About Logain ArjacLogain Arjac
Defense:
AC 36, touch 17, flat-footed 31 (+8 armor, +3 enhancement (ABP armor attunement), +2 deflection, +4 Dex, +1 dodge, +2 natural, +3 shield, +3 enhancement (ABP shield attunement)) - +2 vs thrown (rebounding shield) - +5 Touch AC vs splash weapons (rebounding shield) Dodge: +3 additional vs AoO when moving within or out of a threatened area Vital Guard: +4 vs critical confirmations Blur: 20% miss chance, continuous HP 280 (15d10 + 15x6(con) + 25(M) + 15(feat))
Offense:
Speed 60 ft. - 2 mythic power to add +50ft for 1 hour Fleet Warrior: may move up to your full speed before or after making a full attack Melee mwk culling furyborn guided longsword:
Damage: 1d8
Melee +3 heavy shield bash:
Damage: 1d6 - Shield Spikes increase 1d4 to 1d6
Most common alternate attack actions:
Attack of Opportunity (4/round):
Cleave: if hit target on standard action attack, gain +1 attack on adjacent 2nd target; -2 AC until next turn
Charge: base: 120', +2 attack, -2 AC
Bull Rush: +28 CMB, Standard action or as part of Charge in place of melee attack; move with target
Shield Bash: Retain shield AC even after using Shield Bash
Spring Attack: full round action to move min 10ft before single attack, but can use any remaining movement after the attack
Trip: +20 CMB
Whirlwind Attack: full round action, 1 attack at highest BAB vs all opponents in reach
Special Attacks:
champion's strike (sudden attack), exploit weakness, fleet footed, greater bane (15 rounds/day), judgment 5/day (2 simultaneous), leaping attack, mythic power (13/day, surge +1d8), rapid attack Inquisitor Spell-Like Abilities (CL 15th; concentration +25)
Judgements:
Statistics:
Str 18 (14(base)+2(racial)+2(ABP) Dex 18 (15(base)+2(racial)+1(level) Con 22 (16(base)+2(racial)+4(ABP) Int 20 (16(base)+2(racial)+2(ABP) Wis 30 (16(base)+2(racial)+6(ABP)+2(level)+4([M]) Cha 16 (14(base)+2(racial) Base Atk +15 CMB +20
+28 Bull Rush
+24 Trip
+24 Overrun
+22 Dirty Trick
+22 Disarm
+22 Drag
+22 Reposition
+22 Steal
+22 Sunder
CMD 36
42 vs Bull Rush
42 vs Trip
38 vs Dirty Trick
38 vs Disarm
38 vs Drag
38 vs Overrun
38 vs Reposition
38 vs Steal
38 vs Sunder
Feats, Traits, Skills, Languages:
Feats 1. (Free) Signature Skill - Knowledge (Local) 1. (Free) Signature Skill - Knowledge (Nature) 1. (Free) Armor Proficiency (light) 1. (Free) Armor Proficiency (medium) 1. (Free) Armor Proficiency (heavy) 1. (Free) Combat Expertise 1. (Free) Combat Stamina 1. (Free) Deadly Aim 1. (Free) Martial Weapon Proficiency - All 1. (Free) Power Attack 1. (Free) Shield Proficiency 1. (Free) Simple Weapon Proficiency - All 1. (Free) Tower Shield Proficiency 1. (Default) Improved Initiative 1. (Default) Improved Shield Bash 1. (Human) Combat Reflexes 1. (Fighter) Demonic Style 2. (Default) Powerful Maneuvers 2. (Default) Deft Maneuvers 2. (Fighter) Two-Weapon Fighting 2. (Fighter) Stand Still 3. (Default) Cleave 3. (Default) 3.5 Shield Charge 3. (Inquis) Broken Wing Gambit 3. (FCB) Dodge 4. (Default) Great Cleave 4. (Default) Dimensional Agility (prereq covered via Cape of the Mountebank, GM approved) 4. (Fighter) Bodyguard 4. (Fighter) In Harm's Way 4. (Fighter) Shield Slam 5. (Default) Demonic Momentum 5. (Default) Steady Engagement 6. (Default) Surprise Follow-Through 6. (Default) Vanguard Style 6. (Fighter) Shield Check 6. (Inquis) Paired Opportunists 6. (FCB) Haunt Scavenger 7. (Default) Disruptive 7. (Default) Spring Attack 8. (Default) 3.5 Leap Attack 8. (Default) Improved Surprise Follow Through 8. (Fighter) Nimble Moves 9. (Default) Demonic Slaughter 9. (Default) Improved Critical 9. (Inquis) Intercept Charge 9. (FCB) Shield Focus 10. (Default) Improved Spring Attack 10. (Default) Greater Bull rush 10. (Fighter) Whirlwind Attack 11. (Default) Greater Trip 11. (Default) Greater Two-Weapon Fighting 12. (Default) Coordinated Charge 12. (Default) Spellbreaker 12. (Fighter) Critical Focus 12. (Inquis) Coordinated Defense 12. (FCB) Missile Shield 13. (Default) Bull Rush Strike 13. (Default) Saving Shield 14. (Default) Shield Master 14. (Default) Ferocious Loyalty 14. (Fighter) Knock Down 15. (Default) Pin Down 15. (Inquis) Swap Places 15. (Default) Improved Swap Places 15. (FCB) Vanguard Ward M1. (Mythic) Improved Two-Weapon Fighting M2. (Mythic) Improved Surprise Follow-Through M3. (Mythic) Missile Shield M4. (Mythic) Shield Master M5. (Mythic) Whirlwind Attack G1. (Belt) Butterfly Sting G2. (Body) Antagonize G3. (Chest) Weapon Specialization (Heavy Blades) G4. (Eyes) Shatterspell G5. (Feet) Toughness G6. (Hand) Weapon Focus (Heavy Blades) G7. (Head) Endurance G8. (Headb) Diehard G9. (Shoul) Teleport Tactician G10. (Wris) Call Out G11. (Neck) Weapon Focus (Close) G12. (Ring) Weapon Specialization (Close) G13. (Ring) Always Aware Traits
Skills
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Drow, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Protean, Sakvroth, Senzar, Shae, Skald, Sylvan, Tengu, Terran, Thassilonian, Undercommon
Special Abilities:
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus) Agility +4 (Ex) +4 save vs. Paralyzation, slowing, or entangling Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Antagonize Use Diplomacy or Intimidate to goad creatures Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX. Aura of Protection (15 rounds/day) (Su) 30 ft aura grants Energy Resistance 10 and a +2 deflection bonus to AC. Blindsense (60 feet) (Ex) Sense things and creatures without seeing them. Bodyguard Use an AoO to use aid another to improve an ally's AC. Bodyguard [Combat Trick] 1 or 2 stamina points to increase AC of ally affected by Bodyguard by stamina spent. Broken Wing Gambit Grant opponent bonus to hit you, but opponent's attack provokes attacks of opportunity Broken Wing Gambit [Combat Trick] 5 stamina points force opponent to provoke AoO from you as well. Bull Rush Strike Critical hit's confirmation roll is a Bull Rush maneuver check. Bull Rush Strike [Combat Trick] 2 stamina points to attempt bull rush even without confimed critical hit. Butterfly's Sting You can forgo a confirmed critical hit in order to pass it on to the next ally who hits the target. Butterfly's Sting [Combat Trick] Confirmed critical, spend 10 stamina to use feat benefit without forgoing critical hit. Call Out Standard Action: Intimidate hostile foe in 30', success initiates a duel. Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC. Cleave [Combat Trick] 4 stamina points to negate AC penalty from Cleave or Great Cleave. Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack. Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent. Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing. Coordinated Charge You may charge the same foe when an ally does Coordinated Charge [Combat Trick] 5 stamina points to charge up to double speed with Coordinated Charge. Coordinated Defense +2 to CMD if adj ally with same feat. +4 if foe is larger. Coordinated Defense [Combat Trick] Spend 1 or 2 stamina points, bonus against a combat maneuver equal to stamina spent. Critical Focus +4 to confirm critical hits. Critical Focus [Combat Trick] On a critical confirmation roll of 19 or 20, 2 stamina points to roll an additional critical confirmation to increase critical multiplier by 1. Darkvision (180 feet) You can see in the dark (black and white only). Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage. Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1. Deflection Aura (15 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD Deft Maneuvers You don't provoke attacks of opportunity when tripping. Demonic Momentum In Style, +2 dam/5 ft bull rushed on to melee att until end next turn. Demonic Slaughter In Style, after charging bull rush free Great Cleave vs. that target. Demonic Style Charge actions give additional +1 atk & +2 dmg. Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Diehard You are stable and can choose how to act when at negative Hp. Dimensional Agility May take any additional actions remaining after using dimension door or abundant step Discern Lies (15 rounds/day) (Sp) Discern Lies at will Disruptive +4 DC to cast defensively for those you threaten. Disruptive [Combat Trick] 2 stamina points to extend Disruptive until the start of the next turn. Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability. Ferocious Loyalty +1 morale bonus vs. foe threatened by ally with this feat. Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Fleet Footed (15/day) (Ex) Always take 10 on acrobatics checks, sometimes take 20 on acrobatics checks. Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack. Great Cleave [Combat Trick] 5 stamina points to make another cleave attack anyway after missed attack. Greater Bane (+2 / 4d6, 15 rounds/day) (Su) Make the weapon you are holding a bane weapon. Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies. Greater Bull Rush [Combat Trick] 5 stamina points to have opponent's movement from Bull Rush provoke AoO. Greater Trip Foes you trip provoke AoO when they are knocked prone. Greater Trip [Combat Trick] 2 stamina points to deal 1d6 damage after a successful trip. Greater Two-Weapon Fighting [Combat Trick] 2 stamina points to make another attack at -15 after successful third attack. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Haunt Scavenger Extract components for spellcasting or item crafting from haunts and certain creatures dead less than 10 min. Immunity to Sleep You are immune to sleep effects. Impossible Speed (+50 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour. Improved Bull Rush [Combat Trick] Spend stamina points up to Str or Dex bonus, bonus to CMD against Bull Rush equal to stamina spent. Improved Critical [Combat Trick] 5 stamina points to roll another confirmation roll for double damage after a failed critical hit. Improved Dirty Trick [Combat Trick] Spend stamina points up to Str/Dex, bonus against dirty trick equal to stamina spent. Improved Disarm [Combat Trick] Spend stamina points up to Str/Dex, bonus against disarm equal to stamina spent. Improved Drag [Combat Trick] Spend stamina points up to Str/Dex, bonus against drag equal to stamina spent. Improved Feint [Combat Trick] 5 stamina points to feint as a move action. Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result. Improved Overrun [Combat Trick] Spend stamina points up to Str/Dex, bonus against overrun equal to stamina spent. Improved Reposition [Combat Trick] Spend stamina points up to Str/Dex, bonus against reposition equal to stamina spent. Improved Shield Bash You still get your shield bonus while using Shield Bash. Improved Shield Bash [Combat Trick] 5 stamina points to lighten penalties from shield on a shield bash. Improved Spring Attack Attack up to two targets instead of one when you use Spring Attack. Improved Steal [Combat Trick] Spend stamina points up to Str/Dex, bonus against steal equal to stamina spent. Improved Sunder [Combat Trick] Spend stamina points up to Str/Dex, bonus against sunder equal to stamina spent. Improved Surprise Follow-Through [Combat Trick] Increase bonus from Surprise Follow-Through combat trick to 1d6 damage. Improved Surprise Follow-Through [Mythic] When using cleave or great cleave, all additional opponents are denied their Dex bonus. Opponents affected by Great Cleave are treated flat-footed until the beginning of your next turn. Improved Swap Places When using Swap Places, ally can be 1 size cat large or small, and move doesn't provoke AoO. Improved Swap Places [Combat Trick] 2 stamina points to move target of bull rush more than 5 ft to create space for an ally. Improved Trip [Combat Trick] Spend stamina points up to Str/Dex, bonus against trip equal to stamina spent. Improved Two-Weapon Fighting [Combat Trick] 5 stamina points to make an additional AoO attack with off-hand weapon at a -5. Improved Two-Weapon Fighting [Mythic] In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. On AoO if primary weapon hits, attack with secondary weapon as a free action. In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself. In Harm's Way [Combat Trick] Up to 5 stamina points to reduce damage of intercepted attack by double stamina spent. Inquisitor Domain (Defense) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Intercept Charge When opp charges ally with feat, mv up to speed to get in way of charge. Intercept Charge [Combat Trick] 5 stamina points to not have movement from Intercept Charge count for next round. Knock Down Your critical hits knock foes to the ground. Leaping Attack +3 (Ex) +3 to hit and damage if you move at least 5' before attacking. Leap Attack If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you deal +100% the normal bonus damage from your use of the Power Attack feat. This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over. Missile Shield [Combat Trick] Have at least 1 stamina, use Missile Shield with a buckler. 5 stamina points to deflect an arrow while flat-footed. Missile Shield [Mythic] As an immediate action, use 1 power to deflect a single ray. Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement. Monster Lore +10 (Ex) +10 to Knowledge checks when identifying the weaknesses of creatures. Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source. Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain. Obligation (Ex) You vow to keep an ally alive for that day. Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target. Paired Opportunists [Combat Trick] 2 stamina points to gain benefits until the end of your next turn. Pierce the Darkness [Mythic] +60ft Darkvision Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent. Power Attack -4/+8 You can subtract from your attack roll to add to your damage. Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn. Powerful Maneuvers You don't provoke attacks of opportunity when bull rushing. Rapid Attack (Ex) May move and full attack (except for highest BAB attack). Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities. Right Hand (Ex) Immediate action to take 5-foot step to move adjacent to your obligation. Royal Protector (Ex) Gain Bodyguard and In Harm's way as bonus feats, but only to protect Obligation. Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC. Saving Shield [Combat Trick] 2 stamina points to increase bonus to ally by enhancement bonus of the shield. Second Judgment (5/day) (Su) Variable bonuses increase as the combat continues. Shatterspell (2/day) Sunder ongoing spell effect like spell sunder rage power. Shatterspell [Combat Trick] 5 stamina points to use Shatterspell one additional time in a day. Shield Charge If you successful hit your opponent with your Shield at the end of a Charge, you may make a Trip attack immediately without provoking an Attack of Opportunity. If it fails, your opponent does not get an attempt to trip you. Shield Check You can slam a foe with your shield to stop their movement. Shield Focus [Combat Trick] Up to 2 stamina points to increase bonus to shield's AC bonus. Shield Master [Combat Trick] 5 stamina points to add shield's enhancement bonus as a bonus on Fort/Ref saving throw. Shield Master [Mythic] Foes that fail an attack against you by 5 or more procoke an AoO from you. Shield Slam Shield Bash attack gives a free bull rush on a hit. Shield Slam [Combat Trick] 2 stamina points to attempt disarm, reposition, trip, or sunder with Shield Slam. Sleepless (Su) You don't need to sleep and aren't fatigued or exhausted from lack of sleep. Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones. Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you. Spellbreaker [Combat Trick, DC 25] 5 stamina points to daze spellcaster hit after successful Spellbreaker attack (Fort, staggered). Spell Sage (Ex) A Witch Hunter adds her Wisdom modifer in addition to her intelligence modifier to Spellcraft checks when attempting to identify a spell as it is being cast, to identify the properties of a magic itemusing detect magic, or to decipher a scroll. Spring Attack You can move - attack - move when attacking with a melee weapon. Spring Attack [Combat Trick] 5 stamina points to use Spring Attack as a standard action. Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead. Stand and Fight (Ex) Do not provoke attacks of opportunity when standing up from prone and can stand up as a swift action Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking. Stand Still [Combat Trick] 5 stamina points to hamper movement of creature stopped by Stand Still. Steady Engagement If you use the Stand Still feat to prevent an opponen Steady Engagement [Combat Trick] Spend up to 4 Stamina to gain +1 per point on Steady Engagement combat maneuvers. Stern Gaze +7 (Ex) +7 to Sense Motive and Intimidate. Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +5 bonus and bypass all DR. Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount. Surprise Follow-Through When you are using Cleave, your second foe is denied its Dex bonus. Surprise Follow-Through [Combat Trick] 2 stamina points to deal an extra 1d6 damage against foe denied Dex bonus by Surprise Follow-Through. Swap Places You can trade places with an ally with this feat during your movement. Swap Places [Combat Trick] 2 stamina points to not provoke attack of opportunity during swap. Teleport Tactician If an enemy uses a teleport effect to enter or leave a square you threaten, they provoke an AoO from you. Teleport Tactician [Combat Trick, DC 25] 2 stamina points to daze opponent hit by AoO from Teleport Tactician (Fort negates). Track +7 Add the listed bonus to Survival checks made to track. Two-Weapon Fighting [Combat Trick] Reduce two-weapon fighting penalty for primary hand by 1 for every 2 stamina spent. Vanguard Style Use AoO to aid another adj ally's Reflex saves for 1 rd. Vanguard Ward One AoO can grant both Vanguard Style and Bodyguard benefits, can also transfer shield bonus to protected ally. Weapon Focus (Close Weapons) You gain a +1 bonus on all attack rolls you make using weapons from the selected group. Weapon Focus (Heavy Blades) You gain a +1 bonus on all attack rolls you make using weapons from the selected group. Weapon Specialization [Combat Trick] 2 stamina points to apply Weapon Specialization to another weapon. Whirlwind Attack [Combat Trick] 5 stamina points per extra attack to be able to use abilities that grant extra attacks. Whirlwind Attack [Mythic] A full round action make all attacks vs. one foe plus one attack vs. every foe within reach. Gear:
360,000 (base WBL) 90,000 (Haunt Scavenger - crafting for profit bonus) Total: 450,000gp Armor: Mithral agile half-plate - bloodthirsty, burdenless, cocooning, mind buttressing, vital guard (39350)
Belt: Belt of Thunderous Charging (10000) + (2000) Critical Focus
Horse, heavy (200)
Masterwork backpack (50)
Grand total: 422,153.61 (24,000)
Crafting allotment minus store:
112,500 (Haunt Scavenger) Remedy bag #1
Remedy bag #2
Alchemical store:
CRAFTED 5x accuracy lozenge 5x acid 5x acid neutralizer 5x adamantine pellet grenade 5x adhesive strip 5x age ointment 5x alchemical blood 5x alchemical candle wax 5x alchemical cement 5x alchemical cleaner 5x alchemical coal 5x blinding cinders 5x alchemical coal 5x choking smoke 5x alchemical dye kit 5x alchemical glue 5x alchemical glue accelerant 5x alchemical grease 5x alchemical pheromones, aggression 5x alchemical pheromones, arousal 5x alchemical pheromones, simple 5x alchemical pheromones, susceptibility 5x alchemical resin 5x alchemical solvent 5x alchemist's balefire 5x alchemist's fire 5x alchemist's kindness 5x alkali flask 5x alkali salt (per packet) 5x ambrosia (per vial) 5x amp 5x anesthetic wine 5x animal repellent 5x anointing oil 5x antiemetic snuff 5x antiplague 5x antitoxin 5x applecheek 5x aquemir 5x armor ointment 5x artoku's fire 5x average invisible ink 5x banshee ballerina firework 5x barbarian chew 5x beast lure 5x beast-scent 5x blackfire clay 5x bladeguard 5x blain bane 5x blanch bomb, adamantine 5x blanch bomb, cold iron 5x blanch bomb, silver 5x blight tonic 5x blightburn paste 5x blinding power 5x bloating solution 5x blood neutralizer 5x blood-boiling pill 5x blood-chilling pill 5x blood-clotter salve 5x bloodblock 5x bloodgorge 5x bloodvine rope 5x boar's bellow 5x bodybalm 5x bone bane 5x bone burn 5x bone paste 5x boniface paint 5x bore brush 5x bottled lightning 5x brewed reek 5x bunk 5x buoyant balloon 5x burst jar 5x calistria's kindness 5x candlerod 5x caphorite dust 5x cardice oil 5x casting plaster 5x chameleon ointment 5x chameleon pill 5x chill cream 5x chroma grenade 5x cold iron pellet grenade 5x congealer spray 5x consecrated salts 5x cooking powder 5x coral boulder 5x corrosenze (ash) 5x corrosenze (granite) 5x corrosenze (rust) 5x corrosenze (salt) 5x coughing dragon firework 5x curative myrrh 5x cytillesh stun vial 5x dampening ointment 5x dancing peonies 5x darkflare 5x dead air vial 5x deadground dust 5x defoliant 5x deodorizing agent 5x desiccating lubricant 5x desnan candle firework 5x devilish nectar 5x distilled terrap sap 5x dung grenade 5x duskeye 5x dust knuckle vial (4) 5x dust knuckles 5x ectoplasmic residue 5x efreeti cord (2) 5x efreeti switch 5x efreeti switch (keyed) 5x elemental breath 5x elemental flux 5x embalming fluid 5x essence of independence 5x exemplar weapon salve 5x eye drops of the unseen master 5x falsehood fizz 5x fellowship film 5x fervor juice 5x fiendgore unguent 5x fiery boulder 5x fire ward gel 5x fire wheel firework 5x firearm oil 5x firecracker 5x firecracker, spirit 5x flame fountain firework 5x flame ink 5x flame ink, permanent 5x flash powder 5x flash seeds 5x flashing fiend firework 5x foaming powder 5x fool's glow 5x fortifying brew 5x fortifying fertilizer 5x frightful war paint 5x frost boulder 5x frost ward gel 5x fury drops 5x fuse grenade 5x ghast retch flask 5x ghost ink 5x gloomstick 5x glowing ink 5x good invisible ink 5x gravelly tonic 5x gum rope 5x hel bottle 5x hellfire sparkler 5x hobgoblin war draught 5x holy fountain firework 5x holy weapon balm 5x homunculus clay 5x hound's blood 5x houndbane dust 5x ifrit's blood 5x impact foam 5x imposing war paint 5x incendiary catalyst 5x incense of divinity 5x iniquitous panacea 5x ink of stolen secrets 5x insight leaves 5x insomnia powder 5x instant fertilizer 5x intuition serum 5x iron pellet grenade 5x itching powder 5x jumping jenny 5x keros oil 5x kitumu's ire 5x lantern honey 5x light detector 5x light fire ink 5x lightkiller's grease 5x liniment 5x liquid blade 5x liquid breeze 5x liquid ice 5x liquid traction 5x litmus strip 5x loping ointment 5x loyalty transfusion 5x lozenge of the songbird 5x lyddric essence 5x magnetized paper 5x marker dye 5x masking scent, animal 5x masking scent, humanoid 5x masking scent, magical beast 5x meditation tea 5x mellowroot 5x meltfoot bag 5x memory incense 5x mending paste 5x mimic fibers 5x mineral acid 5x minkaian ceremonial tea 5x mithralbane sap 5x moonrod 5x musk bomb 5x night stalker's tonic 5x nostalgia oil 5x noxious aromatic 5x noxious pig 5x nushadir 5x oil of the masters 5x ooze grease (per flask) 5x padzahr 5x pallid suspension 5x paper wall paste 5x perfect ice 5x petrified ooze 5x phosphorescent gel 5x pit pellets (10) 5x plague powder (filth fever) 5x poison diffuser 5x poison sealant 5x poison tattoo 5x poison ward salve 5x poison, azure lily pollen 5x poison, dhat-gunchi paste 5x poison, huge scorpion venom 5x poison, terodotoxin 5x portable hive 5x pox burster 5x pressure pill 5x rager's aid 5x rake's friend 5x ration pills 5x reanimating fluid 5x red flame torch 5x rhinarium paste 5x rockshard canister 5x rusting powder 5x scent blocker 5x scent cloak 5x scentbane incense 5x semblance transfusion 5x shadowcloy flask 5x shaman's paint 5x shard gel 5x shriek bomb 5x shrieking paste 5x signal rocket 5x silence dust 5x silver drops 5x silver pellet grenade 5x silvercloud oil 5x simple invisible ink 5x singer's solut 5x alluring philter 5x artistic ale 5x blackrod 5x brawler's brew 5x crystal-sweet concoction 5x darting-eye concoction 5x dodger's draught 5x explorer's emulsion (cold) 5x explorer's emulsion (hot) 5x fear-killer concoction 5x leaper's libation 5x light of axtarr 5x liquid courage 5x mage's assistant 5x mirage mixture 5x nimble nectar 5x prowler's palliative 5x quick-step concoction 5x slow-heart concoction 5x snake-tongue concoction 5x sorcerer's spirits 5x sphere-song concoction 5x starlight juice 5x stout solution 5x sunrod 5x thinker's tipple 5x tindertwig 5x titan's tonic 5x vexenion catalyst 5x wild-blood concoction NON-CRAFTABLE
Backstory:
Logain's parents Logain's life was typical for a Thaythiloran commoner. His parents each had their own positions in the city they lived in - his father Lothar, an alchemist and merchant, owned a small apothecary that he sometimes struggled to maintain against larger merchant families. The only reason it was competitive in the first place was because of the quality of the ingredients - the larger families were more concerned with moving volume and ensuring their profit margins. Those who wanted quality and didn't mind paying more for it came to Lothar. Logain's mother Rhea was a warrior in her own right, third daughter of a known mage's guild enforcer, but with no magical talent of her own, she learned to wield blades of all sorts from a young age. With the fair bit of arcane schooling she picked up from her father on top of that, she was considered for a position in the Red Knights herself but an injury during the recruitment process prevented that from coming to pass. She forged her path as an enforcer for the same mage's guild as her father and became fast friends with several Red Mages and Red Knights despite not being included in their ranks. Her training formed the basis for Lothar's own extensive knowledge. Logain's elder brother Leo was first in line to take over his father's business, so while Logain was directly educated in the alchemical arts, it was not drilled into him as it was for Leo - enough to assist Leo when asked, and take over for him if needed, but otherwise was a strongly-encouraged hobby rather than a calling. Adventuring start
A Red Knight showed up at Lothar's house while he, Leo, and Logain were waiting for news to tell them that Rhea was dead. Leo and Lothar were devastated. Logain was furious. He demanded all known information regarding the incident and, surprisingly, was provided it. A conversation with a Red Mage and a trio of Knights, the Mage confided that it was only due to Rhea's and her father's long association and friendship with the Mages and Knights that Logain was being provided the information, and they'd look forward to seeing what he did with it.
A swift goodbye to his brother and father, and Logain was able to track down the killer fleeing Thaythilor. Logain interrogated him - it didn't take much to convince the man that he should rather talk to Logain instead of being handed to the Mages. Their methods were known to be brutal and long as they wringed out of you every bit of knowledge that might even be potentially useful before finding new and creative ways to kill you. Logain promised that he only wanted justice, not vengeance, and provided the assassin with a tea that would quickly put him to sleep, and he'd just never wake up. Of course, Logain lied. The tea contained a paralytic agent but left the mind and nerves awake. Logain killed the man by slowly immolating him from his feet up and then left the body in a smouldering heap on the steps of the Mage's guild primary location. Induction into the Red Knights
Logain went through some additional instruction - higher level swordsmanship, teamwork training, not to mention the actual training for tracking, capture, and interrogation techniques most commonly used by Red Knights. In addition, he, like all Knights, was also trained in the ways of survival, evasion, resistance, and escape, in preparation for the worst case scenario - that being him giving himself to the enemy to allow his Mage to escape an overwhelming hostile situation. Finally, almost two years after his mother's murder, his armor and shield were stained with the blood of the recruits who did not survive the training - and then he accepted the ritual tattoo marking him as wholly loyal to the Red Mages. It was then that he met Opal - the Mage who completed the marking ritual. Assignment to Opal
After a couple of years, well they were basically inseperable and aside from a handful of times where they've had to split up to cover different portions of an assignment, they've only actually had to work separately from each other on four occasions and each time it reinforced just how well Opal and Logain do work together. The best Knights could anticipate their mage's needs and be onhand and ready for them; Logain and Opal seemed to take that to another level. To see them in combat is like seeing one mind in two bodies. Mythic Ascension
Logain knew what his orders were at that point - in the event of a Knight's mage being incapacitated, captured, or killed, if it wasn't over the Knight's own dead body, they were to present themselves for investigation into their failure. Logain knew that, and while his loyalty was to the Red Mages, Opal was his Mage, and there wasn't anything in all the planes that would stop him from finding her, even if just to put her body to rest. Prayer, reverence, worship were never large facets of his life. He became slightly more consistent with his prayers after Calistria blessed Opal, but aside from that the gods had been far away figures - there, but not important for his place in the world. For the first time in his life, Logain secluded himself in the very safehouse where Opal had been taken. He pulled out the holy symbol and a copy of the holy text of Haborym the Jailor, Infernal Duke of the Burning Hearth, who included in his domains Protection and Defense and swore his soul to Caina and Lasraspan if Haborym pointed him toward the path of finding and rescuing Opal. There was no direct reply, but a small gemstone began to glow red, a red so deep it was nearly black. When Logain picked up the gemstone, he received a name and nothing else before the gem crumbled into dust. This was his lead, it would be up to him to accomplish the task. For thirty days and thirty nights, Logain followed trails, explored dead ends, and scoured the countryside before finding the name he sought. Unexpectedly, the name belonged to the High Priest of a local chapter of worshippers of another devil. Logain, using his own not inconsiderable might butchered the entire chapter, tearing his way through them like so much fodder to reach the High Priest, and then used the priest's corpse to fuel another prayer to Haborym to open a doorway to that devil's section of Hell. In Hell proper, though the exact layer and section are not known and in reality matter little to Logain, he began slaughtering his way through the weaker devils, spawn, and the rest of the chaff arrayed before him. Not that any were left alive to see the difference, but instead of getting fatigued, Logain seemed to be gaining speed, ferver, strength as he tore through them all, every swing of his sword, ever sweep of his shield sent creatures flying backwards as they tried to swarm over him. By the time he was done, the demense of that particular devil was nothing but a crater of gore and guts, though the devil himself fled before Logain could strike him down. Logain found Opal sedated or enchanted but there was evidence of torture, which was unsurprising considering how long she had been at their hands. What was surprising is that she was still alive. As he picked Opal up and carried her back to the portal to the Material plane, Haborym himself appeared in the distance, barely close enough to make out a pair of burning orange eyes as he surveiled Logain. In a gesture of respect and deference, Logain bowed his head and reconfirmed their deal. As Logain walked through the portal, both he and Opal were completely healed of their wounds, his own armor transformed, and it was only once he found a group of uninvolved persons coming to see what the commotion was at the cult's place of worship that he realized he had grown. Prior to his hellish venture, he was a big man, just over six feet tall. Now though, he was over seven feet tall, and built like four men put together. In addition, he could feel the divine spark within him and he knew he could tear through the entire city if he needed to with very little resistance. Instead, he took Opal back to their own residence and laid her down to wait and watch over her until she awoke. Mythic Trials
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