Infernal Champion

Henry Pascal - Master of Form's page

55 posts. Alias of Kaouse.


Full Name

Henry Pascal - Master of Form

Race

Ascendant Human

Classes/Levels

Barbarian (Invulnerable Rager) 30 / Fighter (Mutation Warrior) 30 | HP 980/980 | Init +80; Perc +80 | AC66 (T38 FF44) | CMD 96 CMB +66 | Fort +51 Ref +51 Will +51

Gender

Male

Size

Medium

Age

Venerable

Special Abilities

Shapechange (Constant)

Alignment

Beyond Morality

Deity

Haagenti

Location

Anywhere Everywhere All At Once

Languages

Common + 19 others

Occupation

Profession (Chef)

Homepage URL

https://myth-weavers.com/sheet.html#id=2813555

Strength 66
Dexterity 50
Constitution 48
Intelligence 44
Wisdom 44
Charisma 44

About Henry Pascal - Master of Form

General:

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]
Immunity to Shaken & Frighten [Fearless Rage]
Immunity to Sicken & Nausea [Internal Fortitude]
Immunity to Daze, Stunned & Paralyzed [Immaculate Rage]
Immunity to Ability Score Damage, Blindness, Critical Hits, Cold, Deafness, disease, Drowning, Electricity, Poison, Stunning, All spells/attacks that affect physiology/respiration [Artic Rage/Ice Body]
+28 morale bonus to saves vs Spells, SLAs and Su abilities [Superstition]
Advantage on all Fortitude and Will Saves [Perfect Rage]
Ignore the effects of being at 0 or fewer hit points for 1 round (including death) [Deathless Frenzy]
Can roll a Fortitude save vs Damage to Halve damage done and make it nonlethal [Flesh Wound]
Damage Reduction increased to 30/- (60/- vs nonlethal) [Primal Rage]
+15 Temp HP on Rage, Every Rage [Epic Rage]

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
A = Age
L = Level Ups
E = Enhancement
I = Inherent
W = Worldcrown
S = Sacred (Torque of Ascendancy)
M = Mythic
P = Perfect Body, Flawless Mind
GA = Genius Avaricious (via Shades SLA + Crook of Cidhureen)
SM = Skill Mastery (Mountebank 20 Capstone via Expertise Mythic Boon)

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)
--> Invulnerability, Extreme Endurance {Resist Fire 9}

BARBARIAN RAGE POWERS
LVL 2 RAGE POWER: Superstition (+28 vs Magic)
LVL 4 RAGE POWER: Witch Hunter
LVL 6 RAGE POWER: Spell Sunder
LVL 8 RAGE POWER: Internal Fortitude
LVL 10 RAGE POWER: Savage Intuition
LVL 12 RAGE POWER: Fearless Rage
LVL 14 RAGE POWER: Come and Get Me
LVL 16 RAGE POWER: Powerful Blow
LVL 18 RAGE POWER: Strength Surge
LVL 20 RAGE POWER: Mighty Swing
BARBARIAN CLASS FEAT 22: Perfect Rage
BARBARIAN CLASS FEAT 25: Immaculate Rage
BARBARIAN CLASS FEAT 28: Cat's Rage

FIGHTER (MUTATION WARRIOR)
Bonus Feats + Bravery {+8} + Mutagen
Mutagen Discovery 7: Vestigial Arm
Mutagen Discovery 11: Vestigial Arm
Mutagen Discovery 15: Greater Mutagen
Mutagen Discovery 19: Grand Mutagen
Weapon Training (Axes)
Advanced Weapon Training: Armed Bravery
Advanced Weapon Training: Fighter's Reflexes
Advanced Weapon Training: Focused Weapon [Battleaxe]
ALTERNATE CAPSTONE: Perfect Body, Flawless Mind
Advanced Weapon Training: Abundant Tactics
Advanced Weapon Training: Weapon Mastery [Smash from the Air]
Advanced Weapon Training: Trained Initiative
Warrior {5/day}

FREE ARCHETYPE: Spear Fighter (Fighter)
--> Dodge, Balanced Stride [+8], Spear Parry

FIGHTER COMBAT FEATS

FIGHTER 1: Combat Stamina [49/49]
FIGHTER 2: Point-Blank Shot
FIGHTER 4: Far Shot
FIGHTER 6: Combat Reflexes
FIGHTER 8: Disruptive
FIGHTER 10: Spellbreaker
FIGHTER 12: Teleport Tactician
FIGHTER 14: Cut from the Air
FIGHTER 16: Barroom Brawler
FIGHTER 18: Improved Blind-Fight
FIGHTER 20: Greater Blind-Fight
FIGHTER CLASS FEAT 22: Improved Combat Reflexes
FIGHTER CLASS FEAT 24: Spellcasting Harrier
FIGHTER CLASS FEAT 26: Epic Power Attack
FIGHTER CLASS FEAT 28: Supreme Vital Strike
FIGHTER CLASS FEAT 30: Indelible Blow

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
CHAMPION STRIKE: Fleet Charge
MYTHIC TIER 1 FEAT: Dual Path (Trickster [Sudden Strike])
MYTHIC TIER 2 FEAT: Mythic Eldritch Heritage (Imperious)
MYTHIC TIER 3 FEAT: Mythic Far Shot
MYTHIC TIER 4 FEAT: Mythic Paragon
MYTHIC TIER 5 FEAT: Mythic Extra Rage Power [Familiar Arcana]
MYTHIC TIER 6 FEAT: Mythic Class Ability [Mighty Rage]
MYTHIC TIER 7 FEAT: Mythic Eagle Eyes
MYTHIC TIER 8 FEAT: Mythic Vital Strike
MYTHIC TIER 9 FEAT: Mythic Improved Initiative
MYTHIC TIER 10 FEAT: Inescapable Grasp

MYTHIC TIER 1 ABILITY: Always a Chance
MYTHIC TIER 2 ABILITY: Path Dabbling [Guardian Path: Sacrificial Shield]
MYTHIC TIER 3 ABILITY: Divine Source (Travel, Darkness)
MYTHIC TIER 4 ABILITY: Fleet Warrior
MYTHIC TIER 5 ABILITY: Beyond Morality
MYTHIC TIER 6 ABILITY: Divine Source (Magic [Divine], [Trade])
MYTHIC TIER 7 ABILITY: Ever Ready
MYTHIC TIER 8 ABILITY: Limitless Range
MYTHIC TIER 9 ABILITY: Punishing Blow
MYTHIC TIER 10 ABILITY: Maneuver Expert

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
Speed 20 ft.
Melee bite +37 (1d2–5)
Space 2-1/2 ft., Reach 0 ft.

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
Str 1, Dex 16, Con 8, Int 18, Wis 15, Cha 2
Base Atk +30; CMB +29; CMD 34
Feats Endurance (Flawed Scarlet & Green Cabochon), Diehard, Combat Reflexes (Protector), Bodyguard (Protector), In Harm's Way (Protector), Alertness (Familiar)
Skills Acrobatics +39, Appraise +9, Bluff +19, Climb -1, Craft (Alchemy) +34, Diplomacy +16, Disable Device +3, Disguise +19, Escape Artist +25, Fly +34, Handle Animal +26, Heal +32, Intimidate +16, Knowledge (arcana, geography, religion) +26, Knowledge (dungeoneering, engineering, history, local, nature, nobility) +25, Knowledge (planes) +34, Linguistics +6, Perception +38, Perform (oratory) +13, Profession (Chef) +4, Ride +12, Sense Motive +33, Sleight of Hand +5, Spellcraft +29, Stealth +34, Survival +24, Swim +1, Use Magic Device -1
Racial Modifiers +4 Perception, +4 Acrobatics

Special Abilities
Familiar - Master gains a +4 bonus on initiative checks

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
789/12,500,000 remaining

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
--> Wish x 3/day [18/25]
--> Limited Wish x 1/day [7/25]

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.