About Krynn of the WyredBackstory, mythic ascension:
Moved here, to save space in the profile for sphere descriptions: https://paizo.com/campaigns/v5748p75ivmcb/recruiting&page=9#408 Summary of recent events and world building, and some personality:
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Appearance:
-Overal outfit resembles image in the link, with a Hirglaif (katana). -Shortish white hair, unpainted, goes against Tromek Traditions. -Facial tattoos per Tromek tradition. From front to back, show house shape of Wven, curve downward signifying a fall into the Wyred caste, then the Wyred shape, followed by a sharp curve upward at the end. -Seemingly sightless eyes, greyed out/whited over. -Excellent physical shape, lives up to his racial sterotype of being exceptionally handsome. Yet even among elves themselves. -Wears a welded-shut gauntlet on a chain as a pendant of sorts. This is the gauntlet of the war traitor Garwina, rumored to contain her last physical remnant (the former Shield, see backstory). -Magical phoenix tattoo on his back, hidden beneath his clothes. Stoneblessed racial template:
Stoneblessed Template
-Divine paragon: Pick physical or mental. All associated ability scores receive a +2 bonus. One other score increases by 4. These replace your normal ability scores. Your selected bonuses must match your original race's ability score bonuses. (8 rp; advanced + one additional ability score removing -2 from template) -Awakened talent: You gain one alternate race trait to your original race with a maximum racial point cost of 2 as a bonus racial trait. Additionally, two skills of your choice become class skills. (2 to 3 RP). -Gift of Tamaros: You gain a +2 bonus to one ability score. In addition, you gain the human’s skilled and bonus feat racial abilities. If you are already a human, you instead gain two ability score boots in your lowest ability scores. You now count as both a human, your original race, and a hybrid between the two. (12 rp) -Divine authority: Choose one of diplomacy, intimidate, bluff or perform: oratory. You gain a +2 racial bonus to this skill. (2 rp) -Wellspring of energy: You gain fast healing 1. If you already have fast healing from your original race, it instead increases by 1. (6 rp). (This is a 31 RP racial template. Added to any common race would make it a 41 RP character.) Stat block with calculations:
Compared to the level 15 effectiveness table Ability scores:
AC: 10 base, 10 armor, 8 dex (max), 4 shield, 4 deflection, 2 nat = 38/FF30/T24 (Equals blue target).
To hit: 15 BAB, 10 dex, +4 weapon, weapon focus + greater weapon focus, 1 competence from Ioun stone = +28 (using PA - at blue target). CMB: +32 (without maneuver feats bonus), CMD: 30. DPR/EDV (unbuffed): 96.5 (Between green and blue on the table, but lowballs it compared to actual play as it's with only PA and no other use of abilities). -damage per hit = 1d10+4(weapon enhancement)+16(15 dex + martial focus 1)+12(PA)=38/hit. One at 95% chance to hit, one at 70% chance, one at 45% chance. -3 attacks per turn = 32.4 + 23.4 + 14.8 = 79.8. -Crit factor: 15-20/x2 crit > Every attack technically has a 30% chance to deal 100% extra damage, however in reality it’s lower due to accuracy and confirm rolls. I’ll lower it by the same factor as above. 2.1/3 x 0.3 x 79.8 = 16.7. > EDV unbuffed is 96.5. Saving throws vs his spells (if any, ever) are up to 27 (10+cha+spell level), for sphere abilities (10+Cha+half BAB), maneuvers are (10+level of maneuver + cha). These are all max 26 to 27, green on the table. Physical and utility Feats
Bonus feats: Agile Maneuvers, Power attack, weapon Finesse , Combat expertise (all EITR), Combat stamina (campaign), Weapon focus: Heavy Blades, improved critical: Heavy Blades, Greater weapon focus: Heavy Blades (all from Battle oracle revelation. Mythic battle mystery: also counts for Close/Unarmed), Deft Maneuvers, Greater Trip (Revelation), Diehard (revelation), Exotic weapon proficiency: Hirglaif (Elf race ‘bonus feat’; counts as martial weapon), improved unarmed strike (item), greater unarmed strike (item), toughness (item), improved toughness (item), Extra combat talent: Ooze ichor (training weapon enchant on Wizard's Bane), still spell, silent spell, extend spell (item), spell penetration (item, Skill unlock: Heal (campaign bonus feat), Skill unlock: acrobatics (campaign bonus feat). Normal feats: Deadly Agility, Combat Reflexes, Quick draw, improved quick draw (=threaten all squares even with sheathed weapons, AoO: sheathe weapon for free without provoking), martial focus: heavy blades, cut from the air, smash from the air, victorious recovery (recover 6 maneuvers once/encounter when reducing enemy to 0), Master performer and Grand master performer (Oratory), extra combat talent x2, vital strike, greater vital strike, seize the opportunity, martial training 1, advanced study, Focused stamina. -Variant Multiclass Bard (Costs 4 feats, gains Inspire courage as level 11 bard, bardic knowledge, versatile performance: perform Oratory, lore master 1x/day). Total feats: 34/34 Magic related Feats
=13 feats, 34/34. Mythic abilities and Feats Path abilities: Dual Path: Follow two mythic paths.
Mythic feats:
Traits
Skills Perform: Oratory +32, Diplomacy +32, Sense motive +32, Bluff +31, perception +32, acrobatics +29, Stealth +28, heal +31, knowledge: Arcana/history/planes/religion/martial +30, spellcraft +23, UMD +26, Fly +28, swim + 15, escape artist +28, appraise +15, Knowledge: Local +20, Knowledge: nobility +18, nature +17, engineering/dungeoneering +13, survival +8. Note: When identifying evil or chaotic enemies, extra +7 to all knowledge skills from knight disciple archetype. On questions regarding elves or elven history: +9 bonus from Elven Lore Keeper archetype and mythic mystery. *Acrobatics, UMD and stealth are class skills via traits and racial traits. Skills Breakdown 15/level: 4 oracle base, +2 knight disciple, +2 campaign rules, +1 skilled +3 int, +2 background, + free bluff skill from fencing sphere (background skills: Perform Oratory and Knowledge: Martial, as a war hero/general). Skills with 15 ranks: Swim, Fly, Acrobatics (each 15 bonus ranks from spheres), Perform Oratory (Versatile performance: same bonus to diplomacy and sense motive), perception, bluff, acrobatics, stealth, heal, knowledge: arcana, history, planes, religion, martial, spellcraft (12 skills) Leftover points (45 left): UMD (11), Appraise (10 ranks), Knowledge: Local (5), nature (5), noblity (3), engineering (1), dungeoneering (1), geography (8), survival (4 points), escape artist (15 points). magical items
Mithril wizard’s bane with training weapon enchant +3* (139 K) + helm of the golden general (62 k), +4* Rallying greater fortification lesser celestial armor (43.4k) + 8k (lesser stone of luck) + Boots of teleportation (49 k), Ritual Phoenix tattoo (52 k)*, ring of freedom of movement (40 k), Ring of evasion (25k), hand of glory (8 k), lesser ring of revelations (10 k), improved gloves of the healer (12.5 k), 'eyes' of the eagle +10 (10 k), rallying armor enchant (5 k), Greater prophet’s pectoral (25 k), handy haversack 2k., wings of flying 54 k, Greater Perfectionist Shavrash = 12.8 k, bracers of the Wyred (30 k), Rod of extend spell lesser 3 k, Merciful baldric: 60 k, Mw byrgwaif, backup +3 Hirglaif sheathed (7.1 k), ring of sustenance 2.5k, compass (wayfinder) with cracked pale green Ioun stone (4.5k), Veiled eye headband (12 k), bracers of the merciful knight 11.4 k, cord of stubborn resolve 25 k, boots of speed (12k), lots of maps. -Equipment assumes inherent bonus weapon/armor attunement is at +4 on both the single weapon and the armor. Left: 22.2 k. Custom magic items, removed fluff due to site character limit Wizard’s bane
Greater Gloves of the Healer
Ritual Phoenix tattoo:
Bracelets of the Wyred:
Greater Prophet’s pectoral:
Lesser Stone of Luck: (8k)
Greater Cord of Stubborn Resolve: Contains the extra combat talent sphere (scar tissue), making Krin resistant to non-bludgeoning damage (DR 8/B) and bleed damage (-4 to bleeds). Paladin abilities:
Divine Grace (Su)
Lay On Hands (Su)
Aura of Courage (Su)
*Rallying armor: Aura of courage is increased to 30 ft radius and the bonus is increased to +6 morale against fear effects. Divine Health (Ex)
Mercy (Su) Selected mercies: •Sickened: the target is no longer sickened. •Targeted: The paladin’s lay on hands also acts as sanctuary, using the paladin’s level as the caster level. The saving throw DC to negate this effect is equal to 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier. Source PPC:HH •Injured: the target gains fast healing 3 for 1/2 paladin level rounds. •Ensorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20). Source PPC:HH •Dazed: The target is no longer dazed. •Blinded: The target is no longer blinded. •Amputated: LoH counts as Regenerate for the purpose of restoring damaged organs, regrowing limbs etc. •Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice). Channel Positive Energy (Su)
Divine Bond (Sp) When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. Aura of Resolve (Su)
Aura of Faith (Su)
Knight Disciple abilities:
Class Skills
Maneuvers
Once the knight disciple knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). The knight disciple learns additional maneuvers at higher levels, as indicated on Table: Archetype Maneuver Progression. The maximum level of maneuvers gained through knight disciple levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to her maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A knight disciple must meet a maneuver’s prerequisite to learn it. Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the knight disciple can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange or the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the knight disciple need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A knight disciple’s initiation modifier is Charisma, and each knight disciple level is counted as a full initiator level. Maneuvers Readied
A knight disciple begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. In order for the knight disciple to recover maneuvers, she must project her power, protecting her allies from harm as a full-round action. When she does so, she recovers a number of expended maneuvers equal to her knight disciple initiation modifier and each ally within 30 feet gains a sacred bonus equal to the knight disciple’s initiation modifier (minimum 1) to their AC and on saving throws for one round. Alternately, the knight disciple may focus inward and recover a single maneuver as a standard action. Stances
This ability replaces spells. Crusader’s Training
Selected abilities: Ghost Hunter (Su): The knight disciple’s weapons and armor gain the effects of the ghost touch weapon special ability in addition to their other properties for as long as she wields or wears them. Improved Guardian’s Shield (Su): Allies under the effects of the knight disciple’s guardian’s shield ability also gain the benefits of a protection from evil spell for the duration of the shield. Know Thine Enemy (Ex): The knight disciple can make untrained Knowledge checks to identify creatures with no limit to the DC, and gains a bonus on Knowledge checks to identify chaotic and/or evil creatures equal to 1/2 her class level. Righteous Sanctuary (Su): Once per encounter as an immediate action, the knight disciple can allow a willing ally to move up to their speed. This movement does not provoke attacks of opportunity, and the ally must end their movement adjacent to the knight disciple. If the ally would not be able to reach the knight disciple, they cannot be allowed to move with this ability. Truthseeker (Su): The knight disciple can use discern lies as a spell-like ability with a caster level equal to her initiator level. She can use this ability for a number of rounds per day equal to her class level, although these rounds need not be consecutive.
Guardian’s Shield (Su)
This ability replaces lay on hands. Mark of Censure (Su) -Swift action: Target an evil enemy. Your allies (not you) gain DR/- equal to twice your initiation modifyer (=DR 20/-) against this creature until it dies or for 24 hours. 5x/day at 15th level. Merciful Shield (Su)
Selected conditions: -Fatigued, Dazed, Stunned, Nauseated, Paralyzed. This ability replaces mercy. Empowered Healing (Su)
This ability replaces channel positive energy. [b]Guardian’s Aura (Ex)
This ability replaces aura of justice. Spheres of Might abilities:
-Taking a martial tradition instead of normal proficiencies gains certain specific spheres to start. I took a slightly edited Bushido Warrior as noted below, using the build a tradition rules to switch the bonus sphere from Draw cut to Iai Slash from the same sphere.
Martial Tradition: Bushido Warrior (Replaces normal paladin and oracle proficiencies) Bonus Talents:
Armor Training
Bushido Training (discipline)
Duelist Sphere abilities (Cost of 7 spheres total) Blooded Strike: base sphere ability, gain Bleed and Disarm below.
Bleed: Some talents have the (bleed) descriptor; these talents are triggered when you deal bleed damage to a creature using your blooded strike. You may only apply the effects of a single (bleed) talent to a given attack. A target that is immune to bleed damage is also immune to all other effects of talents with this descriptor. For the purpose of these talents, only bleed damage you deal with your blooded strike is considered when determining their effects. Disarm: Some talents have the (disarm) descriptor; these talents trigger whenever you succeed at a disarm attempt against a creature. You may only apply the effects of a single (disarm) talent to a given disarm attempt. (Disarm) talents cannot be applied to maneuvers performed as a free action. Drawback: Bloody Slashes: Disarm attempts do not never provoke against targets that are bleeding. Gain the long cuts talent as a bonus sphere. Long Cuts (bonus sphere)
Iai Slash (bleed, bonus sphere) [CrimDan]
Additionally, whenever you deal bleed damage to a creature already suffering from your blooded strike, or an enemy suffering from your blooded strike’s bleed is reduced to 0 or fewer hit points, you may sheathe your weapon as a free action. Defiant Focus [Youxia HB]
Hurricane Strike (bleed)
Scar Tissue (Bonus sphere, from custom Tireless belt)
Debilitating Injuries (bleed)
Perforating Wounds (bleed) [CrimDan]
Ooze Ichor (bonus from training weapon enchant on Mage's Bane)
Jugular Cut (bleed)
*Note: I took jugular cut over the more thematic Bleed Air (Tromek elves and their air affinity) here as it is essentially the same effect but with a lot less book keeping. (=Unless bleed is removed, suffocation in a random 1d4 turns with -1 turn per time hit unless fortsave vs unless removed, fortsave in 3 turns or die). Fencing Sphere (7 spheres total)
Fatal Thrust
A fencer may apply the effects of a single (exploit) talent to any fatal thrust. Lunge
Parry And Riposte**
Expert Feint
Skewer
Wide Open (exploit)
Distracting Blades (exploit)
Soul Strike (exploit)
Equipment sphere talents (3 spheres) Balanced Defense
Duelist’s Grip
Magic Armor
Guardian sphere Talents (sphere cost of 4) -Indifferent defender drawback: No Guardian package, gain expanded delayed damage pool (45 > 60 max points). -Sweeping Defense
At +10 base attack bonus, this penalty increases to -4 and you may target up to three adjacent targets with sweeping defense. -Endure Pain
-Indomitable
When you would die, you may expend your martial focus to delay the onset of the dead condition until the end of your next turn. If you are not unconscious, you do not fall unconscious from hit point loss during this time. Any healing you receive during that turn that would bring you above your death threshold can prevent you from dying. Such healing has no affect on death from anything other than hit point damage. You may only delay death in this manner once per time that you would die. Athletics Sphere Talents (Total cost = 6 spheres, all bonus spheres) -Run Package, Fly package, Swim Package (cost 2 sphere) -Moving Target 1 + 2 ( 2 spheres) Moving Target (motion)
-Movile striker and Turbo Sweep. Mobile Striker
Turbo Sweep
When you use Mobile Striker and Sweeping Defense in the same round, instead of attacking multiple adjacent targets, you may instead target multiple creatures you threaten with the weapon used for the attack at some point during your movement. Resolve the attack action after completing the movement from Mobile Striker. At base attack bonus +15, you may instead target any number of creatures threatened during movement. Spheres of Power abilities:
https://paizo.com/people/KrynnsSphereAbilities#newPost Maneuvers Known:
Stances: -Silver Crane Waltz: Gain a +4 bonus to initiative checks and +2 to Reflex saves and to AC, increasing +1 every eight levels. -Reaching Blade Stance: Your melee attacks deal +1d6 damage (+1d6/8 levels), and your first attack each round has its reach increased by 5 feet. -Golden Commander Stance: All allies within 30 ft. of your position may gain flanking if they are adjacent to an ally when engaged in melee. -Shifting Waters Stance: You do not need to move in a straight line while charging, can charge through difficult terrain, and once per round, you can sheath your weapon as a free action that does not provoke attacks of opportunity. In addition, you increase any movement you make as part of a maneuver by 5 feet. -Mithral Current Stance: You threaten squares as if you were wielding sheathed weapons on your person, can draw weapons as part of any type of attack (even while flat-footed), and once per round, you can sheath your weapon as a free action that does not provoke attacks of opportunity. In addition, creatures you hit with an attack must make a Will save or become vulnerable to silver. Maneuvers Defensive Step
Silver Crane Resurgence
Warning Roar
Level 3
Level 4
Ride the Current
Charge of the Battle Cat
Level 5: Rapid Current
Whirlpool Strike
Level 6
Argent King’s Scepter
Harry the Prey
Readied Maneuvers (6)
-Strategy: Against large crowds/for control: Normally starts in shifting waters stance, prefers using rushing wake and charge of the battle cat to greater trip and AoO attack every enemy he can reach in 120 ft without provoking. -Strategy: Against single targets, for damage: Mythic vital strike + fencing sphere precision 'sneak attack' + swashbuckler training passive 7 precision damage + war totem (tactical totem) + Pincer maneuver war sphere passive: Flanking grants a +9 bonus to hit and damage, these last two are multiplied by mythic vital strike. > Mythic vital strike with only these buffs does (1d10+15+12+3+1+9)x3+7+4d6 = 3d10+4d6+127, 15-20x2. oracle abilities:
Ancient Lore Keeper archetype Class Skills
Elven Arcana (Ex)
This ability replaces the bonus spells she would normally gain at these levels from her chosen mystery. Battle mystery Revelations: Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blinded, deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day. Resiliency (Ex):(bonus from custom lesser ring of revelations) You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat. Maneuver Mastery (Ex): Select one type of combat maneuver (=trip). When performing the selected maneuver, you treat your oracle level as your base attack bonus when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats. Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level. War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results. Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats. Healing Hands (Ex) (From greater gloves of the healer custom magic item): You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide long term care for yourself. Sphere Oracle abilities Casting
This replaces the spells class feature. Spell Pool
Magic Talents
Oracle’s Strength (Su)
This replaces mystery spells. -So: 17 sphere talents, a casting tradition, a point pool of 15 + 10 + 7 +8 = 40.
Mythic casting tradition: drawback: Merciful curse.
Merciful [3PP]
EFFECT
Casting tradition background: Branded [3PP] (as a Wyred, with facial tattoos)
You have a visible scar on your forehead or arm that depicts a mystical symbol of some significance. You had no choice in the matter; the brand appeared with fire and searing pain. EFFECT
Expertise (mythic casting tradition): Gain 1 class feature of any class or achetype that cannot grant talent progression or casting progression. If a list of options, you can only select 1 chosen option. Selection option: Swashbuckler training, from the conscript class (Spheres of might). Swashbuckler Training (Ex) (2 points) [Conq. HB]
At 3rd level, the conscript gains the swashbuckler’s panache class feature, using his practitioner modifier in place of Charisma for his panache pool and to determine the effects of deeds. The conscript may use any melee weapon wielded in one hand (though not natural weapon attacks) as though it were a light or one-handed piercing melee weapon for the purposes of abilities gained from this specialization. If the conscript would gain another grit, panache, or other similar pool from other conscript specializations, they stack into a combined pool. The conscript gains the following swashbuckler deeds: dodging panache, menacing swordplay, and swashbuckler initiative. The conscript may spend 1 panache point instead of expending martial focus for the Parry And Riposte Fencing talent. If he does, the conscript does not regain martial focus from the Parry And Riposte talent, but may still make a single melee attack against a creature whose attack the conscript successfully parries, if able. At 6th level, while the conscript has at least 1 panache point, the conscript deals additional damage with any one-handed melee weapon (though not natural weapon attacks), adding half his practitioner modifier (minimum 1) to the damage dealt. This additional damage is precision damage, and is not multiplied on a critical hit. The conscript does not add this damage if he attacks with a weapon using any other hand or uses a shield other than a buckler. The conscript can add this damage to thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of him. At 16th level, the conscript gains the following swashbuckler deeds: evasive, subtle blade, and swashbuckler’s grace. Oracle spells, known and daily limits:
LeveL 0: Read magic, detect magic, guidance, mending, arcane mark, light, purify food and drink, create water, spark, stabilize, sift. Level 1: (9/day) Message, remove fear, shield of faith, protection from evil, obscuring mist, comprehend langauges, divine favor, liberating command. Level 2 (8/day): Longarm, recentering drone, lesser restoration, suppress charms/compulsions, Communal protection from evil, Ironskin, grace. Level 3 (8/day): Tears to wine, dispel magic, communal resist energy, communal align weapon, paragon surge, shared training, prayer*, silence, invisibility purge. Level 4 (8/day): Haste*, Heroism*, divination, divine power, stalwart, oracle’s vessel, blessing of fervor, freedom of movement, Death Ward, greater magic weapon. Level 5 (8/day): Communal air walk, Life bubble, breath of life, plane shift, true sight, break enchantment. Level 6 (7/day): Teleport, heal*, greater dispel magic, antilife shell. Level 7 (5/day): Greater restoration, Greater Scrying, Control weather, elemental body III (air elemental), *= mythic version known. (Total 5: haste, heroism, prayer, heal, good hope) Explanation of spell list and certain non-oracle spells on them, aka WTF? Mythic expanded arcana adds 1 spell to each level of any class, so long as the selected spell is 1 level lower than the highest spell level known. The elven lore keeper archetype likewise adds 1 wizard spell to each spell level, but therethe selected spell counts as one level higher. (e.g. Haste is a 3rd level spell through mythic expanded arcana, 4th through elven lore keeper). He has no offensive spells as Tromek customs ditactate that would be dishonorable compared to cutting them down! Character highlights, strong points and weaknesses:
-Inspiring blind swordsman with a very flashy Iajitsu-based fighting style using an Elven katana-like weapon; many attack moves tend to be better in some way when done from sheathed weapon. He can re-sheathe the weapon via a few ways for dynamic combat. Has cinematic uses for these skills such being able to attack large numbers of enemies in an instant, *glaring* at them as they gush blood from previously unnoticed wounds, among others. Also pretty good unarmed! -Very mobile in the game world, can cast Teleport up to at least 10 times per day, has communal air walk and flight. He also has access to divination and greater scrying so that even if he isn't warned, there's always chance he knows when and where he has to be to protect the Elves when they need him most. -Great party buffs (if given time: Inspire courage, Good Hope, haste, prayer, aura of justice, Spheres of power enemy debuffs from Fencing and Dueling school). -Good healing abilities and lots of harmful condition removal. -Decent at scouting through skills, scrying and divination, and has decent knowledge skills. -Has lots of versatility through the Warsighted oracle's 'brawler' mechanic. He can temporarily gain access to up to 3 extra other combat feats to suit the situation. -Weaknesses: No ranged capacity other than flight + melee, damage without buffs is okay at best, (made up) Tromek paladin code prevents use of offensive magic; all[/b] |