About Henry Pascal - Master of FormGeneral:
Male CN Ascendant Human Fighter 30 / Barbarian 30, Init +80, HP 980 DR 15/-(30/- in Rage), Speed ??? ft (Depends on Form, x3 for Angel Rings) AC 66, Touch 38, Flat-footed 44, (+14 Armor, +7 Shield, +20 Dex, +2 Dodge, +7 Natural, +5 Deflect, +1 Insight) Fort 51, Ref 51, Will 51, CMB +66, Base Attack Bonus 30, CMD 96, +5 Furious Linked-Striking Phase-Locking Sharding Heavy Spiked Shield w/ Versatile Design [Spears] +78/+78/+68/+68/+58/+53 (2d8+5+42+6+1+5, 20/x2) +5 Primary Natural Attack +78 (2d8+5+28+6+1+5, 20/x2) +5 Secondary Natural Attack +78 (2d8+5+14+6+1+5, 20/x2) Abilities Str 66, Dex 50, Con 48, Int 44, Wis 44, Cha 44 Senses:
Low Light Vision Darkvision (180 ft.) Scent Blindsense (30 ft.) Blindsight (30 ft.) Arcane Sight (60 ft.) See Invisible/Ethereal (120 ft.) Perception Distance DC increases by -1 every 60 ft Ignore -10 distance penalty to Perception (i.e. 600 ft) 1/day Psychopomp spiritsense (1 hour) 6/rage Ultimate Clarity (1 round) Defenses:
Immune to Death Effects & Energy Drain [Immortal Legend]
Immune to Possession & Mental Control [Mind-Buttressing Armor] Immunity to Fear, Poison, Disease [Amulet of Primal Protection] Fatigue & Exhaustion Converted to Sicken & Nausea [Flawed Scarlet & Green Cabochon Ioun Stone] +4 profane to saves vs mind-affecting (-confusion, -insanity) [Splintered Mind] +1 to saves vs effects from Evil Outsiders [Purity of Faith] Can get a save at end of round to end any non-instantaneous, non-permanent effect [Splintered Mind] Freedom of Movement [Ring of Freedom of Movement] Reduce Ability Penalties & Damage by 6, Ability Drain by 3 [Greater Ring of Inner Fortitude] Retain DEX to AC even when Flat-Footed & Cannot be Flanked [Robe of Eyes] Uncanny Dodge + Improved Uncanny Dodge [Barbarian] Stalwart [Amulet of Primal Protection] Evasion [Ring of Evasion] Reroll Natural 1 on Save 3/day [Fate-Woven Braid of the Norns] Spell-turning 1/day [Reflecting Shield] Immediate 1d8+30 Breath of Life (at will), Immediate save reroll (at will), 1/day Greater Resurrection & heal 1d8+100 [Shield of Close Calls] Parry Melee Attacks by spending an AoO [Spear Parry] Parry Ranged Attacks by spending an AoO [Cut From the Air] Parry Unusually Massive Ranged Attacks (including Spell effects) by spending an AoO [Smash From the Air] Subtract Shield hardness & hit points after an attack lands 1/round [Sacrificial Shield] Familiar takes Half of All Damage [Protector Familiar Shield Master] Familiar can intercept 1 (2 with readied actions) attack/round [Familiar Feat: In Harm's Way] Damage Reduction 15/- (30/- vs nonlethal) & Resist Fire 9 [Invulnerable Rager Barbarian] RAGE ONLY [CAN ENTER RAGE WITH INITIATIVE VIA SAVAGE INTUITION]
Stat Breakdown:
STATS (All 20s, 2 +1s every 4 levels)
STR:22+10+0(R)+0(A)+6(L)+6(E)+2(I)+4(W)+2(S)+6(M)+8(P)+0(G)+0(SM)= 66 DEX:20+6+2(R)+0(A)+4(L)+6(E)+4(I)+4(W)+2(S)+2(M)+0(P)+0(GA)+0(SM)= 50 CON:20+6+0(R)+0(A)+4(L)+6(E)+4(I)+4(W)+2(S)+2(M)+0(P)+0(GA)+0(SM)= 48 INT:20+4+2(R)+3(A)+0(L)+6(E)+3(I)+4(W)+2(S)+0(M)+0(P)+0(GA)+0(SM)= 44 WIS:20+4+0(R)+3(A)+0(L)+6(E)+3(I)+4(W)+2(S)+0(M)+0(P)+0(GA)+2(SM)= 44 CHA:18+4+0(R)+3(A)+0(L)+6(E)+0(I)+4(W)+2(S)+0(M)+0(P)+5(GA)+2(SM)= 44 R = Race
Initiative = 20 (DEX) + 10 (Sixth Sense) + 16 (Mythic Improved Initiative) + 4 (Familiar) + 12 (Amazing Initiative) + 6 (Trained Initiative) + 2 (competence) + 4 (Morale) + 4 (Dueling) + 2 (Luck) + 2 (Trait) - 2 (Splintered Mind) = +80
Legendary Gifts:
LEGENDARY GIFTS [30/30] --> Legendary Body 1+2 [3] --> Legendary Mind 1+2 [3] --> Legendary Shieldmaster [1] --> Legendary Twin Weapons [1] --> Legendary Armor (Impervious & Reflecting on Shield)[6] --> Legendary Ability [16] Class Features:
BARBARIAN (SUPERSTITIOUS) Fast Movement Rage [81/81] + Greater Rage Sixth Sense, Keen Senses Rage Powers Uncanny Dodge + Improved Uncanny Dodge Indomitable Will + Tireless Rage CAPSTONE: Mighty Rage Improved Power: Powerful Blow Improved Power: Strength Surge Improved Power: Superstitious Improved Power: Ultimate Clarity Epic Rage: +15 temp HP in Rage Epic Rage: Weapon damage die increases by 1 step Epic Rage: Weapon damage die increases by 1 step FREE ARCHETYPE: Invulnerable Rager (Barbarian)
BARBARIAN RAGE POWERS
FIGHTER (MUTATION WARRIOR)
FREE ARCHETYPE: Spear Fighter (Fighter)
FIGHTER COMBAT FEATS FIGHTER 1: Combat Stamina [49/49]
Feats:
LEVEL 1 FEAT: Healer's Hands LEVEL 2 FEAT: Extra Rage Power [Lesser Ancestor Totem] LEVEL 3 FEAT: Fiendish Obedience(Haagenti) LEVEL 4 FEAT: Damned Soldier (All Sentinel Boons) LEVEL 5 FEAT: Eldritch Heritage (Imperious Bloodline) LEVEL 6 FEAT: Extra Rage Power [Ancestor Totem] LEVEL 7 FEAT: Eagle Eyes LEVEL 8 FEAT: Extra Rage Power [Moment of Clarity] LEVEL 9 FEAT: Flickering Step LEVEL 10 FEAT: Extra Rage Power [Unexpected Strike] LEVEL 11 FEAT: Dimensional Agility LEVEL 12 FEAT: Extra Rage Power [Reckless Abandon] LEVEL 13 FEAT: Extra Rage Power [Deathless Frenzy] LEVEL 14 FEAT: Extra Rage Power [Perfect Clarity] LEVEL 15 FEAT: Dimensional Assault LEVEL 16 FEAT: Dimensional Dervish LEVEL 17 FEAT: Vital Strike LEVEL 18 FEAT: Improved Vital Strike LEVEL 19 FEAT: Greater Vital Strike LEVEL 20 FEAT: Devastating Strike EPIC 21 FEAT: Primal Rage EPIC 22 FEAT: Extra Rage Power [Ultimate Clarity] EPIC 23 FEAT: Extra Rage Power [Lesser Elemental Rage] EPIC 24 FEAT: Extra Rage Power [Elemental Rage] EPIC 25 FEAT: Extra Rage Power [Greater Elemental Rage] EPIC 26 FEAT: Artic Rage EPIC 27 FEAT: Shattering Strike EPIC 28 FEAT: Mighty Surge EPIC 29 FEAT: Tenacious Magic EPIC 30 FEAT: Additional Magic Item Slot (Neck) Mythic Abilities:
MYTHIC TRADITION
<-- DRAWBACK: Cursed (Cold-Blooded:-4 saves vs cold effects & staggered) <-- DRAWBACK: Radiant Power <-- DRAWBACK: Unfit for Power === QUALITY: Flowing Power --> BOON: Expertise (Skill Mastery [Mountebank 20]) --> BOON: Legendary Gear (Shield of Close Calls) [Worth 2 Boon] MYTHIC PATH: Champion
MYTHIC TIER 1 ABILITY: Always a Chance
Traits:
OTHER TRAITS (6)
--> BACKGROUND: Met a Fantastic Creature ===> MAGIC TRAIT: Gifted Adept (Shapechange) <=== --> COMBAT TRAIT: Reactionary [+2 to Initiative] --> FAITH TRAIT: Fate's Favored [+1 to Luck bonuses] --> RACE TRAIT: Witness to Nature's Cruelty [Heal] --> RELIGION TRAIT: Purity of Faith [+1 Will saves] --> SOCIAL TRAIT: Bastard [+1 Sense Motive CS] Familiar:
Jerry, the Nigh-Invulnerable Invincible Jerboa Protector Familiar
N Diminutive animal Init +3; Senses low-light vision, scent; Perception +38 Defense AC 57, touch 17, flat-footed 54 (+3 Dex, +40 natural, +4 size) hp 980 (1d8–1) Fort +16, Ref +13, Will +12 Offense
Defenses/Qualities: regeneration (see below) DR 20/epic; Resistance (All energy types) 15; block attacks, second save; SR 35, improved evasion Immune: ability damage, ability drain, acid, blindness, cold, deafness, death effects, disease, electricity, energy drain, fire, mind-affecting effects, nausea, negative energy, paralysis, permanent wounds, petrification, poison, polymorph, stunning, sonic Statistics
Special Abilities
Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker. Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other. Able Defender (Ex): At 11th level, a protector gains In Harm’s Way as a bonus feat. In addition, the familiar’s hit points are now equal to its master’s total hit points (not including temporary hit points), regardless of its actual Hit Dice. Regeneration (Ex): A nigh-invulnerable creature’s rate of regeneration is equal its normal total hit point total. No form of attack, except upon its vulnerable point, can suppress the nigh-invulnerable creature’s regeneration-it regenerates even if disintegrated, drown, or starved. If the nigh-invulnerable creature fails a save against an effect that would kill or destroy it instantly, it rises from death 3 rounds later with its full hit point total. It can be banished or otherwise transported, but the method to truly kill it or destroy it is only available via its vulnerable point (see below). Vulnerable Point (Su): A nigh-invulnerable creature has a specific point on its body that if significantly injured by the correct type (slashing, bludgeoning, or piercing) kills it (severing a tail, piecing its heel, stabbing it in its open mouth). A nigh-invulnerable creature loses any immunity, resistance, or damage reduction to this special attack when it is made against this point. Any attack that is not an attempt to damage this point affects some other part of its body, including area attacks or attacks that do not cause the correct damage type. To attack the vulnerable point, an opponent must make a sunder attempt with an attack that deals the correct type of damage targeting the chosen point on the creature’s body. Unlike normal sunder attempts ranged weapons, spells, and effects that require an attack roll may be used in this attempt though they still require a combat maneuver check though for ranged attacks the opponent applies her Dex modifier instead of her Str modifier to her CMB. The vulnerable point is considered a separate weapon with hardness 0 and hit points equal to 5 plus double the creature’s HD. This hardness increase by 5 for every 6 HD the nigh-invulnerable creature possesses. To injure the point, the opponent must inflict enough damage on a single attack to reduce the vulnerable point’s hit points to 0 or less. A nigh-invulnerable creature can’t attack with its vulnerable point reduced to 0 or less, its regeneration is suppressed, as are its defensive abilities, damage reduction, immunities, resistances and SR, in addition it suffers a penalty to its AC equal to its HD. It also thereafter automatically suffers 1d6 points of bleed damage for every 5 HD it possesses, each round until it dies. Only natural healing can heal damage done to a creature’s vulnerable point. A creature’s vulnerable point should be relevant to the its history and/0r species An example of a vulnerable point would be to pierce its heart through a missing scale (requiring piercing damage); severing a specific appendage such as a head, or the creature’s tail (requiring slashing damage); or crushing an item embedded inside its body (requiring bludgeoning damage). The Knowledge DC to learn the creature’s vulnerable point is DC 20 + double the nigh-invulnerable creature’s CR, the nigh-invulnerable creature does not know its own weakness unless it has made this check. GMs are encouraged to make this knowledge difficult to obtain and often the result of a special quest. It could only have been written on a long lost scroll, or known only to a sage banished form the kingdom, or perhaps a man recently executed who you must now gain his body so you can speak to the dead. Block Attacks [Mythic]: Once per round, when the creature is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the creature is unaffected by the attack (as if the attack had missed). Second Save [Mythic]: Whenever the creature fails a saving throw against an effect with a duration greater than 1 round, it can keep trying to shake off the effect. At the start of its turn, if it’s still affected, it can attempt the save one more time as a free action. If this save succeeds, the effect affects the creature as if it had succeeded at its initial saving throw. If the effect already allows another saving throw on a later turn to break the effect (such as for hold monster), this ability is in addition to the extra saving throw from the effect. Gear:
1.) Crystal of Revelation 2.) Torque of Ascendancy 3.) Worldcrown 4.) +5 Mind-Buttressing Fluid Mithral Full Plate 5.) +5 Furious Linked-Striking Phase-Locking Sharding Dueling (Weapon Enhancement) + Adamantine Shield of Close Calls (+Versatile Design [Spears]) 6.) Tattooed Squirrel 7.) Black Sand Hourglass 8.) Angel Rings 9.) Amulet of Primal Protection 10.) Robe of Eyes 11.) Ring of Continuation 12.) Ring of Delayed Doom 13.) Ring of Freedom of Movement 14.) Pale Green Prism Ioun Stone 15.) Flawed Pale Green Prism Ioun Stone 16.) Ring of Evasion 17.) Weirding Watch (1 piece, 4 pieces w/ Familiar) 18.) Stone of Good Luck (Luckstone) 19.) Crook of Cidhureen 20.) Belt of Impossible Action 21.) Entwined Syrinx 22.) Gloves of Dueling 23.) Soulsight Goggles 24.) Ten-Ring Sword <12> 25.) Ten-Ring Sword <17> 26.) Cloak of Good Fortune 27.) Opalescent White Pyramid Ioun Stone [Resonant: Weapon Focus (Battleaxe)] 28.) Nacreous Grey Sphere Ioun Stone 29.) Fate-Woven Braid of the Norns 30.) Flawed Scarlet and Green Cabochon Ioun Stone 31.) Incandescent Blue Sphere Ioun Stone [Resonant: Blind-Fight] 32.) Headband of Twisted Intellect <26>, <30> 33.) Eversmoking Bottle 34.) Dusty Rose Prism 35.) Perfectionist Shavtoosh 36.) Specialized Healer's Satchel 37.) Corset of Delicate Moves Extra (Non-Magical): Alchemist Lab, Familiar Satchel, Boline Consumed: Demon Senses, Splintered Mind, Dream Journal of the Pallid Seer Familiar: Flawed Scarlet & Green Cabochon
Legendary Item (Shield):
LEGENDARY ITEM ABILITIES
--> Foe-Biting --> Intelligent --> Intelligent (Spellcasting) --> Intelligent (Spellcasting) --> Intelligent (Spellcasting) --> Intelligent (Spellcasting) --> Intelligent (Spellcasting) --> Undetectable --> Unstoppable Strike --> Unyielding [HARDNESS 80, HP 480] LEGENDARY ITEM SPELLCASTING
Divine Source SLAs:
LEVEL 1: Longstrider [Travel], Floating Disk [Travel (Trade)], Identify [Magic], Obscuring Mist [Darkness] LEVEL 2: Locate Object [Travel], Magic Mouth [Magic], Bless Water [Magic (Divine)], Blindness [Darkness] LEVEL 3: Fly [Travel], Dispel Magic [Magic], Deeper Darkness [Darkness] LEVEL 4: Dimension Door[Travel], Imbue with Spell Ability [Magic], Shadow Conjuration [Darkness] LEVEL 5: Teleport [Travel], Overland Flight [Travel (Trade)], Spell Resistance [Magic], Cleanse [Magic (Divine)], Summon 1d3 Shadows [Darkness] LEVEL 6: Find the Path [Travel], Antimagic Field [Magic], Shadow Walk [Darkness] LEVEL 7: Greater Teleport [Travel], Spell Turning [Magic], Resurrection [Magic (Divine)], Power Word: Blind [Darkness] LEVEL 8: Phase Door [Travel], Protection from Spells [Magic], Greater Shadow Evocation [Darkness] LEVEL 9: Astral Projection [Travel], Gate [Travel (Trade)], Mage's Disjunction [Magic], Miracle [Magic (Divine)], Shades The Ascendant Race:
The Ascendant are a race of Humanoid (humans). They originated as a tribe in one of the far reaches of Golarion. They were a tribe which lived in harmony with nature. Rather than
However, a meteor hit their ancient homeland. After a time of much destruction... came creation. The foreign energies of the meteor seeped into the soil. Over time, both the people and the nature surrounding them became... altered. Stronger. More overflowing with life energy. They even gained incredible perceptive abilities, capable of seeing the magic in everything. As a result, the people are often enamored with the sights around them, slowing down so as to better take everything in. Rarely do they impose themselves on others, however their perceptive abilities often enhance their defensive capabilities. With their increased vitality, the people gained enough confidence to finally spread out from their homeland, and plant the seeds of enhanced vitality across all of the land. They remained a simple race, and aspired to nothing more than to be farmers and shepherds of the land, so that they may watch over a "Great Blooming" of the world. But not all of the Ascendant... care about the Great Blooming. Race Specifics:
THE ASCENDANT RACIAL TRAITS [41 RP]
Humanoid (Human) / Size: Medium / Base Speed: 30 ft. Flexible [+2 RP] Linguist [+1 RP], Skilled [+4 RP] Focused Study [+4 RP] Quick Reactions [+2 RP], Static Bonus Feat [+2 RP] --> Extreme Mood Swings Flexible Bonus Feat [4 RP] Defensive Training, Greater [4 RP] At-Will Spell-Like Ability (Vanish) [2 RP] Greater Spell-Like Ability (Trace Teleport) [4 RP] Lucky, Greater [4 RP] Skill Bonus (Knowledge: Planes) [2 RP] Keen Senses (Skill Bonus: Perception) [2 RP] Ferocity [4 RP] Henry Pascal's Backstory:
Henry was born to a family of farmers. While he was still a weak and helpless infant, his entire family was slaughtered. As pacifists, they were unwilling to fight back or assert themselves.
Henry would have died, were it not for the timely arrival of a roving band of bards & rogues, looking to scavenge the remains of the decimated town. This band of bards & rogues basically took him in and raised him as their own. He learned many skills from them over the next 4 or so years. Barely into his teen years however, the band got into a lot of legal trouble with a local church, which sent their Paladins and Inquisitors after the Band. Fearing the worst, the band sent him away before they were tracked down. The Paladins and Inquisitors were ruthless - slaughtering and executing all of the rogues and bards that had taken him in without mercy. He was too weak to protect his original family, and then he was too weak to protect his found family. On that day, he cursed his weakness, and vowed to become strong. Strong enough to do whatever he wanted. Strong enough to never have to lose anything dear to him ever again. In his blasphemous fury, his wish for strength was heard by Haagenti, the Demon Alchemist. Through visions and whispers, Henry found the forbidden library, and with it, other followers of Haagenti. Haagenti orchestrated a tournament amongst his followers, with the victor gaining a wish. Henry fought with all of his might, and ended up winning the tournament, vanquishing all of his opponents with a combination of quick with and ingenuity. After winning the tournament, he was able to claim his prize - the Strength to do what he wanted. Haagenti accepted his terms, but only if he could actually withstand his gift. Haagenti crafted a potion of such flesh-warping ichor that it would allow Henry to permanently alter his form, abandoning the weaknesses of his flesh. In return, the process was incredibly painful. With just the first sip, he was screaming. By the second, his body began to spit up blood in a desperate attempt to reject the deity's poison. But still, Henry persisted. On and on he drank, his flesh warping and twisting in horrific shapes as his patron deity watched on - amused by his tormented screams. But still, Henry persisted. Defying all logic, defying even the expectations of his deity, Henry hung on to both his life and his dream. He refused to die by the potion, but simultaneously refused to stop drinking the potion. Finally, after 24 hours of suffering, he finished the potion and completed the transformation. From this, he gained the ability to Shapechange at will. Haagenti, at this point, released him back out into the world, retreating to the lower planes. Some might say he was impressed with the mortal. Others...might even say he was scared. But all who would dare quickly met their end at such a preposterous notion. Still, even Haagenti had to admit that the mortal had more than surpassed his expectations. As a lesser deity, even he could not act too rashly against the Ascendant Human. So Haagenti opted to bide his time and wait. Henry Pascal at this point was incredibly strong. Few could hope to oppose him. But interestingly enough, he never imposed himself on others. He took what he needed, but never more than necessary, and never from those who could not afford it. Did this get him into trouble with numerous Paladins and Inquisitors upholding the law? Yes. But none of them could hope to defeat him. All who attempted to smite him were dealt with quickly and mercilessly. So strong he was, that he even began to garner the attention of the One True Deity, Arinolus. In an awesome display of his power, Arinolus quickly subdued Henry Pascal. Now humbled, Henry pledged to serve Arinolus, in hopes that he may one day obtain the same deific power that Arinolus possessed. At that point, Henry would challenge him again. |