About Khaz CloudbreakerChampion of the Faith Warpriest (6)
Combat With and Mythic Power Attack and Mythic Vital Strike
[dice=Pick Highest Hit]1d20+12[/dice] [dice=Pick Highest Hit]1d20+12[/dice]
Dwarven Aasimar, Traits, Stats:
Dwarven Aasimar * Stats: +2 Con, +2 Wis * Slow and Steady (20ft movement, never slowed by armor or encumbrance) * Alternate SLA (You gain spell resistance equal to 10 + 1/2 your Hit Dice.) * Deathless Spirit (Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance. * Skilled (+2 Intimidate and Sense Motive)) * Darkvision (60ft) Traits
Stats
Blessings, Spells:
Healing
Charm
Lvl 0
Lvl 1
Lvl 2
Equipment, Feats, Skills:
Equipment
Feats
Skills 2 (class) +1 (FCB) -1 (Int) + 2 (Background Skills)
Mythic Guardian:
Absorb Blow (SU) As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have. 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. Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. Surge (Su) 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 1d6 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. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Tier 1: Extra Feat Power Attack, Mythic Vital Strike Background:
The Cloudbreaker Clan has fought in the Mendevian Crusades since AR4650. It began innocently enough, with Kudrin Cloudbreaker joining the crusade as an armorer. The crusaders needed his skill, and they were willing to pay for it. Given the disreputable dwarf’s debts in most lands, this was one of the few places he could work without his creditors finding him. Ironically, throughout the witch hunts he remained safe, given that few doubted his professed piety in Torag.
When he left the world wound, he brought back with him enough gold to settle his debts. And he brought back tales of fabricated glory and crusaders with rich pockets. When he sobered up, he was shocked to learn that more than a few dwarves had bought in to his ale-ridden tales and were demanding to follow him back to Kenabres! Try as he might be couldn’t weasel his way out of the plan, and soon found himself leading the Cloudbreaker expedition. Among these dwarves were Olden and Helga Cloudbreaker. Healers by trade, they were devout worshipers of Bolka. They had been moved to join the crusade not out of gold, but out of a sense of duty to their fellow dwarves. It wasn’t until they reached Kenabres that it became clear that Helga was pregnant, and by then it was far too late to turn back. Khaz was born, to his parent’s delight, with the cleric of Bolka who delivered him declaring him to be an Aasimar. They declared his birth a miracle, and proof of the righteousness of their choice. Growing up in the Gate District, Khaz became an apprentice to his parents, learning the ways of the healer. And in this he was never not in demand, for the crusaders had not enough clerics to heal all wounds, and the people of New Kenabres were far too low on the list of priorities for any divine miracles. The golden-haired dwarf also soon learned the basics of self defense, for people all knew what kinds of foes they faced. While many Cloudbreakers soon left the city seeing it as a hellhole and death trap, Khaz and his family remained. For there was much work to be done in the city, and not enough to do it. Personality
His most treasured possession is a ring that the cleric of Bolka gave his parents upon his birth. She told them that it was for him when he came of age, and it was to be a reminder for him to live up to his heritage. It is the bedrock upon which he holds himself when he has doubts, for it is a physical reminder of what he is and what he fights for. Notes
Level Plan:
Mythic Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
Tier 10
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