Seltyiel

Krynn of the Wyred's page

72 posts. Alias of Trevor86.


Full Name

Krynn of the Wyred Image of Krynn

Race

Stoneblessed Tromek Elf

Classes/Levels

PaladinIOracle (Sphere archetypes, Knight Disciple, Lore Keeper) 15, Guadian/hierophant 5. HP 280/280. AC 38/FF30/T24. S: F+28, R+30, W+26. Att: PA+MVS, no crit: +28 vs AC, 114 damage. Init +23/x3. Perc. +32. Blindsight 15 ft, blindsense 30 ft.

Gender

Male

Size

M

Age

115

Special Abilities

Darkvision 60 ft, Blindsense 30 ft, blindsight 15 ft, Flight 60 ft, always act in surprise round, roll 3 x init.

Alignment

LG

Deity

The Father and the Mother

Strength 12
Dexterity 30
Constitution 18
Intelligence 16
Wisdom 14
Charisma 31

About Krynn of the Wyred

Backstory, 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:

Posted under:
https://paizo.com/threads/rzs43k5k&page=6?The-Rod-of-Seven-Parts-An-Epi c-PF1e-Mythic#272

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
Requires: Orc, Human, Elf, or Dwarf.

-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:
12 18 16 12 12 18 rolled.
Racials: advanced race template + two ASI (con/cha) = 12, 22, 16, 16, 14, 22.
ABP with +4 dex/+2 con and +6 cha/+2 int = 12, 26, 18, 16, 14, 28
Mythic boost x 2 (dex and cha) = 12, 28, 18, 16, 14, 30
Levelling x 3 (dex, dex, cha) = 12, 30, 18, 16, 14, 31.

AC: 10 base, 10 armor, 8 dex (max), 4 shield, 4 deflection, 2 nat = 38/FF30/T24 (Equals blue target).
HP: 280 (150+105+25)
Init: +10 dex, +2 race, +2 luck, +2 trait = +16.
Saves: +9/+5/+9 base, 10 cha, 4 con, 10 dex, 2 wis, 5 res = +28 fort, +30 ref, +26 will. (Above 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
Note: Krynn used 18 x FCB to gain 3 bonus combat feats. The other 12 FCB are for additional spells known on the oracle side.

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
Metamagic master (quicken spell metamagic cost -1 > is now 3), quicken spell, Encouraging spell, dispel focus, greater dispel focus, reach spell, Craft magic armor and weapons, craft wondrous item, healer's hands, contingent spell, spell perfection (heal), extra sphere talent, sphere virtuoso.

=13 feats, 34/34.

Mythic abilities and Feats

Path abilities:

Dual Path: Follow two mythic paths.
Ever Ready: Add tier bonus to AoO's.
Retributive reach: +5 ft melee reach for AoO's.
Divine metamagic mastery x 3: Swift: Lower cost of metamagic by 3 for 1 minute.

Mythic feats:
-Mythic extra magic talent > adds 1 magical sphere/talent for each uneven level = 8 at level 15.
-Mythic vital strike.
-Mythic Combat Reflexes.
-Extra path ability (divine metamagic mastery).
-Mythic spell lore: Can cast mythic version of (tier number) spells.

Traits
Warrior of Old, Healing Reserve (+1 SP/day, only for Life sphere talents), Unorthodox Method (Switches Iron Tortoise discipline for Mithral Current (=Iajitsu)), Honorable Champion, Vexing Defender (+1 acrobatics, +4 vs through large+ enemy threatened area), Secret-keeper (+1 bluff, +1 vs divination, domination, forced truth magic).

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
Note: training weapon grants the battle fervor feat.

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
-Is the setting-specific legendary Hirglaif (=Elven Katana). Text from sourcebook: against a ‘mage, magical beast, or magic-wielding creature’, the enhancement bonus increases to +6 and deals +2d6 points of damage on each hit. The wielder also gains SR 20.' Made it mythril for 500 g (it's 1lb...) so it works with the Mythril Current silver vulnerability Iajisu's which use that. Added training enchant for 10 k. Removed the normal +2 as it's not according to inherent bonus rules = -10 k > Total 139 k.

Greater Gloves of the Healer
-12.5 k: Adds 1 lesser life oracle revelation to the gloves of the healer. (added cost of lesser ring of revelations).

Ritual Phoenix tattoo:
-52 k: As Phoenix Tattoo, but grants the Toughness and improved toughness feats (+30 max hp).

Bracelets of the Wyred:
-Even the Wyred often hide their use of magic, if only so their employers can deny ever using their services and thus prevent loss of honor. Otherwise completely unassuming, these leather bracelets grant the wearer access to the Silent Spell, Still Spell and Extend spell metamagic feats. (30 k).

Greater Prophet’s pectoral:
-Grant the wearer the expanded arcana and basic spell penetration feats.
(As prophet’s pectoral with two magic related feats. 25 k?)

Lesser Stone of Luck: (8k)
-This set of pebbles is little more than a childhood memento from a journey made with his father. Or is it? They grant a +1 luck bonus to ability checks and skill checks. (removed saving throw bonus to all saves from Stone of Luck)

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)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su)
-As LoH.

Aura of Courage (Su)
A paladin is immune to fear. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

*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)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

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)
-as equal level cleric, costs 2 uses of LoH.

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)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

Aura of Faith (Su)
At 14th level, a paladin’s weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.

Knight Disciple abilities:

Class Skills
A knight disciple gains 2 additional skill ranks each level. A knight disciple gains Bluff and Perception as class skills.

Maneuvers
A knight disciple begins her career with knowledge of three martial maneuvers. The disciplines available to her are Golden Lion, Iron Tortoise (replaced for Mithral current=Iajitsu through unonrthodox style trait), and Silver Crane.

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 must always ready her maximum number of maneuvers readied. She readies her maneuvers by performing weapon drills or praying to her deity for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The knight disciple does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in prayer and practice, she can change her readied maneuvers.

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
A knight disciple begins play with knowledge of one stance from any discipline open to knight disciples. At 4th, 7th, 11th, and 13th levels, she can select an additional stance to learn.

This ability replaces spells.

Crusader’s Training
At 1st level, a knight disciple begins to express her divine power through her initiating and with effects similar to the spells of other paladins. She selects one of the following abilities to learn at 1st level, and gains another ability at 4th level and every three levels thereafter.

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.
This ability replaces divine bond.

Guardian’s Shield (Su)
At 1st level, a knight disciple learns to surround her allies in a field of holy protective energy. Whenever she initiates a strike, the knight disciple can apply a guardian’s shield to one ally (other than herself) within 60 feet as a free action. This shield lasts for a number of rounds equal to the knight disciple’s initiation modifier.
A guardian’s shield grants the affected ally a number of temporary hit points equal to twice the knight disciple’s initiator level. These temporary hit points do not stack with other temporary hit points, and vanish when the shield’s duration expires. The knight disciple can use her guardian’s shield ability a number of times per day equal to 1/2 her class level (minimum 1) + her knight disciple initiation modifier. This ability counts as the lay on hands class feature for the purposes of the Extra Lay on Hands feat.

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)
At 3rd level, a knight disciple’s guardian’s shield becomes potent enough to protect allies from debilitating effects. The knight disciple selects one condition from the list below that she meets the prerequisites for. Whenever an ally under the effects of her guardian’s shield would gain a condition she has selected, that condition is negated and the duration of the guardian’s shield affecting them is reduced by one round. This ability can remove a condition caused by a curse, disease, or poison without curing the affliction.

Selected conditions:

-Fatigued, Dazed, Stunned, Nauseated, Paralyzed.

This ability replaces mercy.

Empowered Healing (Su)
Any maneuver she initiates that heals hit point damage heals an additional 50% points of damage (rounded down).

This ability replaces channel positive energy.

[b]Guardian’s Aura (Ex)
At 11th level, a knight disciple’s protective nature allows her to use her counters for the benefit of her allies instead of just herself. Whenever she initiates a counter, she can choose to have that counter affect an ally within 10 feet instead of herself. When determining if the counter can be initiated (for example, if the counter is initiated in response to an attack), she treats that ally as if they were herself. The counter still uses the knight disciple’s modifiers to determine its success or failure, and she still makes any rolls or checks for the counter.

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.
-Krynn's two sphere paladin archetypes make him an expert practitioner, with 15 spheres.
-The base duelist and fencing spheres he gains from swashbuckler training and his martial tradition.
-He gains the athletics sphere and five athletics spheres for free from Light Body Technique.
-He has the extra combat talent feat four times in total, once through training weapon enchant, once through his belt custom item. = 27 spheres total excluding drawbacks.

Martial Tradition: Bushido Warrior (Replaces normal paladin and oracle proficiencies)

Bonus Talents:
• Equipment: Armor Training, Bushido Training
• Duelist sphere
• Iai slash from the Duelist sphere.

Armor Training
You gain proficiency with light armor and medium armor.

Bushido Training (discipline)
You gain proficiency with the double-chained kama, double walking stick katana, dual blade, katana, kama, kusarigama, longbow, naginata, nodachi, tetsubo and wakizashi.

Duelist Sphere abilities (Cost of 7 spheres total)

Blooded Strike: base sphere ability, gain Bleed and Disarm below.
Whenever you use the attack action or an attack of opportunity to attack or disarm a creature, you deal an additional 1 point of bleed damage to the target on a successful attempt, +1 for every 3 points of base attack bonus you possess; this stacks with any other bleed damage you are capable of dealing. Practitioners of the Duelist sphere never provoke attacks of opportunity when attempting combat maneuvers against a target currently taking bleed damage.

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)
The bleeding wounds you inflict are more difficult to close; it takes at least 5 points of healing at one time or a DC 20 Heal check to end bleed effects you cause. At base attack bonus +5 and every 5 points of base attack bonus thereafter, the amount of healing required and the Heal DC to stop bleeding from your effects increase by 5. (currently: requires DC 35 heal check or 20 hp of healing in one instance to stop the bleeding).

Iai Slash (bleed, bonus sphere) [CrimDan]
Whenever you deal bleed damage to a creature in the same round you drew the weapon used to deal that damage, you may expend any amount of attacks of opportunity as a free action to compare the same attack roll against the AC (or your maneuver check against their disarm CMD) of a different enemy within reach for each attack of opportunity. If your attack roll is greater than a creature’s AC, you quickly strike that creature and cause them to suffer from your blooded strike (this does not allow you to apply additional (bleed) talents).

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]
You may spend a move action to sheathe one held weapon without provoking an attack of opportunity. If you do, you may regain your martial focus. If you have the Dual Wielding sphere, you can sheathe two light or one-handed weapons instead of one. Associated Feat: Quick Stow.

Hurricane Strike (bleed)
Whenever you deal bleed damage to a creature in the same round that you draw the weapon used to deal that damage, you may make an additional attack against each enemy within reach as an immediate action. Make a single attack roll with a -2 penalty and apply it against each target’s AC, dealing half your normal weapon damage to each creature that you hit. You may instead choose to target all squares within your reach, removing any difficult terrain in those squares for a number of rounds equal to 1/2 your base attack bonus (minimum 1). At +10 base attack bonus, you instead deal your full normal weapon damage to all creatures hit with this talent.

Scar Tissue (Bonus sphere, from custom Tireless belt)
Your countless Duelist practices have built up thick scar tissue and callouses that provide you protection from bleeding wounds. You gain DR 2 / bludgeoning and reduce all bleed damage you take by 1; bleed damage cannot be reduced below 0 by this ability. For every 5 points of base attack bonus you possess, the damage reduction granted by this ability increases by 2 points and you reduce any bleed damage you take by an additional 1 point.

Debilitating Injuries (bleed)
Whenever you deal bleed damage to a creature, you may cause them to take a penalty on all weapon attack rolls equal to the amount of bonus bleed damage granted to you by blooded strike for as long as the bleed is in effect. Any healing or other ability that ends the bleed also ends this penalty.

Perforating Wounds (bleed) [CrimDan]
Whenever you deal bleed damage as part of an attack action to a creature who is already suffering bleed damage from your blooded strike, you deal an amount of bleed damage equal to 1 + 1 for every 3 points of base attack bonus you possess. This bleed damage stacks with other bleed damage granted by the Duelist sphere. You can stack this bleed damage with itself once for every 6 points of base attack bonus you possess. This bleed damage is separate from your blooded strike, and does not affect other abilities that scale off of your blooded strike’s bleed damage.

Ooze Ichor (bonus from training weapon enchant on Mage's Bane)
You are able to deal bleed damage to behemoths, constructs, elementals, and undead, bypassing their normal immunity, though all bleed damage you deal to such creatures is reduced to half of what it would normally be, to a minimum of 1 point of bleed damage whenever you would successfully deal bleed damage to such a creature.

Jugular Cut (bleed)
Prerequisites: Duelist sphere, Bleed Air, base attack bonus +15.
Whenever you deal bleed damage to a creature, if that bleed damage is not ended within 3 rounds, the creature must make a Fortitude save or die. The creature must continue to make a Fortitude save each round after this to avoid death until the bleed damage is healed.

*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)
When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

Fatal Thrust
Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.

A fencer may apply the effects of a single (exploit) talent to any fatal thrust.

Lunge
As long as you have martial focus, you may increase the range at which you may make melee attacks by 5 ft., but suffer a -2 penalty to attack rolls made against targets within this extended range. This does not affect your threatened area, only the reach of your attacks, and does not stack with other, similar effects. Associated Feat: Lunge.

Parry And Riposte**
When a creature makes a melee attack against you, you may expend your martial focus and use an attack of opportunity to attempt to parry that attack. Make an attack roll as if you were making an attack of opportunity, but for each size category the attacking creature is larger than you, you take a –2 penalty on this roll. If your result is greater than the attacking creature’s result, the creature’s attack automatically misses and you regain your martial focus. If your base attack bonus is +5 or greater, you may choose to make a single melee attack against a creature whose attack you have successfully parried instead of regaining your martial focus.
** Note that through his conscript swashbuckler training, Krynn has an actual penache pool and can spend penache instead of martial focus.

Expert Feint
When you succeed at a feint check against a target, that target also loses its Dexterity bonus to its armor class against all attacks until the beginning of your next turn, in addition to your next attack. Associated Feat: Greater Feint.

Skewer
When dealing your Fencing sphere precision damage to a creature, you may expend your martial focus to increase the bonus precision damage to become +1d6, +1d6 at +3 base attack bonus and every +2 thereafter (level 15: from +5d6 to +8d6). In addition, you may apply two different (exploit) talents to this attack.

Wide Open (exploit)
The target suffers a -2 penalty to its armor class until the end of your next turn. For every 5 points of base attack bonus you possess, this penalty increases by 1.

Distracting Blades (exploit)
The target loses the ability to make attacks of opportunity for 1 round. For every 5 points of base attack bonus you possess, this penalty lasts for an additional round.

Soul Strike (exploit)
Prerequisites: Fencing sphere.
You target the enemy’s psyche. The target suffers a -2 penalty to all saving throws for 1d4 rounds. For every 5 points of base attack bonus you possess, this penalty lasts for an additional round. This is a supernatural ability.

Equipment sphere talents (3 spheres)

Balanced Defense
While wielding a light or one-handed weapon and nothing in any other hand you possess, you gain a +1 shield bonus to AC. For every 4 points of base attack bonus you possess, this bonus increases by +1. Attacking with an off-hand weapon, making more than one natural attack on your turn, or using abilities such as a monk’s flurry of blows or a magus’ spell combat suppresses this bonus until the start of your next turn.

Duelist’s Grip
Whenever you wield a melee weapon other than a natural attack in only one hand and make no attacks using any other hand or natural attack you possess, you apply 1 and 1/2 times your Strength bonus to damage rolls with it instead of just your Strength bonus.

Magic Armor
Prerequisites: Equipment sphere.
You can coax great power from the magic in your armor. You gain a deflection bonus to AC equal to your worn armor’s enhancement bonus to AC.

Guardian sphere Talents (sphere cost of 4)

-Indifferent defender drawback: No Guardian package, gain expanded delayed damage pool (45 > 60 max points).

-Sweeping Defense
When making an attack action, you may grant yourself a -2 penalty on all attack rolls until the beginning of your next turn to cause your attack action to deal damage to multiple targets. Choose one target that is adjacent to your primary target and also within your reach, and compare your attack roll to the AC of both targets. If your attack roll exceeds either target’s AC (including the primary target), that target suffers half damage from your attack. The additional target is not subject to non-damage parts of your attack action, such as additional effects granted by feats or talents. Additionally, all targets damaged by your Sweeping Defence suffer a -2 penalty to all attack rolls until the start of your next turn.

At +10 base attack bonus, this penalty increases to -4 and you may target up to three adjacent targets with sweeping defense.

-Endure Pain
When you receive damage from your delayed damage pool, you take it as nonlethal damage. This nonlethal damage ignores any resistance or immunity to nonlethal damage you may possess.

-Indomitable
Prerequisites: Guardian sphere, delayed damage pool, base attack bonus +6.

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)
When moving more than 5 ft. during your turn using the movement mode corresponding to a package you possess, you gain a 20% miss chance against ranged attacks until the start of your next turn. If you move more than 20 ft., you may expend your martial focus as a free action to increase this miss chance to 50%. If you take this talent a second time, the miss chance applies to all attacks made against you. Associated Feat: Wind Stance.

-Movile striker and Turbo Sweep.

Mobile Striker
Your ability to twist and turn fluidly while moving allows you to take an attack action at any point during your movement. As a full-round action, you can move up to your speed and make a single attack action without provoking any attacks of opportunity from the target of your attack for your movement. You can move both before and after the attack, but you must move at least 10 ft. using a movement mode associated with a package you possess before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Turbo Sweep
Prerequisites: Athletics sphere (Mobile Striker), Guardian sphere (Sweeping Defense), base attack bonus +10.

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
Counter Make Perception check opposing opponent’s attack roll, if successful make a free 5-ft step to evade the attack.

Silver Crane Resurgence
Counter Initiator or ally within 30-ft may re-roll a save with +4 sacred bonus.

Warning Roar
Counter Make an opposing Diplomacy check to negate an enemy’s attack on a nearby ally.

Level 3
Rushing Wake
Boost When you charge this round, you can trip each opponent adjacent to you during your movement.

Level 4
Disruptive Wave
Counter You can charge a creature casting a spell or power against you, and increase the DC to maintain concentration on their effect by 4.

Ride the Current
Counter You move up to 10 feet after an attack is made against you. If you have a sheathed weapon, you may draw it and attack the creature back.

Charge of the Battle Cat
Strike Make a charge attack which does not provoke attacks of opportunity, the charge inflicts an additional 4d6 points of damage and has a chance to knock target prone.

Level 5:

Rapid Current
Strike You make two melee attacks, dealing +3d6 damage on each. If you drew your weapon as part of this strike, you can make a third attack that does not deal additional damage.

Whirlpool Strike
Strike You attack all adjacent opponents, dealing +3d6 damage. If you drew your weapon as part of this strike, you can attack all opponents within your reach in addition to those adjacent to you.

Level 6
Crashing Wake
Strike You move up to 30 feet and can attack each opponent adjacent to you at any point in the movement. These attacks deal +4d6 damage.

Argent King’s Scepter
Strike Make a successful melee attack, inflicts an additional 12d6 points of damage, heals initiator 60 points of damage.

Harry the Prey
Strike Make an attack, all allies within 30 ft. may make an immediate attack against any foe they are capable of attacking.

Readied Maneuvers (6)
Rushing wake, Ride the current, Disruptive Wave, Charge of the battle cat, Whirlpool strike, Crashing Wake.

-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
An ancient lorekeeper adds Knowledge (arcane) and Knowledge (local) to her list of class skills. On elven topics: add 1/2 level to the roll. This replaces the bonus skills the ancient lorekeeper gains from her mystery.

Elven Arcana (Ex)
At 2nd level, an ancient lorekeeper’s mastery of elven legends and philosophy has allowed her to master one spell used by elven wizards. She selects one spell from the sorcerer/wizard spell list that is at least one level lower than the highest-level oracle spell she can cast. The ancient lorekeeper gains this as a bonus spell known. The spell is treated as one level higher than its true level for all purposes. The ancient lorekeeper may choose an additional spell at 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels.

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
The sphere oracle may combine spheres and talents to create magical effects. The sphere oracle is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.

Spell Pool
The sphere oracle gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents
A sphere oracle gains 1 magic talent every level.

Oracle’s Strength (Su)
A sphere oracle gains +1 spell point at 2nd level and every 2 levels thereafter.

This replaces mystery spells.

-So: 17 sphere talents, a casting tradition, a point pool of 15 + 10 + 7 +8 = 40.
-Drawbacks: somatic casting 1, verbal casting 1, magical signs, innate curse (merciful), oathbound casting: oath of loyalty.
-These three drawbacks add an extra 8 SP + the overcharge boon (or 15 SP) > his sphere pool is 40 or 47.

Mythic casting tradition: drawback: Merciful curse.
Mythic Quirk: +2 CL on life sphere, -1 CL other magic spheres.
Mythic benefit: Expertise (Swashbuckler training: conscript sphere).

Merciful [3PP]
Source Oracle’s Curse, copyright 2014 by RJ Grady, published by Tripod Machine.
You are bound to offer tender aid to those who are most wounded.

EFFECT
If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next tum. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace.

Casting tradition background:

Branded [3PP] (as a Wyred, with facial tattoos)
Source Oracle’s Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

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
Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealment, and you can cover it by wearing a hood or robe (as appropriate). Some NPCs may recognize the brand and become hostile, per the GM’s choice.

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 1st level, the conscript gains the Fencing sphere as a bonus sphere.

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]