Superstitious Mercenary

Kharl's page

3 posts. Alias of AGM Lemming.


About Kharl

Basic Details:

Character Name: Kharl
Character Race: Human
Alignment: Neutral
Deity: Green Faith

Crusader Cleric

Current Moderator: Elioa
Adventure: Reincarnation Pathfinder Game (with mythic cheats)
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Gender: Male
Age: 22
Height: 5' 9"
Weight: 175 lbs
Eyes: Brown
Hair: Brown
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Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages
Common, Terran

Description:

I am an average size human man in very heavy armor with a heavy shield. I usually have a grin on my face and a kind word for any that aren't doing something stupid to natural resources.

Chosen Special Powers:

Druidic Wild Shape: Initially at level 4, increases by level as level passes 4.
Template: Aerial Creature: Aerial Creature

Stats & HP:

Strength: 13 (Starting: 11, Belt +2)
Dexterity: 13 (Starting: 11, Belt +2)
Constitution: 15 (Starting: 15)
Intelligence: 12 (Starting: 10, Headband +2)
Wisdom: 28 (Starting: 18, Mythic Levels +10)
Charisma: 17 (Starting: 13, Race +2, Headband +2)
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Hit Points: 50 (d8+2/level +40 Mythic Hierophant)

Defense & Saves:

Armor Class: 24 (Base: 10, Dex +1, Armor +10, Shield +3)
Flatfooted Armor Class : 20
Touch Armor Class: 11

+1 Full Plate Armor: Armor Bonus +10; Max Dex Bonus +1; Armor Check Penalty -5
+1 Heavy Steel Shield: Armor Bonus +3; Armor Check Penalty -1

Special Armor Class Notes: None
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Save vs. Fortitude: + (Base: +2, Con: +2, Cloak +1)
Save vs. Reflex: + (Base: +0, Dex:+1, Cloak +1)
Save vs. Will: + (Base: +2, Wis: +9, Cloak +1)

Special Save Notes:
DR 10/epic
Resist Electricity: 10
Darkvision 60'

Offensive data:

Initiative Modifier: +13 (Dex +1, Trait +2, Amazing Initiative +10)
Base Attack Bonus: +0
Melee Attack Bonus: +1
Ranged Attack Bonus: +1

Special Combat Notes:
Guided Hand: +9 to hit & damage with Deity's Favored Weapon
- club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.
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Weapons:
+1 Mithril Scimitar: d6 | 18-20 x2 | S
Club d6 | x2 | B

Skills:

Total skill points earned: 5/level (2 + Int(1) + Human(1) + Favored Class(1))
Cleric class skills: Appraise(Int), Craft(Int), Diplomacy(Cha), Heal(Wis),
Knowledge(arcana)(history)(nobility)(planes)(religion)(Int), Linguistics(Int), Profession(Wis), Sense Motive(Wis), Spellcraft(Int)
From Trait: Perception & +1

Appraise: = +5 (Int 1) 1 Ranks +3 [Class Skill]
Bluff: = +3 (Cha 3)
Diplomacy: = +7 (Cha 3) 1 Ranks +3 [Class Skill]
Heal: = +13 (Wis 9) 1 Ranks +3 [Class Skill]
Perception: = +14 (Wis 9) 1 Ranks +3 [Class Skill] Trait +1
Sense Motive: = +13 (Wis 9) 1 Ranks +3 [Class Skill]
Spellcraft: = +5 (Int 1) 1 Ranks +3 [Class Skill]
Survival: = +9 (Wis 9)

Feats & Traits:

1st Level: Channel Smite

Human Bonus: Guided Hand

Crusader 1st Level Bonus: Heavy Armor Proficiency

Traits:
Combat: Reactionary: +2 Initiative
Social: Seeker: +1 to Perception & it is a class skill

Race:

Human
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class:

Crusader Cleric
Channel Energy (Su): Positive energy. 3 + CHA(3) times / day.

Domains:
Fire
- Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Earth
- Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spontaneous Casting: Sacrifice a prepared spell to cast a Cure spell of the same level.

Diminished Spellcasting: A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.

Bonus Feat: A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of five at 20th level). These bonus feats must be chosen from the following list: Heavy Armor Proficiency, Improved Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield Proficiency, and Weapon Focus*. At 10th level, a crusader may also choose from the following feats: Exotic Weapon Proficiency, Greater Shield Focus, Greater Weapon Focus*, Improved Critical*, Shield Slam, Shield Specialization, and Weapon Specialization*. At 20th level, a crusader may also choose from the following feats: Greater Shield Specialization and Greater Weapon Specialization*. Bonus feats marked with an asterisk (*) must be applied to the favored weapon of the crusader's deity. A crusader need not meet the normal class- or level-based prerequisites for these bonus feats.

Legion’s Blessing (Su): At 8th level, a crusader gains the ability to confer beneficial spells quickly to a large group of allies. As a full-round action, the crusader may confer the effects of a single harmless spell with a range of touch to a number of creatures equal to half her cleric level. The spell’s range remains touch, so all intended recipients must be within the crusader’s reach when the spell is cast. Using the legion’s blessing expends the prepared spell, but it also requires the crusader to sacrifice another prepared spell three levels higher, as when spontaneously using a cure or inflict spell. The higher-level spell is not cast but is simply lost, its magical energy used to power the legion’s blessing.

Favored Class Option: +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

Equipment & Gear:

Explorer's outfit

+1 Full Plate Armor: 1000 GP + 1500 GP +150 GP: 2,650 GP, 50 lbs
+1 Heavy Steel Shield: 1,170 GP, 15 lbs

+1 Mithril Scimitar: 2000 + 1015: 3015 GP, 2 lbs
Club: 5 GP, 3 lbs

Cloak of Protection +1: 1,000 GP

Gold Holy Symbol: 100 GP

Headband of Mental Prowess: 10,000 GP
- +2 to two mental abilities: INT + CHA
Belt of Physical Might: 10,000 GP
- +2 to two physical abilities

Handy Haversack: 2,000 GP
Cleric's kit; 16 GP

Hallowed Chalice: 200 GP

Wand of Cure Light Wounds: 50 charges: 750 GP

Total weight carried: 76 lbs

Carrying capacity: Light -> 50 lbs, Medium -> 100 lbs

Starting Gold: 30,000 GP

Remaining Gold: 99 GP

Movement:

Base Speed: 30 ft.
Normal Speed : 20 ft.
Maximum DEX Bonus: +1
Fly Speed: 10'/level

Magic:

Orisons: (3): Guidance, Mending, Stabilize
1st level spells: (Base: 0, WIS(+3))
- Endure Elements
- Divine Favor
- Protection from Evil
D-Burning Hands

Save DC: 10 + Spell Level + WIS(9)

Character History:

What can I say? I was raised by two druids, but I didn't become one. I did follow their faith, but I felt a pull to a different class, sort of. I became a cleric of the Green Faith.

I wasn't exactly successful though. I had barely learned to pray for my miracles when I died. And I didn't go off monster hunting or anything, no treasure seeking. I was guarding a grove and got killed by a couple of bandits. I didn't even notice them until I got two arrows in my back. I turned and got two more in my chest. I didn't even feel myself fall.

Then I 'woke up'. I was offered a second chance. But this time I would become a powerful tool for my God. I couldn't say 'No'! I accepted the opportunity with my usual 'cocky grin' and started my second life.

Mythic Feats & Path Abilities:

Feats:
- Guided Hand

- Improved Initiative
Benefit: The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20.

- Mythic Paragon
Benefit: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn’t grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.

- Divine Interference

- Natural Spell

Path Abilities:
Tier 1: Legendary Item Basic

Tier 2: Mythic Spellcasting ?? Need to select spells
- https://www.aonprd.com/SpellDisplay.aspx?ItemName=Endure%20Elements
- https://www.aonprd.com/SpellDisplay.aspx?ItemName=Shield%20Other
- https://www.aonprd.com/SpellDisplay.aspx?ItemName=Magic%20Vestment
- https://www.aonprd.com/SpellDisplay.aspx?ItemName=Blessing%20of%20Fervor
- https://www.aonprd.com/SpellDisplay.aspx?ItemName=Magic%20Weapon,%20Greater
- https://www.aonprd.com/SpellDisplay.aspx?ItemName=Plane%20Shift
- https://www.aonprd.com/SpellDisplay.aspx?ItemName=Heal
- https://www.aonprd.com/SpellDisplay.aspx?ItemName=Regenerate
- https://www.aonprd.com/SpellDisplay.aspx?ItemName=Fire%20Storm
- https://www.aonprd.com/SpellDisplay.aspx?ItemName=Storm%20of%20Vengeance

Tier 3: Legendary Item Minor Artifact

Tier 4: Mythic Wild Shape(Su): Choose one form you can take using wild shape. Eagle. Using wild shape to take this form doesn't count against your daily uses of wild shape. You can select this ability multiple times. Each time you select it, choose another form to not count against your daily uses of wild shape. You must have the wild shape class feature to select this ability.

Tier 5 & 6: Enduring Blessing (Su) (Mythic Adventures pg. 36): Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.

Tier 7: Relentless Healing (Su) (Mythic Adventures pg. 35): You can restore life to the recently dead. If a creature has died within 1 round, as a free action you can expend one use of mythic power to apply healing magic to that creature. This healing can be from a spell or effect you cause or from a magic item you wield. If this healing brings the creature's hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total (similar to the way breath of life functions); otherwise, it remains dead. Alternatively, you can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with a prepared cure light wounds spell) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature's hit points above its death threshold, it returns to life.

Tier 8: Legendary Item Major Artifact

Tier 9: Sustained by Faith (Su) (Mythic Adventures pg. 35): You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.

Tier 10: Servant of Balance (Su) (Mythic Adventures pg. 37): Whenever a critical hit is confirmed against you, the attack deals normal damage instead of critical damage. Other effects that trigger on a successful critical hit (such as the Blinding Critical feat, the fire damage from a critical hit with a flaming burst weapon, or the effects of a vorpal weapon) all affect you normally.

Hierophant Abilities:

Mythic Power (Su): 23

Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.

Divine Vessel (Ex): At 10th tier, whenever you cast a spell that targets one or more non-mythic creatures, those creatures must roll twice for any saving throws associated with the spell and take the lower result. Whenever you are healed of hit point damage by a spell or effect, you are healed for the maximum possible amount. You also gain DR 10/epic. Once per round when you take more than 20 points of damage (after damage reduction is applied), you regain one use of mythic power.

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Surge (Su): +1d12: You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d12 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

Force of Will (Ex): At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

Unstoppable (Ex): At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.

Immortal (Su): At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren’t treated as if you had rested, and don’t regain the use of abilities that recharge with rest until you next rest. This ability doesn’t apply if you’re killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.

Legendary Hero (Su): At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.

Mythic Artifact Armor:

Legendary Item: LP: 8
Armor: Surge adds to saves
1- Powerful +2 LP
2- Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
3- Legendary Fortification: When a critical hit or sneak attack is scored against a creature wearing an item with this ability, the wearer can expend one use of legendary power to negate the critical hit or sneak attack and instead take normal damage.

4- Powerful +2 LP
5- Rejuvenating: The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard action she can expend two uses of legendary power to remove a single condition affecting her.
6- Eternal Bond

7- Powerful +2 LP
8- Perfect Surge: This item's legendary surge can apply to any d20 roll. The surge adds a further +2 bonus when applied to one of the types of rolls initially chosen for it.
9- Returning: The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object.
10-Upgradable: This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1 longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword.
This ritual takes 8 hours. When it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation.