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About Kolvar ThemarisKolvar Themaris
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Duplicitous (Ex):
- An opportunist adds Bluff, Sense Motive, Sleight of Hand, and Stealth to his list of class skills. He gains 2 bonus skill ranks at each level, which must be allocated among these skills. Underhanded (Ex):
- An opportunist gains Improved Dirty Trick (Deft Maneuvers?) as a bonus feat at 1st level even if he does not meet the prerequisites. Cunning Edge (Ex):
- At 4th level, an opportunist can select an edge from those listed below. Every 4 levels beyond 4th, he can select one additional edge, to a maximum of five at level 20. - Alchemical Admixture (Ex)
- Alchemical Refinement (Ex) [Taken]
- Alchemical Onslaught (Ex) At 5th level, an opportunist gains a +1 bonus on attack rolls with alchemical weapons and bombs and can add his Intelligence modifier to damage rolls for splash weapons. He can draw an alchemical weapon as a free action once per round. Coiled Blade:
Combat Training (Ex):
A coiled blade is considered an Expert practitioner, gaining spheres and talents as appropriate. Coiled blades choose whether to use Charisma, Intelligence, or Wisdom as their practitioner modifier when they first gain the combat training class feature. Coiled Might (Ex):
Starting at 3rd level, the coiled blade gains tension, as the striker class feature, with the following modifications: Offensive Pressure: Whenever the coiled blade successfully damages a creature with a weapon from one of his weapon training groups, he gains 1 tension.
Tension (Ex) A striker is at home in battle, thriving on the raw energy of combat to fuel her attacks. A striker begins the day with no tension, but can gain tension in the following ways (a striker cannot gain tension from each of these more than once per round and a striker must be in combat to gain tension): - Offensive Pressure: Whenever the coiled blade successfully damages a creature with a weapon from one of his weapon training groups, he gains 1 tension. - Defensive Determination: Whenever the striker takes damage from an attack originating from a creature (including spells, spell-like abilities, and supernatural abilities), she gains 1 tension. A striker does not gain tension from attacks made against her while she is flat-footed or unaware. - Maneuvering Momentum: Whenever the striker moves 10 ft. or more during her turn (this cannot be forced movement), she gains 1 tension. - Her tension goes up or down throughout the day, but usually cannot go higher than her Constitution modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. At 3rd level and every three levels afterward, her maximum tension increases by 1. If a striker spends 1 minute or longer outside of combat, she loses all tension she possesses. Tension Techniques:
From 3rd level on, the coiled blade gains access to the following tension techniques, as the striker class feature:
- 1 Tension - Expert Guard: For each tension a coiled blade spends on this tension technique, he gains a +1 circumstance bonus on all saves until the beginning of his next turn. - Light Step: The coiled blade spends a swift action and selects a single creature; all movement he makes until the beginning of his next turn does not provoke attacks of opportunity from that creature. - Stalwart Form: For each Tension a coiled blade spends on this tension technique, he gains DR 1/- until the beginning of his next turn; this damage reduction stacks with similar damage reduction. - Timely Dodge: For each tension a coiled blade spends on this tension technique, he gains a +1 dodge bonus his armor class until the beginning of his next turn. - 2 Tension - Perfect Offensive: The coiled blade automatically confirms a critical threat made with a weapon from one of his weapon training groups. - Quick Strike: The coiled blade may make an attack as a swift action, though he takes a -2 penalty on the attack roll and treats the attack as an off-hand attack (adding only half his Strength bonus to the damage dealt, and reducing the bonus damage from Power Attack and similar abilities by 50%.) - Swift Focus: The coiled blade spends a swift action to regain martial focus. - 3 Tension - Second Chance: The coiled blade can reroll a saving throw after the result has been revealed, although he must accept the result of the reroll, even if it is worse. - Speed Step: The coiled blade can spend a swift action to move up to his speed with any movement mode he possesses. - Full Strike: The coiled blade may make an attack with any weapon he is wielding as a swift action. Myrmidon: Maneuvers:
- A myrmidon begins his career with knowledge of three martial maneuvers. When he takes his first myrmidon level, he selects four of the following disciplines to gain access to for myrmidon maneuvers: Broken Blade, Golden Lion, Iron Tortoise, Mithral Current, Piercing Thunder, Primal Fury, Scarlet Throne, Tempest Gale, and Thrashing Dragon. If one of his selected disciplines’ associated skills is not on his class skill list, he gains it as a class skill. Selected: Mithral Current, Primal Fury, Scarlet Throne, Tempest Gale - Once the myrmidon knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by myrmidons is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A myrmidon’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. - The myrmidon learns additional maneuvers at higher levels, as indicated on Table: Archetype Maneuver Progression. The maximum level of maneuvers gained through myrmidon levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to his maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A myrmidon must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used. - Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the myrmidon can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers he knows; the myrmidon need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level. A myrmidon’s initiation modifier is Wisdom, and each myrmidon level is counted as a full initiator level. Maneuvers Known(*Readied): Rippling Current*, Dual Crash*, Bloody Riposte*, Strike of Defeat, Iron Wave*, Momentum Crash, Scything Strike Maneuvers Readied:
- A myrmidon can ready all three of his maneuvers known at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. A myrmidon must always ready his maximum number of maneuvers readied. He readies his maneuvers by performing weapon drills for ten minutes. The maneuvers he chooses remain readied until he decides to practice again and change them. The myrmidon does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes practicing, he can change his readied maneuvers. - A myrmidon begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below). - In order for the myrmidon to recover maneuvers, he must take on a defensive form as a full-round action, resetting his rhythm to continue the battle. When he does so, he recovers a number of maneuvers equal to his myrmidon initiation modifier (minimum 2) and until the start of his next turn, attacks made against the myrmidon provoke an attack of opportunity from him and he can take a 5-foot step each time he is attacked (even if he has already taken one this round). In addition, he gains the benefit of the Combat Reflexes feat, and can use his myrmidon initiation modifier instead of his Dexterity modifier for determining how many additional attacks of opportunity he can make. Alternately, the myrmidon may take a moment to focus, recovering a single maneuver as a standard action. Stances Known:
- A myrmidon begins his career with knowledge of one stance from any discipline open to myrmidons. At 4th, 7th, 11th, and 13th levels, he can select an additional stance to learn. The maximum level of stances gained through myrmidon levels is limited by those listed in Table: Archetype Maneuver Progression. Unlike maneuvers, stances are not expended, and the myrmidon does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description. - Unlike with maneuvers, a myrmidon cannot learn a new stance at higher levels in place of one he already knows. Stances Known: Reaching Blade Stance, Circular Stance, Primal Warrior Stance Maneuvers and Stances:
Primal Fury: - Primal Warrior Stance: By taking a wide stance that invites the death of any before him, the mighty disciple of Primal Fury wields the power of overwhelming force to it’s greatest effects. The initiator ignores difficult terrain when charging while in this stance, and whenever he is subject to a size modifier for CMB checks or to his CMD, the disciple is treated as one size category larger if doing so would be advantageous to him. He is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. Additionally, any melee weapon, unarmed strike, or natural weapon is treated as if it were two sizes larger. The benefits of this stance stack with abilities or effects that increase the initiator’s size (such as enlarge person). - Momentum Crash (Boost): By putting his fury into a charging attack, the disciple is capable of using the momentum of his charge to increase his killing power with a twist of his body upon connecting. Upon a successful charge attack, the initiator’s charge attack inflicts an additional 10 points of damage in addition to the normal +2 to hit. - Bloody Riposte Stoking the furnace of rage within him upon receiving injury, the disciple uses the momentary lapse in his attacker’s defenses when struck in combat to make a vicious riposte. Upon being struck in combat by an enemy, the initiator may make an immediate counter attack at his full base attack bonus that inflicts an additional 2d6 points of damage. Mithral Current: - Rippling Current: Your blade weaves in and out of your opponent’s sight to strike at an unexpected angle. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage. If you drew your weapon as part of this strike, your target is considered flat-footed against this attack. - Iron Wave: By imitating the motions of ocean waves, you extend the reach of your blade beyond its edge. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage. If you drew your weapon as part of this strike, you can make your attack against any creature within close range (25 feet + 5 feet per 2 initiator levels), even if that creature isn’t within your reach. The attack is still treated as a melee attack, and a creature struck must succeed at a Will save (DC 12 + your initiation modifier) or become vulnerable to silver until the end of your next turn. Creatures with vulnerability to silver take 50% more damage from silver weapons. This maneuver is a supernatural ability. - Dual Crash: With a sudden reversal of direction, you strike an enemy when they least expect it—at the instant after they’d already been hit. Make a melee attack. If it hits, it deals weapon damage as normal. If you drew your weapon as part of this strike, you can make a second attack against the same target with a –2 penalty on the attack roll. - Reaching Blade Stance: You can translate the momentum of your swift attacks into greater reach, striking foes who would normally be out of your range. While you maintain this stance, your melee attacks deal an additional 1d6 points of damage, and you increase the reach of the first attack you make each round by 5 feet. The additional damage of this stance increases by 1d6 for every eight initiator levels you possess. Scarlet Throne: - Scything Strike: The principles of the Scarlet Throne teach its disciples that every swing must be made with precision and excellence; no movement is wasted, and no attack should be fruitless. The disciple may make a single attack against two adjacent enemies using the same attack roll and applying it to each target. - Strike of Defeat ‘A dead foe is a foe that can trouble you no more,’ is an old adage of the Scarlet Throne disciple. An injured foe is easy prey, but is still a foe nonetheless. By utilizing this swift executioner’s strike, the Scarlet Throne disciple removes a potential threat and obstacle from his path. The disciple makes an attack against a foe which if successful deals additional damage determined by the state of the enemy’s hit points. If the enemy has more than 75% of his total hit points, this strike does no additional damage. If the foe has less than 75% hit points, this strike inflicts an additional 4d6 points of damage. If the foe has less than 25% of his total hit points, this strike inflicts an additional 8d6 points of damage. - Circular Stance: Practitioners of Scarlet Throne know that to be a lord amongst warriors, he must walk the path of battle alone, and he understands that often times he may be beset by all sides. By adopting the Circular Stance, the disciple learns to defend himself from the predations of those who would think him outflanked. While in this stance, the initiator is never considered flanked (this thwarts sneak attack attempts as well, provided that the rogue or ninja’s level does not exceed the disciple’s initiator level by 4 or more). Tempest Gale: - LOL - Grit (Ex):
- Daring Acts: With the GM’s approval, a myrmidon can regain grit by performing daring acts. As a general rule, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the myrmidon regains 1 grit point. Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies. - At 1st level, the myrmidon makes his mark upon the world with nerves of steel and superior training. Through determination, verve, or otherwise dumb luck, the myrmidon is capable of forcing incredible feats of daring and skill through their own tenacity. In game terms, grit is a fluctuating measure of a myrmidon’s ability to perform incredible actions in combat. At the start of each day, a myrmidon gains a number of grit points equal to his myrmidon initiation modifier (minimum 1). His grit goes up or down throughout the day, but usually cannot go higher than his myrmidon initiation modifier (minimum 1), though some feats and magic items may affect this maximum. A myrmidon spends grit to accomplish deeds (see below) and regains grit in the following ways. - Critical Hit: Each time the myrmidon confirms a critical hit while in the heat of combat with a weapon with which he has Weapon Focus or is in a weapon group associated with a discipline he has Discipline Focus for, he regains one grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the myrmidon’s character level does not restore grit. - Killing Blow with a Maneuver: When the myrmidon reduces a creature to 0 or fewer hit points with a maneuver or with a weapon, he has Weapon Focus with, he regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the myrmidon’s character level to 0 or fewer hit points does not restore any grit. Deeds:
- Myrmidons spend grit points to accomplish deeds. Most deeds grant the myrmidon some momentary bonus or effect, but there are some that provide longer lasting effects. Some deeds stay in effect as long as the myrmidon has at least 1 grit point. - The following is the list of base myrmidon deeds. A myrmidon can only perform deeds of his level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. - Unbreakable (Ex): Starting at 1st level, a myrmidon is trained very well to protect himself against the many unnatural elements of this world where he must rely on only his wits and training to protect him from harm. He can spend 1 grit point as an immediate action to gain a +4 circumstance bonus on a single saving throw - Heroic Recovery (Ex): Starting at 1st level, a myrmidon spends 1 grit point as a swift action to recover a single expended maneuver. - Man of Action (Ex): Starting at 1st level, a myrmidon can spend 1 grit point as a swift action to gain a circumstance bonus on a single Acrobatics, Climb, or Swim check equal to his class level. - Ready for Trouble (Ex): Starting at 3rd level, as long as the myrmidon has at least 1 grit point, he gains a +2 bonus on initiative checks and Will saves to resist compulsion and fear effects. In addition, if his hands are free and unrestrained, he can spend 1 grit point as part of making an initiative check to draw a single non-hidden light or one-handed weapon or to draw and don a shield (except a tower shield). - Utility Trick (Ex): Starting at 3rd level, as long as the myrmidon has at least 1 grit point, he can perform any of the following utility tricks. The myrmidon must declare the utility trick he is using before using the ability. - Field Bandage: By using a healer’s kit to quickly dress and bandage a wound, the myrmidon can grant 1d6 temporary hit points per three character levels to himself or an adjacent creature as a full-round action. These temporary hit points cannot increase a creature’s hit points beyond its normal maximum, and last for ten minutes. A creature can only receive the benefits of this ability for one day or until they have received magical healing equal to or greater than the amount of temporary hit points granted by the myrmidon’s field bandage, whichever comes first. This ability also halts a bleeding wound, stopping a creature from taking further bleed damage. - Makeshift Tool: Should he need a tool in a combat situation, the myrmidon makes do with his weapons. He is not penalized for not having a proper tool when making skill checks in combat. - Improvise Weapon: The myrmidon can use objects not intended to be normal weapons or cobble together something that can be used as a weapon. He only takes a –2 penalty while wielding improvised weapons, rather than –4. - Warrior’s Determination (Ex): The myrmidon gains an uncanny ability to force himself through many hardships and keep on going through his superior training and experience. Starting at 6th level, he can spend 1 grit point as an immediate action to negate a single condition currently affecting him until the end of the encounter, at which point it returns as if its duration had not been interrupted. The myrmidon can activate this ability even if he would not normally be able to act because of the condition in question. A myrmidon can use this ability multiple times in an encounter, spending 1 grit point and negating a single condition each time he does. - At 6th level, the myrmidon can temporarily negate the fatigued, shaken, or sickened conditions using this ability. - At 10th level, a myrmidon can temporarily negate the dazed or staggered, conditions, or ignore the effects of a disease (including ability damage he may have taken from the disease) using this ability. - At 14th level, a myrmidon can temporarily negate the exhausted, frightened, or nauseated conditions using this ability. VMC Rogue Trapfinding: Add 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Sneak Attack: At 7th level, he gains the sneak attack class feature. He can deal 1d6 points of extra damage. This extra damage increases by 1d6 for every 4 levels beyond 7th, to a maximum of 4d6 at 19th level. Oaths
Oath against Artifice (1 Oath Point):
Oath: You have sworn off the use of anathematic armaments and technologies. You must revere nature and may not wear metal armor or use metal shields. In addition, you may not use firearms or any technological devices which use charges. In games where advanced technology is quite common, this Oath may be worth up to three Oath points. Defiance Penalty: Your abilities are weakened due to your use of impure implements. Your caster level and base attack bonus are reduced by half your character level (minimum 1). Atonement: To re-establish your commitment to the natural world, you must destroy a number of technological items or other centerpieces of civilization such that the total value of destroyed materials is worth at least 100 gp x your character level squared. Oath against Magic (3 Oath Points):
Oath: You have vowed never to wield the powers of magic for your own gain. You cannot cast spells, use magic talents, or use spell-like abilities (including those from items such as wands) and are never considered to be a willing target for spells. This does not stop you from wearing magic armor, using magic weapons, or carrying wondrous items or rings that grant their benefits passively. Defiance Penalty: By opening yourself up to magical forces, you allow them control over you. You take a penalty on saving throws equal to half your character level (minimum 1) against spells and spell-like abilities. Atonement: To re-establish your opposition to magic, you must destroy a number of magic items, shrines, spellbooks, or other centerpieces of magic such that the total value of destroyed materials is worth at least 100 gp x your character level squared. Oath of Abstention (1 Oath Point):
Oath: You cut excess pleasures from your consumption, surviving on only the bare necessities. You may not consume any but the most basic food and drink, meaning that you cannot consume drugs, potions, alchemical formulae, or other beneficial items that must be consumed to gain their effects. You may not consume any food or drink worth more than 1 gp. Defiance Penalty: The introduction of exotic foodstuffs into your system works against you, causing you to take a penalty on all Fortitude saves equal to half your character level (minimum 1). Atonement: You must fast for five days, during which time you may not eat anything. This may cause you to take nonlethal damage from starvation as normal. Oath of Offerings (7 Oath Points):
Oath: You have sworn to dedicate your wealth to a specific individual, organization, or cause, such as your god, a charity, or a thieves’ guild. You must donate your wealth such that the total value of your belongings does not exceed half of the expected wealth for a character of your level (if your game does not follow character wealth by level, you should donate wealth such that the value of your belongings stays around half the value of other PCs’ wealth). If making an offering immediately is not possible, this Oath allows the Oathbearer to hold onto (but not to use) excess belongings until an offering can be made, without breaking this or other Oaths. Equipment gained from class features (such as an armorist’s summoned equipment) does not count towards the value of your belongings. Defiance Penalty: Refusing to make an offering causes you to lose the benefits of any Oath points granted by this Oath immediately. Atonement: To atone, you must make another offering to reduce your wealth below the necessary amount. You must also make an additional offering worth at least 160 gp x your character level squared. Oath Boons Spell Resistance (Su) (3 Oath points):
You gain the ability to shrug off magical effects, gaining spell resistance of 11 + your character level. If you already possess spell resistance, you increase this existing spell resistance by 6. You may lower or raise this spell resistance as a standard action. Inhuman Resilience (Su) (1 Oath point):
Your Oath insulates your body and mind against harm. You gain a +1 resistance bonus to all saving throws at 3rd level, which increases by 1 at 6th level and every 3 levels thereafter (to a maximum of +5 at 15th level). You also gain a +1 enhancement bonus to natural armor at 5th level which increases by 1 at 8th level and every 3 levels thereafter (to a maximum of +5 at 17th level). Enhanced Defenses (Su) (2 Oath points):
Your Oath amplifies the defensive abilities of your armor and shields (or your clothing/skin, if you do not wear armor). At 5th level, one suit of armor you wear or one shield you wield gains a +1 enhancement bonus to its AC bonus for as long as you wield or wear it. This bonus increases by 1 at 8th level and every 3 levels thereafter, to a maximum of +5 at 17th level. This bonus does not stack with any existing enhancement bonus the armor or shield may have. If you spend a second Oath point, the armor or shield’s enhancement bonus also increases at 5th level and every 3 levels thereafter (to a maximum of +10 at 17th level). The item’s enhancement bonus cannot exceed +5, but the remaining bonus can be spent to grant the item any properties that an armorist of your character level could apply to their armor or shield. You may take this Oath boon a second time. If you do, you may apply this bonus to both a suit of armor and a shield rather than just one. You may change which item you apply this bonus to or change the nature of the bonus in a process that takes 1 hour. You cannot apply both Enhanced Armaments and Enhanced Defenses to the same piece of equipment. The benefits of this boon do not stack with the Unarmored Training talent unless you possess the Zodiac Tattoos feat. Enhanced Armaments (Su) (3 Oath points):
Your devotion enhances the abilities of your weapons. At 4th level, one weapon you wield (including a natural weapon) gains a +1 enhancement bonus on attack and damage rolls for as long as you wield it (these bonuses are still applied if the weapon is thrown). This bonus increases by 1 at 7th level and every 3 levels thereafter, to a maximum of +5 at 16th level. Alternatively, you may apply this bonus to an implement, granting an enhancement bonus to caster level with a specific sphere in place of a bonus to attack and damage rolls. This bonus does not stack with any existing enhancement bonus the weapon or implement may have. If you spend a third Oath point, the weapon or implement’s enhancement bonus also increases at 5th level and every 3 levels thereafter (to a maximum of +10 at 17th level). The item’s enhancement bonus cannot exceed +5, but the remaining bonus can be spent to grant the item any properties that an armorist of your character level could apply to their weapons or implements. You may take this Oath boon multiple times, each time gaining the ability to apply it to an additional weapon or implement. You may change which item you apply this bonus to or change the nature of the bonus in a process that takes 1 hour. You cannot apply both Enhanced Armaments and Enhanced Defenses to the same piece of equipment. Enhanced Abilities (Su) (2 Oath points):
Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels. (+2 Str, +2 Dex, +2 Con) Shielded Form (Su) (1 Oath point):
Incredible powers shield you, granting you a +1 deflection bonus to AC starting at 6th level which increases by 1 at 9th level and every 3 levels thereafter (to a maximum of +5 at 18th level). ________________________
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