Lieutentant Pavo Voc

Logain Arjac's page

17 posts. Alias of GrinningJest3r.


Full Name

Logain Arjac

Race

(Immune to possession and mental control, Immune to sleep) | Init: +25 | Perception: +28 (+30 to notice cursed objects, haunts, and magically disguised creatures), Senses: darkvision 180 ft., blindsense 60 ft., blindsight 30ft. |

Classes/Levels

Resources: Greater Bane 15 rounds/day, Judgement 5/day, Missile Shield 3/day, Shatterspell 2/day

Gender

Thaythilorian Mobile Fighter 15/Inquisitor of Haborym 15 - Champion 5 | HP: 280 | Speed: 60ft, use 2x MP for +50ft for 1 hour | AC: 36*, T 17*, FF 31*, 20% miss chance (continuous), CMD varies, CMB varies | Fort: +20**, Ref: +14**, Will: +24**

About Logain Arjac

Logain Arjac
Male thaythilor fighter (mobile fighter) 15/inquisitor of Haborym (witch hunter) 15/gestalt 15/Champion 5 (Pathfinder RPG Advanced Player's Guide 38, 105)
LE Medium humanoid (human)
Init +25
- Dex +4 (Default)
- Wis +10 (Inquisitor, Cunning Initiative)
- Trait +2 (Chance Savior)
- Feat +4 (Improved Initiative)
- Mythic +5 (Amazing Initiative)
Senses
- blindsight 30ft. (Feat: Always Aware)
- blindsense 60 ft. (Eyes slot: Eyes of the Dragon)
- darkvision 180 ft. (Eyes slot: Eyes of the Dragon)
Perception +28 (+30 to notice cursed objects, haunts, and magically disguised creatures.)
Aura aura of protection (30 ft., +2 deflection to AC, energy resistance 10, 15 rounds/day), deflection aura (20 ft., +2 deflection to AC and CMD, 15 rounds/day)

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))
Fort +20 (9+6con+5abp)
Ref +14 (5+4dex+5abp)
Will +24 (9+10wis+5abp)
(Immune to possession and mental control (including charm and compulsion effects like command and charm person))
Trait Demon-Proof Mind: +2 vs. Mind-Affecting effects of Evil Outsiders.
Trait Skeptic: +2 trait bonus vs. illusion
Fighter Agility: +4 bonus vs. effects that cause paralyzed, slowed, or entangled conditions
Fighter +4 morale vs. fear (+6 with some abilities)
Mythic Saving Throws: When making a successful save against non-mythic source for reduced effect, take no effect instead
Defensive Abilities agility, hard to kill, mythic saving throws, stalwart; Immune sleep

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:
Attack bonus: +15/+10/+5
Sword bonus: +10 Wisdom (guided weapon enchantment on sword replaced STR for attack and damage rolls)
Sword attun: +4
Ioun stone: +1
Weapon Focus (Heavy Blades): +1
Power attack: -4
Leaping attack: +3 (move at least 5ft prior to attacking)
Critical focus: +4 to confirm critical hits (auto confirm vs non-mythic)
Ferocious Loyalty: +1 if target threatens ally (with FL feat, but solo tactics)
Judgment of Justice: +4
- +4 more to confirm crit
Charge: +2
- +1 more if Demonic Style
Bane: +2

Damage: 1d8
Damage bonus: +10 Wisdom (guided weapon enchantment on sword replaced STR for attack and damage rolls)
Sword attun: +3
Weapon Specialization (Heavy Blades): +2
Power attack: +8
- Power attack bonus if charging leap attack (10ft horizontal jump min, land adj): +8
Leaping damage: +3 (move at least 5ft prior to attacking)
Judgment of Destruction: +6
Demonic Style Charge: +2
Gloves: +1d6 acid (3.5 avg)
Bane: +4d6 (14avg)

Melee +3 heavy shield bash:
Attack bonus: +15/+10/+5
Attack bonus: Strength: +4
Shield attun: +3 (Shield Master feat applies this to attack rolls and removed off-hand attack penalty when not TWF)
Ioun stone: +1
Weapon Focus (Close): +1
Power attack: -4
Leaping attack: +3 (move at least 5ft prior to attacking)
Critical focus: +4 to confirm critical hits (auto confirm vs non-mythic)
Ferocious Loyalty: +1 if target threatens ally (with FL feat, but solo tactics)
Judgment of Justice: +4
- +4 more to confirm crit
Charge: +2
- +1 more if Demonic Style
Bane: +2

Damage: 1d6 - Shield Spikes increase 1d4 to 1d6
Damage bonus: +4 Strength
Shield attun: +3
Trait bonus: +1 Shield Bearer
Weapon Specialization (Close): +2
Power attack: +8
- Power attack bonus if charging leap attack (10ft horizontal jump min, land adj): +8
Leaping damage: +3 (move at least 5ft prior to attacking)
Judgment of Destruction: +6
Demonic Style Charge: +2
Gloves: +1d6 acid (3.5 avg)
Bane: +4d6 (14avg)

Most common alternate attack actions:
TWF: full attack action with offhand -4(p)/-10(o) becomes full attack action -2(p)/-2(o) attack rolls
- Greater TWF: (replaced ITWF via Scaling Feats): full attack action -2(p)/-7(p)/-12(p)/-2(o)/-7(o)/-12(o)
- [M]ITWF: Standard attack action -2(p)/-2(o)
--- [M]ITWF: Attack of Opportunity is 1x primary weapon attack AND IF HIT, 1x offhand weapon attack
- Shield Master: Standard attack action -2(p)/-0(o) ; full attack action (replace GWTF above) -2(p)/-7(p)/-12(p)/-0(o)/-5(o)/-10(o)

Attack of Opportunity (4/round):
- Paired Opportunist: if enemy provokes AoO from ally, also provokes from PC, even if it normally would not (still limited to one AoO per provoking action)
- Paired Opportunist: +4 to attack roll of AoO if target is threatened by PC and ally
- [M]ITWF: Attack of Opportunity is 1x primary weapon attack AND IF HIT, 1x offhand weapon attack
- Shield Check: option for Shield Bash instead - if successful, target's movement is ended
- [M]Shield Master: +3 AoOs/round with shield only, opponent within reach misses attack by 5 or more provokes AoO
- Bodyguard: When adjacent ally is attacked, use AoO to Aid Another to boost ally's AC +2

Cleave: if hit target on standard action attack, gain +1 attack on adjacent 2nd target; -2 AC until next turn
- Great Cleave: + attack against any number of additional targets who are adjacent to the most recent target - only 1 extra attack per enemy; -2 AC until next turn
- Surprise Follow-Through: 2nd target is denied Dex
- Improved SFT: 2nd and subsequent targets are denied Dex
- [M] Improved SFT: All opponents hit are Flat Footed until they are hit by another attack or the start of my next turn, whichever comes first
- Culling enhancement on sword: +2d6 damage

Charge: base: 120', +2 attack, -2 AC
- Belt of Thunderous Charging: Weapons deal damage as one size larger
--- Longsword goes to 2d6, Shield goes to 1d8
- Leap Attack: While charge+power attack, if 10+ft horizontal distance and landing adj to target, double damage from Power Attack (total +16 damage)
- Leaping Attack: if moving 5ft before an attack (doesn't specify attack action) +3 attack, +3 damage
- Shield Charge: If charge attack is with shield, free Trip attempt instead of Shield Bash, does not provoke AoO
- Demonic Style: +1 attack, +2 damage on charge
- Cannonball trait: +1 attack
Total: 120ft, +5 (+5), -2 AC (if leaping 10+ft and landing adjacent with power attack, becomes 120ft, +1 attack (+21 damage), -2 AC)

Bull Rush: +28 CMB, Standard action or as part of Charge in place of melee attack; move with target
- Base CMB: +20
- Belt of Thunderous Charging: +1 CMB for bull rush
- Improved: +2 CMB, attempt does not provoke AoO
- Greater: +2 CMB, target's movement provokes AoO from PC's allies (and PC with Paired Opportunists if moving by allies)
- Demonic Style: +1 CMB
- Cannonball trait: +2 CMB for bull rush
- Demonic Momentum: +2/5ft moved on all attack rolls until end of next turn to this target
- Demonic Slaughter: At end of bull rush movement, can use Great Cleave starting on target of bull rush
- Bull rush strike: Confirmed crit allows bull rush in addition to melee attack, NOT REQUIRED to move with target, bull rush does NOT provoke AoO

Shield Bash: Retain shield AC even after using Shield Bash
- Shield Slam: Shield Bash hit also triggers free Bull Rush combat maneuver using the attack roll as CMB roll

Spring Attack: full round action to move min 10ft before single attack, but can use any remaining movement after the attack
Rapid Attack: 1x move action, then full attack but drop the 1x highest BAB attack
- Both replaced by Fleet Warrior: may move up to your full speed before or after making a full attack

Trip: +20 CMB
- Improved: +2 CMB, attempt does not provoke AoO
- Greater: +2 CMB, target's fall provokes AoO from PC's allies

Whirlwind Attack: full round action, 1 attack at highest BAB vs all opponents in reach
- [M]WWA: full round action: get full attack against target, and 1 attack at highest BAB vs all other opponents in reach
--- Spend 2x mythic power, get full attack against all targets 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)
At will—detect alignment, discern lies (15 rounds/day)
Inquisitor Spells Known (CL 15th; concentration +25)
5th (5/day)—alaznist's jinx (DC 25), mass castigate[APG] (DC 25), flame strike (DC 25), mass inflict pain[OA] (DC 25)
4th (6/day)—defile armor[APG] (DC 24), greater hive mind (DC 24), greater invisibility, harvest knowledge
3rd (7/day)—assassin's senses, bone flense (DC 23), channel vigor, deadly juggernaut[UC], dimensional anchor
2nd (8/day)—acute senses[UM] (DC 22), force anchor, hunter's lore, invisibility, lesser restoration, see invisibility
1st (8/day)—alarm, expeditious retreat, fallback strategy, hex ward[UM] (DC 21), invisibility alarm[ACG], lesser ward
0 (at will)—create water, daze (DC 20), detect poison, light, stabilize, virtue
Domain Protection (Defense[APG] subdomain)

Judgements:
Witch's Bane: any creature that casts an arcane spell within 30 feet of the witch hunter takes -2 penalty to AC against the witch hunter's attacks and a -2 penalty on saving throws against the with hunter's spells while this judgement remains in effect.


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
- +15(BAB)+4(STR)+1(Ioun stone attack bonus)

+28 Bull Rush
- 20(base)+2(cannonball trait)+2(greater bull rush)+2(Powerful Maneuvers)+2(belt)
-- +2(charging)+1(charging, cannonball)+1(charging, style)+3(leaping attack (move 5+ feet first))
- attempt does not provoke AoO
- target's movement provokes AoO from PC's allies
--- and therefore from PC due to Paired Opportunists

+24 Trip
- 20(base)+2(greater trip)+2(Deft Maneuvers)
- attempt does not provoke AoO
- target's fall provokes AoO from PC's allies
--- and therefore from PC due to Paired Opportunists

+24 Overrun
- 20(base)+2(Powerful Maneuvers)+2(belt)

+22 Dirty Trick
- 20(base)+2(Deft Maneuvers)

+22 Disarm
- 20(base)+2(Deft Maneuvers)

+22 Drag
- 20(base)+2(Powerful Maneuvers)

+22 Reposition
- 20(base)+2(Deft Maneuvers)

+22 Steal
- 20(base)+2(Deft Maneuvers)

+22 Sunder
- 20(base)+2(Powerful Maneuvers)

CMD 36
- 10+15(BAB)+4(STR)+4(DEX)+2(Deflection)+1(Dodge)

42 vs Bull Rush
- 36(base)+2(Powerful Maneuvers)+4(boots)
- +2 if adjacent to ally (Coordinated Defense)
--- +2 if foe is bigger than both you and adjacent ally

42 vs Trip
- 36(base)+2(Deft Maneuvers)+4(boots)
- +2 if adjacent to ally (Coordinated Defense)
--- +2 if foe is bigger than both you and adjacent ally

38 vs Dirty Trick
- 36(base)+2(Deft Maneuvers)
- +2 if adjacent to ally (Coordinated Defense)
--- +2 if foe is bigger than both you and adjacent ally

38 vs Disarm
- 36(base)+2(Deft Maneuvers)
- +2 if adjacent to ally (Coordinated Defense)
--- +2 if foe is bigger than both you and adjacent ally

38 vs Drag
- 36(base)+2(Powerful Maneuvers)
- +2 if adjacent to ally (Coordinated Defense)
--- +2 if foe is bigger than both you and adjacent ally

38 vs Overrun
- 36(base)+2(Powerful Maneuvers)
- +2 if adjacent to ally (Coordinated Defense)
--- +2 if foe is bigger than both you and adjacent ally

38 vs Reposition
- 36(base)+2(Deft Maneuvers)
- +2 if adjacent to ally (Coordinated Defense)
--- +2 if foe is bigger than both you and adjacent ally

38 vs Steal
- 36(base)+2(Deft Maneuvers)
- +2 if adjacent to ally (Coordinated Defense)
--- +2 if foe is bigger than both you and adjacent ally

38 vs Sunder
- 36(base)+2(Powerful Maneuvers)
- +2 if adjacent to ally (Coordinated Defense)
--- +2 if foe is bigger than both you and adjacent ally

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
(Campaign) Chance Savior
(Regional) demon-proof mind
(Social) preternatural awareness
(Combat) Cannonball
(Racial) shield bearer (ulfen)
(Magic) skeptic
(Faith) undaunted

Skills
Acrobatics +7 (+19 to jump)
Appraise +10
Bluff +22
Climb +12
Craft (alchemy) +27
Diplomacy +22
Intimidate +28
Knowledge (arcana) +20
Knowledge (dungeoneering) +18
Knowledge (local) +23* Skill unlock, 5, 10, 15 ranks
Knowledge (nature) +23* Skill unlock, 5, 10, 15 ranks
Knowledge (planes) +18
Knowledge (religion) +18
Linguistics +15
Perception +28 (+30 to notice cursed objects, haunts, and magically disguised creatures.)
Profession (soldier) +20
Sense Motive +35 (+37 to notice cursed objects, haunts, and magically disguised creatures.)
Spellcraft +20 (+30 to identify a spell as it is being cast, to identify the properties of a magic itemusing detect magic, or to decipher a scroll.)
Stealth +15
Survival +28
Swim +10
Use Magic Device +13

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)
Shield: Mithral heavy steel shield with shield spikes - greater guarding, rallying, rebounding, vital guard, weeping (31530)
Weapon: Masterwork longsword - culling furyborn guided (50315)
cracked pale green prism ioun stone (attack) (4000)
traveler's any-tool (200)
sacred apple brandy elixir (2000)
lady's mercy (2) (300)
Total: 127,695

Belt: Belt of Thunderous Charging (10000) + (2000) Critical Focus
Body: Custom Robe (19,250) + (2000) Antagonize
Chest: Swordmaster's Shirt (10000) + (2000) Weapon Specialization (Heavy Blades)
Eyes: Eyes of the Dragon (110000) + (2000) Shatterspell
Feet: Stagger-proof Boots (2000) + (2000) Toughness
Hand: Deliquescent Gloves (8000) + (2000) Weapon Focus (Heavy Blades)
Head: Goz Mask (8000) + (2000) Endurance
Headb: Veiled Eye (12000) + (2000) Diehard
Shou: Minor Cloak of Displacement (24000) + (2000) Teleport Tactician
Wrist: Custom Duelist's Vambraces of Unbreakable Camaraderie (15,500) + (2000) Call Out
Neck: Custom Amulet of Banes (58250) + (2000) Weapon Focus (Close)
Ring: Kyton Ring (1000) + (2000) Always Aware
Ring: Ring of Transposition (10800) + (2000) Weapon Specialization (Close)
Total: 288,800 + (26,000 in feats)

Horse, heavy (200)
Wagon, light (50)
Alchemist's lab (200)
Hip flask x10 (10)
Handy Haversack (2000)
Handy Haversack (2000)
Handy Haversack (2000)
Total: 6460

Masterwork backpack (50)
Bedroll (.1)
Belt pouch x2 (1)
board game Chess (2)
board game Risk (2)
board game Siege (2)
Everburning Torch (110)
Hip flask x6 (6)
Holy Symbol, Haborym (1)
Holy Text, Haborym (-)
Manacles (15)
Mess kit (.2)
Pot (.8)
Rope (1)
Soap (.01)
Spell component pouch (5)
Trail rations x5 (2.5)
Total: 198.61

Grand total: 422,153.61 (24,000)
Remaining: 26,846.39 (846.39)

Crafting allotment minus store:

112,500 (Haunt Scavenger)

Remedy bag #1
Ambrosia x6 (200) (+vs negative energy, death effects, energy drain)
Antiemetic Snuff x6 (100) (x2 save vs nauseated)
Antiplague x6 (100) (+vs disease)
Antitoxin x6 (100) (+vs poison)
Blood-boiling pill x6 (150) (extra bleed, +to initiative and vs cold effects)
Blood-chilling pill x6 (150) (-to initiative, ignore some bleed and +vs fire effects)
Boulderhead Bock x12 (100) (+vs dazed/staggered/stunned)
Dampening Ointment x5 (500) (life/spiritsense)
Fury Drops x6 (100) (immediate rage, fatigued after)
Liquid Courage x6 (350) (immune to shaken)
Longbeard Lambic x12 (80) (ignore fatigued/shaken/staggered, change exhausted to fatigued or frightened to shaken)
Lover's Breath x4 (800) (+CHA skills)
Meditation Tea x10 (100) (+2 vs mind-effecting, +new save with the bonus if imbibed after) (in hip flasks)
Smelling Salts x12 (100) (new save vs staggered/unconscious)
Smoke Pellet, Smog x9 (120) (nulls invisible)
Stillgut x12 (200) (+vs nauseated or new save)
Sunblock Kohl x5 (50) (+vs dazzled/blind)
Troll oil x6 (100) (auto stabilize, possible auto-end bleed)
Twitch Tonic x8 (120) (+vs sleep/paralyzed/staggered or new save)
Wismuth Salix x10 (100) (+vs nauseated/sickened or new save)
Total: 3620

Remedy bag #2
Ambrosia x6 (200) (+vs negative energy, death effects, energy drain)
Antiemetic Snuff x6 (100) (x2 save vs nauseated)
Antiplague x6 (100) (+vs disease)
Antitoxin x6 (100) (+vs poison)
Blood-boiling pill x6 (150) (extra bleed, +to initiative and vs cold effects)
Blood-chilling pill x6 (150) (-to initiative, ignore some bleed and +vs fire effects)
Boulderhead Bock x12 (100) (+vs dazed/staggered/stunned)
Dampening Ointment x5 (500) (life/spiritsense)
Fury Drops x6 (100) (immediate rage, fatigued after)
Liquid Courage x6 (350) (immune to shaken)
Longbeard Lambic x12 (80) (ignore fatigued/shaken/staggered, change exhausted to fatigued or frightened to shaken)
Lover's Breath x4 (800) (+CHA skills)
Meditation Tea x10 (100) (+2 vs mind-effecting, +new save with the bonus if imbibed after) (in hip flasks)
Smelling Salts x12 (100) (new save vs staggered/unconscious)
Smoke Pellet, Smog x9 (120) (nulls invisible)
Stillgut x12 (200) (+vs nauseated or new save)
Sunblock Kohl x5 (50) (+vs dazzled/blind)
Troll oil x6 (100) (auto stabilize, possible auto-end bleed)
Twitch Tonic x8 (120) (+vs sleep/paralyzed/staggered or new save)
Wismuth Salix x10 (100) (+vs nauseated/sickened or new save)
Total: 3620
Remaining: 105,260gp

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
5x aboleth mucus extract
5x air crystal
5x anderos salve
5x bachelor snuff
5x black powder reagent
5x blackfingers paste
5x blasting jelly
5x blightburn reader
5x bottled musk
5x chemical ward
5x clatterstone
5x clear ear
5x colliatur shard
5x deep breath
5x diamond dust vial
5x djezet
5x drought powder
5x elemental brine
5x elemental proofing (acid)
5x elemental proofing (flame)
5x elemental proofing (frost)
5x elemental proofing (lightning)
5x empty powder ball
5x false ectoplasm
5x false flesh
5x focus chew
5x frostbite ointment
5x gildea myrrh
5x golden maple leaves
5x harpy musk
5x heatstone
5x heatstone desalinator
5x holy water
5x ink
5x bioluminescent
5x lisken’s medicinal tonic (per cup)
5x lover's breath
5x mindburn incense
5x monochrome camouflage
5x mu spore secretions
5x mulibrous tincture
5x muscle grout
5x odor stalk
5x ooze attractant
5x oozing vat, medium
5x oozing vat, small
5x pathstones
5x phantom ash
5x pig grease
5x planar alchemical catalyst
5x poison sponge
5x powder ball fuel
5x reagent extractor
5x reagent paper
5x reagent, brimstone
5x reagent, cold iron
5x reagent, cytillesh spores
5x reagent, darkwood
5x reagent, dew of lunary
5x reagent, ginger extract
5x reagent, gold
5x reagent, magnesium
5x reagent, mugwort extract
5x reagent, myrrh
5x reagent, pesh
5x reagent, phosphorus
5x reagent, quicksilver
5x reagent, realgar
5x reagent, salt
5x reagent, saltpeter
5x reagent, silver
5x reagent, spirit of wine
5x reagent, urea
5x red guts
5x red guts (flask)
5x remora pad
5x rockmelt
5x rust repellent
5x scaleshine
5x scarsalve
5x scent salts
5x smoke cover
5x spore dehiscent
5x stalker's oil
5x static wool
5x stench-gas bladder
5x sunblock kohl
5x sunsoil
5x tracker's snuff
5x tracking powder
5x unholy water
5x venombane lozenges
5x vomit capsule
5x waters of lamashtu
5x weapon blanch (ghost salt)
5x web shackles
5x woad painting kit
5x crowclaw
Total: 104,946.1 gp
Remaining: 313.9gp

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
In Thaythilor, there are few rules that are so deeply ingrained as to not need to be spoken or written, but there are a couple. The foremost of those is to NOT draw negative attention from the Red Mages. Rhea's position as the mage's guild Enforcer was mostly ceremonial - not that she ever took it so - many of the Red Mages had friends and even family in the guild. Nobody wanted to bring their ire down by making a move against the guild and killing the wrong person. Until somebody either didn't know or didn't care. The exact details are not widely known - certainly not by Lothar, Leo, or Logain; they only know that a score of Red Mages and thrice that of Knights swarmed the guild premises and that four non-Red mages and several others were dead. Rhea was one of those.

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.
Logain didn't need any clearer of an invitation.

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
The Red Mage and the trio of Knights who had provided Logain with the information regarding his mother's killer found him two days later, back at home. They offered him a place in their ranks. The tracking, capture, interrogation, and retribution on the assassin impressed them considering he was a virtual novice on that front and more than covered what they would normally look for in a recruit's field assessment.

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
The beginning of Logain and Opal's association started out rocky - coming from two completely different backgrounds will do that to people. Fortunately, they were able to find common ground fairly quickly; Logain was sorting one night through a grab-bag of alchemical items and remedies that he keeps on him - a holdover from his father's training - when Opal came upon him and struck up a conversation about her own interest in tinkering with alchemy. That seemed to open the flood gates and they spent their downtime for several weeks getting to know each other.

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
Mere weeks after Opal's ascension with the blessing of Calistria, Opal was taken from what was supposed to be a safehouse where she was meeting an informant. Opal was playing this person so close to the chest that even Logain wasn't allowed to see their face, learn their name, or even learn their gender. It frustrated him to no end, but this was not the first time that this particular contact had brought invaluable information to Opal, so despite his misgivings, he put it out of his mind. Only the briefest of screams alerted him to Opal's abduction. It was barely three seconds from the scream to Logain breaking down the door to the safehouse, and even in that interim, the scream had been cut off, and Logain was able to catch a glimpse of a Hamatula (Barbed devil) retreating through a planar portal.

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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