50gp; tanglefoot bag x2 (8 lbs) 100gp; thunderstone (1 lb) 30gp


=> 686 GP

"All recruits can add 250 to their purses"
- 180 Goblet of Quenching
=> 70GP

[/spoiler]

Farewell and Adieu to ye
Fair Taldan lassie
Farewell and Adieu to ye
Brave Taldan swain

For I've recieved orders
T'sail for Chelaxi'
And know, that it's sure,
I'll not see you again...

Gunser of Biston

8th-level Magus (Tovenaar/Staff Magus)
1st-level Mythic Champion

14 STR 14 5 14 +2
14 DEX 14 5 14 +2
14 CON 14 5 14 +2
16 INT 13 3 +2 15 +1 16 +3
14 WIS 14 5 14 +2
12 CHA 12 2 12 +1

HP 64 (8+2+(7*(5+2)))+5
F/R/W 8/4/7
BAB +6/+1

AC 20: 10 +2 DEX +8 Armor +2 Shield(Staff)

Traits:

Traits:
Rough and Ready
Dockside Brawler

Feats:

Feats at 1,1,3,5,5,7:
1 Fey Foundling, heals +2/die from magical healing
(1) Skill Focus: KN: Local (via Human: Focused Study)
(1) Step Up (bonus from Persistence Inquisition)
(1) Quarterstaff Master (bonus from Staff Magus)
3 Eldritch Heritage: Arcane (Bond)
5 Power Attack
5 IUS (Magus: Combat, Item, or Meta)
7 Combat Expertise
(8) SF: ??? (via Focused Study)

SKILLS:

Magus Class Skills:
Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha)

42 Skill ranks (48 avail)

=T,R,C,S,Skill name
-------------------
5,3,0,2 Acrobatics
3,0,0,3 Appraise
2,0,0,2 Bluff*
6,1,3,2 Climb
7,1,3,3 Craft (Carpentry)
2,0,0,2 Diplomacy*
3,1,0,2 Disable Device
2,0,0,2 Disguise*
-,0,0,2 Escape Artist
2,0,3,2 Fly
3,1,0,2 Handle Animal*
2,0,0,2 Heal
12,7,3,2 Intimidate*
7,1,3,3 KN: Arcana
7,1,3,3 KN: Dungeoneering
7,1(3)3 KN: Local
7,1,3,3 KN: Planes
5,2,0,3 Linguistics (Aquan, Draconic)
9,7,0,2 Perception
3,1,0,2 Perform (Sing)*
6,1,3,2 Profession (Fisherman)
6,1,3,2 Ride
2,0,0,2 Sense Motive
-,0,0,2 Sleight of Hand
9,3,3,3 Spellcraft
2,0,0,2 Stealth
3,1,0,2 Survival
14,1,3,2 Swim (+8 from Swim Speed)
12,7,3,2 UMD*

Mythic Champion:

Hard to Kill
Mythic Flaw: Hubris (but no flaws in MiniGM's game, or no flaws at all, or something like that)
Mythic Power(INT) 4/day, 1d6
Champion Strike: Fleet Charge
Fleet Charge (Ex): You can expend one use of mythic
power to move up to your speed as a swift action. At any
point during this movement, you can make a single melee
or ranged attack at your highest attack bonus (in addition
to any other attacks you might make this round), adding
your champion tier as an insight bonus on the attack roll.
Damage from this attack bypasses damage reduction.

Path Ability: To the Death
To the Death (Ex): When below 0 hit points you don’t
fall unconscious and don’t take damage from acting
normally. You do not die until your total number of
negative hit points is equal to or greater than three times
your Constitution score.

Mythic Feat: Mythic Power Attack

Tovenaar:

Tovenaar:
Domains at level 1,1,2,4,7
1 Persistance Inquisition:
1: Feat:Step up, Relentless Footing 3+WIS/day
6: Inner Strength 1/day
1 Glory(Heroism) :
1: Touch of Glory STa Tch, 3+WIS/day, +Lvl to one CHA check
8: Aura of Heroism LVL r/day
2 (Terrain/Animal Domains)Aquatic :
1: Sealord 3+CHA/day
6: Seastrike
4 (Terrain/Animal Domains)Frog :
1: Toad Familiar, Sticky Strike 3+WIS/day
6: Webfoot
7 War(Tactics) :
1: Seize the Initiative 3+WIS/day
8: Weapon Master LVL r/day

Magus Arcana at 3,6:
3 Enduring Arcana, Arcane Pool boosts last 1 min/level
6 Mystic Power, Spend AP to recharge Domain Powers

Arcane Pool, 6 points/day.
SwA, 1pt: Add +2 of enhancement to a weapon in hand. This can stack with existing bonuses. This enhancement lasts 6 minutes (Enduring Arcana). Once a weapon is at least +1, the enhancement can instead add plus-equivalent powers; +1: flaming, frost, keen, shock +2: flaming burst, icy burst, shocking burst, +3: speed, +4: dancing, or +5: vorpal.

Domain powers:

Persistence:
Feat:Step Up
SwA: +10 move, 3+W/Day
SwA: Heal self 3d6, 1/Day
also same time cure one of:
blinded, confused, dazzled,
deafened, frightened, nauseated,
shaken, sickened, or staggered

Glory(Heroism):
StA, tch: +Lvl to a CHA check, 3+W/day

War(Tactics):
3+W/day, one ally rolls Init twice

Frog:
Breathe water and air
Swim Speed
Aquatic type

Aquatic:
Channel (4d6) 3+CHA/day:
Heals Aquatic/Water types, or
Commands Aquatic/Water, DC 14

TOVENAAR archetype text:

Inquisitions

The tovenaar gains two inquisitions (inquisitor domains with no spells) at 1st level. (A tovenaar can instead take the granted powers from two cleric or druid domains, but this is often a sub-par choice as the tovenaar does not gain the domain spells, and is not a spellcaster). The tovenaar uses his magus level as his inquisitor level. The tovenaar gains an additional inquisition at 2nd, 4th, 7th, 11th, and 19th level. Tovenaar never gain any spellcasting ability, and cannot select any magus arcana related to spellcasting.

This ability replaces spellcasting, cantrips, spellstrike, spell recall, knowledge pool, improved spell recall, and greater spell access.

Mystic Combat (Ex)

This functions as spell combat, but allows the tovenaar to take a full-round action to make all his weapon attacks and use one spell-like or supernatural ability gained from an inquisition. As with spell combat, all the tovenaar’s attacks suffer a -2 penalty.

This ability replaces spell combat.

STAFF MAGUS archetype text:

Staff Magus

While most magi use a one-handed weapon as their melee implement of choice, one group of magi uses the quarterstaff instead. These lightly armored magi use staves for both defense and inflicting their spells upon enemies. Skilled in manipulating these weapons with one hand or two, they eventually learn how to use arcane staves as well, and are just as formidable in combat as their sword-swinging brethren.

Weapon and Armor Proficiency

A staff magus is proficient with simple weapons only. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

This replaces the normal magus weapon and armor proficiency feature.

Quarterstaff Master (Ex)

At 1st level, the staff magus gains the Quarterstaff Master feat as a bonus feat, even if he does not meet the normal prerequisites. He only gains the benefit of this feat when wearing no armor or light armor.

Quarterstaff Defense (Ex)

At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level, this bonus increases by +3.

This ability replaces the medium armor and heavy armor class abilities.

Staff Weapon (Su)

At 10th level, a staff magus treats any magical staff he is wielding as a magical quarterstaff with an enhancement bonus to attack and damage equal to the staff’s caster level divided by 4 (minimum +1). The staff must have at least 1 charge for the magus to use this ability. A staff magus can restore 1 charge to a staff by expending a number of points from his arcane pool equal to the level of the highest-level spell cast in the staff, as long as at least one spell in the staff is on the magus spell list. The magus cannot restore charges to more than one staff per day.

This ability replaces fighter training.

PERSISTENCE INQUISITION:

You receive Step Up as a bonus feat.

Granted Powers:

Relentless Footing (Ex): As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1).

Inner Strength (Su): At 6th level, once per day, you may heal yourself as a swift action, healing 1d6 hit points for every two inquisitor levels you possess. When you use this ability, you can also remove one of the following conditions from yourself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered.


GLORY DOMAIN:

Glory Domain

Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Divine Presence (replaced)

Heroism

Associated Domain: Glory.

Replacement Power: The following granted power replaces the divine presence power of the Glory domain.

Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.


FROG DOMAIN:

(Toad familiar, +3 HP)

Familiar: You may gain a toad familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Sticky Strike (Su): As a standard action, you can attempt a ranged touch attack with a sticky tendril against a target up to 15 feet away, then use the pull universal monster ability to pull the target 5 feet toward you. You gain a bonus on the pull’s combat maneuver check equal to 1/2 your druid level. If the target is larger than you, you may pull yourself 5 feet toward the target without making a check. The target can remove the tendril by making an opposed Strength check as a standard action, or by dealing enough slashing damage to the tendril (hit points equal to your druid level, Armor Class equal to your touch Armor Class). You can dissolve the tendril as a free action. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Webfoot (Ex): At 6th level, you gain the amphibious special quality and a swim speed equal to your land speed. At 12th level, you gain a climb speed equal to your land speed.


AQUATIC DOMAIN:

You master the deeps of the sea, raging rivers, flowing falls, and relentless tides.

Granted Powers:

Sealord (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the aquatic or water subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.

Seastrike (Su): At 6th level, as a free action, you may use natural and manufactured weapons in water as if you had continuous freedom of movement. As a standard action, you can throw a weapon underwater without the normal penalties for throwing weapons; if your target is in or under the water, the weapon also acts as a returning weapon for that attack.


WAR DOMAIN (Tactics):

Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.

TACTICS DOMAIN

Replacement Power: The following granted power replaces the battle rage power of the War domain.

Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

-----

FEATS Texts:

Fey Foundling

You were found in the wilds as a child, bearing a mark of the First World.

Prerequisites: You may only select this feat at 1st level.

Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

Eldritch Heritage

You are descended from a long line of sorcerers, and some portion of their power flows in your veins.

Prerequisites: Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd.

Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

(Used to get Arcane Bond):

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.


Traits Texts:

Rough and Ready

Your intense familiarity with the tools of your trade allows you to use them in combat as if they were actual weapons and makes them more effective for that purpose than they would normally be.

Benefit: When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons.

Dockside Brawler

You grew up on the dangerous docks of one of the Shackles' numerous ports or anchorages, and quickly learned that fists often make a better point than fancy words, especially when used the right way. You've always preferred action to talk, anyway.

While drinking at a tavern called the Formidably Maid in Port Peril last night, you got into a brawl with some of the other patrons. You handled yourself well, but a group of rough-looking characters ganged up on you and overwhelmed you, knocking you unconscious.

Benefit Fortunately, you were able to conceal your brass knuckles when you were press-ganged, and you begin the campaign with them, regardless of your starting circumstances. You gain a +1 trait bonus on damage rolls with brass knuckles and improvised weapons.