Seltyiel

Julian Fey - Apotheosis Form's page

213 posts. Alias of Corerue.


Full Name

The end of the long road

Race

Alc 9 / Magus 9 / Tier 2 | HP: 93/94 | AC + (DR 2/- vs EvilOut): 32 / T: 24 / FF: 18 / Resist: Fire 5 Defiant Armor (Active) - Evil Outs. +2 AC DR 2/- | F: +8, R: +16, W: +7 | BAB +6 CMB: +7 CMD: +32 | Ini: +17 Perception: +14

Classes/Levels

What I think he appears in mutant form

About Julian Fey - Apotheosis Form

Feral Mutagen Natural Attacks/Spell Combat/Spell Combat Casting:

...Notably, I don't think you'd have gotten a claw attack at all, unless you got three arms when I wasn't looking. This is because:

>Spell Combat requires a free hand, and a hand/claw that was used to make a weapon attack generally isn't 'free'

>Spell Combat doesn't allow you to cast spells in-between weapon attacks (including the one you'd make with Spellstrike)

>You have to give up a natural attack for a limb if it holds any other weapon, and a held spell for Spell Combat counts for that.

Synopsis - Natural attacks are unrealistic. Can you bite and speak a spell, can you claw and cast? If the answer is Maybe, then its No, if its No then its definitely No.

Premade Combat Rolls:

[dice=-1 MP SwA to Drink Cure Serious Wounds Extract:] 3d8 + 9[/dice]

MA: 5ft step towards his foe
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[dice=Concentration Check DC 16 to caste Bands of Force] 1d20 + 17[/dice]

[dice=ASF >10% - Pass:] 1d100[/dice]
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FRA now that he is up close again... Still have Keen and +2 on Einherjar which makes him 15-20 crit range

[dice=1st Attack w/Einherjar -SS/SC:] 1d20 + 17 + 2 + 2 - 2 [/dice]
[dice=Damage +Arcana:] 1d6 + 12 + 2[/dice]

[dice=Critical Confirm?:] 1d20 + 17 + 2 + 2 - 2 [/dice]
[dice=Critical Damage +Arcana:] 1d6 + 12 + 2[/dice]

[dice=2nd Attack w/Einherjar -SS/SC:] 1d20 + 12 + 2 + 2 - 2 [/dice]
[dice=Damage +Arcana:] 1d6 + 12 + 2[/dice]

[dice=Critical confirm?:] 1d20 + 12 + 2 + 2 - 2 [/dice]
[dice=Critical Damage +Arcana:] 1d6 + 12 + 2[/dice]
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[dice=Bite Attack]1d20+10[/dice]
[dice=Damage]1d8[/dice]

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[dice=SS/SC with Einherjar +Close Range Arcana:] 1d20 + 17 + 2 + 2 - 2[/dice]

[dice=Damage +Bleeding Wounds:]1d6+12+2[/dice]

Bleeding Wounds - Spell Resistance yes, No save

Stat Bar, Update per lvl:

Alc 8 / Magus 8 / Tier 2 | HP: 85/85 | AC: 30 / T: 24 / FF: 16 / Resist: Fire 5 Defiant Armor - Evil Outs. +2 AC DR 2/- | F: +8, R: +16, W: +7 | M.Atk: +13, R.Atk: +13, M.Touch: +13, R.Touch: +13 | BAB +6 CMB: +7 CMD: +32 | Ini: +17 Perception: +13 /

Julian Fey
Male tiefling alchemist (grenadier) 9/magus (bladebound, fiend flayer, kensai) 9/gestalt 9/Trickster 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 170, Pathfinder RPG Bestiary 264, Pathfinder RPG Monster Codex, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
CG Medium outsider (native)
Init +17; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 32, touch 24, flat-footed 18 (+5 armor, +6 Dex, +8 dodge, +3 natural)
hp 94 (9d8+17) (currently 84)
Fort +8, Ref +16, Will +7
Defensive Abilities canny defense +8, hard to kill; DR 2/—; Resist fire 5
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Offense
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Speed 30 ft.
Melee einherjar, hope of the incoming storm +17/+12 (1d6+12/18-20) or
. . starknife +9/+4 (1d4+1/×3) or
. . bite +8 (1d8), 2 claws +8 (1d6)
Ranged bomb +14 (5d6+12 Fire)
Special Attacks arcane pool (+3, 11 points), bomb 17/day (5d6+12 fire, DC 22), improved spell combat, magus arcana (arcane accuracy[UM], close range[UM]), mythic power (7/day, surge +1d6), spellstrike, wild arcana[MA]
Alchemist (Grenadier) Extracts Prepared (CL 9th; concentration +17)
. . 3rd—cure serious wounds (2), displacement, heroism
. . 2nd—bull's strength, cat's grace, cure moderate wounds (2)
. . 1st—cure light wounds (2), flank shield, mistsight, shield (3)
Magus (Bladebound, Fiend Flayer, Kensai) Spells Prepared (CL 9th; concentration +17)
. . 3rd—bands of force, fireball (DC 21), haste (2)
. . 2nd—blur, flurry of snowballs (DC 20), flurry of snowballs (DC 20), invisibility, web (DC 20)
. . 1st—bleeding wounds (2), energy missile (3)
. . 0 (at will)—arcane mark, detect magic, prestidigitation, ray of frost
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Statistics
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Str 13, Dex 24, Con 12, Int 26, Wis 10, Cha 10
Base Atk +6; CMB +7; CMD 32
Feats Bladebound Defense, Dervish Dance[ISWG], Dual Path[M], Extra Arcana[UM], Lunge, Martial Weapon Proficiency (scimitar), Point-Blank Shot, Power Attack, Throw Anything, Weapon Finesse, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits chance encounter, faithful artist, magical lineage
Skills Acrobatics +15, Appraise +13, Climb +10, Craft (alchemy) +20 (+29 to create alchemical items), Disable Device +18, Fly +20, Heal +4, Intimidate +6, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +12, Knowledge (planes) +16, Knowledge (religion) +13, Perception +14, Perform (dance) +12, Sense Motive +2, Sleight of Hand +12, Spellcraft +20, Stealth +16, Survival +4, Swim +6, Use Magic Device +10; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, Orc
SQ alchemical weapon, alchemy (alchemy crafting +9), amazing initiative, assured drinker[MA], black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: teleport blade, black blade: unbreakable, chosen weapon, critical perfection +8, directed blast, discoveries (feral mutagen, holy bombs, infusion, wings[UM]), fire as she bears, fleet charge[MA], iaijutsu, infernal mortification, legendary item[MA], legendary power, legendary surge, mutagen (+4/-2, +2 natural armor, 90 minutes), mythic bond, overprotective, perfect strike, precise bombs, prehensile tail, swift alchemy, unyielding
Combat Gear elemental gem (earth), mutagen (feral)[APG], scroll of dimension door, scroll of divination, scroll of move earth; Other Gear defiant leather armor of the long journey +1, starknife, bag of holding iii, cloak of resistance +1, cloak of the night sky, ring of climbing, rod of metal and mineral detection, backpack, bedroll, belt pouch, flint and steel, holy text[UE], ink, inkpen, iron holy symbol of Desna[UE], masterwork tool, mess kit[UE], pot, ring of the north star, soap, spell component pouch, torch, trail rations (5), travelling formula book[UE], travelling spellbook[APG], waterproof bag[UE], waterskin, 2 gp, 9 cp
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Special Abilities
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Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Accuracy +8 (Su) 1 Arcane Pool: +8 to attack rolls until the end of your turn.
Arcane Pool +3 (11/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Assured Drinker (Ex) No AoO for drinking while threatened, use 1 power to retrieve and drink as a swift action.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (3/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +3 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Bladebound Defense While you hold your black blade, you cannot be flanked.
Bomb 5d6+12 (17/day, DC 22) (Su) Thrown Splash Weapon deals 5d6+12 fire damage.
Canny Defense +8 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Critical Perfection +8 (Ex) Bonus to confirm threats & qualify early for critical feats with chosen weapon.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Fire as She Bears FaSB Helper for Getting the Gauge and Aboard a moving ship.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Bombs Bomb does divine dam & staggers Evil foes for 1 rd (Fort neg). Half/no dam vs. Neutral/Good.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Infernal Mortification (Su) As a standard action, increase arcane pool by 1 pt per 2 Con dam (only time can heal).
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mutagen (DC 22) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 90 minutes.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Wings (9 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min
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Adventure Bonuses/Rednal:

4 Sp for Rednals Birthday
Added to K-Engineering 1 & Dungeouneering 1 & Disable Device 2

What can I do in a round:

In a round of combat, you can do either:

1 Full-round action OR
1 Standard action plus 1 Move action (in any order) OR
2 Move actions (effectively trading your Standard action for a Move action)

Plus a combination of:

1 Swift or Immediate Action AND
Any number of Free Actions

A few special cases

The 5 ft. step
Provided you don't take any other action that actually involves using a move speed (walking/running/flying...) during the same round, you can take a 5' step as a free action that does not provoke attacks of opportunity once per round.

Spellcasting
While most spells have a casting time of 1 Standard action, others can take a Swift action, a Full-round Action or more. For those spells that take longer to cast, you're effectively using up a Full-round action each round for the duration of the casting.
Also, be they Quickened spells or whatever, you can never take more than 1 Swift action per round.

Ring of the North Star:

The item that catches your eye is a small ring in the lower left side of the box. As you touch it, it sends out a pulse of soothing cold, a bit like a mother caressing her child - and for just the briefest moment, you can feel a great degree of care for your well-being, and a desire to use the ring to quell your darkness and remain on the right track.
Ring of the North Star

Description: This silver ring is topped with a midnight-black sapphire that has countless tiny stars visible within. Which stars are visible changes over time - sometimes suddenly - and it's rumored that what it really shows is what Desna is seeing. Whatever the truth of the matter, the Ring of the North Star is a powerful item, though its powers only work for followers of Desna, and in addition to its other powers, it can be used as a Holy Symbol.

Item Slot: Ring

Omen: The Ring of the North Star abruptly orients the stars visible within to focus on one particular celestial body whenever the ring is used - one has to be paying attention to notice this happen, but it's thought that this is the first star to ever have been made...

Abilities:

5th: Feather Falling (Su): The item immediately confers the effect of a feather fall spell upon you if you fall for more than 5 feet.

7th: Speed Enhancement +10 (Su): The item increases your land movement by 10 feet. Choose the specific movement mode when assigning this ability to the item. You can’t add this bonus to a form of movement you don’t already have (for example, if you don’t have a fly speed, this ability can’t give you one). Treat this adjustment as an enhancement bonus.

10th: Clairaudience/Clairvoyance (Su): Two times per day, you can speak a command word and gaze into (or press your ear against) the item to see or hear at a distance, as the clairaudience/clairvoyance spell.

11th: Cunning (Su): While you are holding, wearing, or wielding the item, you are never flat-footed.

13th: Magic Invulnerability (Su): Once per day, when you issue the command word and gesture with the item, you are protected from 1st- through 3rd-level spell effects. This works like the lesser globe of invulnerability spell, except that only you gain this protection.

16th: Wizardry I (Su): While you are holding, wearing, or wielding the item, you can prepare or cast double your normal number of 1st-level arcane spells per day, as though wearing a ring of wizardry I.

18th: Mind Blank (Su): While you are holding, wearing, or wielding the item, your mind is protected from mental and emotional tampering, as if continually affected by the mind blank spell.

20th: Maximize Spell (Su): You can cast up to three spells per day of up to 6th level that are maximized as though using the Maximize Spell metamagic feat. Using this legacy ability does not change the spell slot of the altered spell. A spontaneous spellcaster (such as a sorcerer) must still take a full-round action when using this ability, just as if using a metamagic feat he possessed. You cannot use this ability if you cannot already cast spells.