Seltyiel

Malkaer Illuvinar's page

186 posts. Alias of Grumbaki.


Race

DECEASED

Special Abilities

Mythic Sustenance, Movement 60ft

Languages

Tyrian, Elven, Urikite, Balican, Primordeal

Strength 13
Dexterity 22
Constitution 13
Intelligence 18
Wisdom 15
Charisma 18

About Malkaer Illuvinar

VMC Cleric

Wakizashi
* To Hit: +11 (+9/+9) (further +3 shocking grasp vs metal)
* Damage: 1d6+13 (18-20 crit, x2) +6d6 (shocking grasp)
* Piercing or Slashing, Deadly

Mythic Power Attack: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2.

In addition, the bonus damage from this feat is doubled on a critical hit, before it’s multiplied by the weapon’s critical multiplier.

You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute

Unarmed
* To Hit: +11
* Damage: 1d6+13
* Bludgeoning

Defenses
* AC: 10 + 6 (Dex) + 4 (Int) + 4 (Cha) + 1 (Deflection) +5 (Armor) + 2 (Shield) = 32
* Touch: 10 + 6 (Dex) + 4 (Int) + 4 (Cha) = 24
* Flat Footed: 10 + 1 (Deflection) + 5 (Armor) + 2 (Shield) = 18
* Fort: 4 (base) + 4 (Cha) + 1 (con) + 1 (resistance) = +10
* Ref: 1 (base) + 4 (Cha) + 6 (dex) + 1 (resistance) = +12
* Will: 4 (base) + 4 (Cha) + 2 (wis) + 1 (resistance) = +11

Wounds and Vigor
* Wounds: 13x2=26
* Vigor: 10+6+7+6+4 (FCB) + 6 (Mythic) = 39

Race and Traits:

Elf
* Stats: +4 Dex, +2 Int, -2 Con
* Desert Runner (+4 Con and Fort checks to avoid fatigue and exhaustion, as well as any ill effects from running, forced marches, starvation, thirst, and hot or cold environments)
* Fast (40ft base speed)
* Fleet Footed (+2 initiative and run as bonus feat)
* Silent Hunter (Reduced the penalty for using stealth while moving by 5, and can make stealth checks while running at -20)
* Silver Tongued (+2 bluff and diplomacy, when using diplomacy to shift an attitude, they can do so up to 3 steps rather than 2)
* Wild Talent (judge +2 Sense Motive )

Traits
* Magical Lineage-Shocking Grasp (2x level)
* Ancestral Weapon (+1 hit with cold iron)
* Nomadic (+1 survival and class skill, +1 knowledge geography)
* Child of the Streets (+1 sleight of hand and class skill)

Skills, Spells, Feats, Equipment, ABP:

Skills
* Stealth: 4 SP (+13)
* Diplomacy: 4 SP (+13)
* Bluff: 4 SP (+13)
* Perception: 4 SP (+11)
* Survival: 4 SP (+9)
* Spellcraft: 4 SP (+11)

Background Skills
* Knowledge Geography: 4 SP (+12)
* Sleight of Hand: 4 SP (+14)

Equipment:
* Cold Iron Wakizashi +1 (black blade)
* Buckler +1(ABP)
* Fighter's Kit

Lvl 0 Spells
* Prestidigitation
* Detect Magic
* Arcane Mark
* Read magic
* Mage Hand

Lvl 1 Spell Book
Shocking Grasp, Chill Touch, Corrosive Touch, Keep Watch, Unseen Servant, Infernal Healing, Expeditious Retreat, Magic Missile, Vanish, Feather Fall

Lvl 1 Spells
* 4x Shocking Grasp

Lvl 2 Spell Book
Invisibility, Glitterdust, Cat's Grace

Lvl 2 Spells
* Cat's Grace

Lvl 1 Paladin Spells
* Hero's Defiance

Feats and Arcana
* Racial: Run ( When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.)
* Lvl 1: Extra Traits, Weapon Focus (Magus)
* Lvl 2: Improved Unarmed Strike (Paladin)
* Lvl 3: VMC Cleric- Trickery Domain (Bluff, disguise, Stealth class Skills. Fool’s Privilege (
You can use this power as a swift action when you fail a Bluff, Diplomacy, or Intimidate check outside of combat. You suffer no negative effects due to the failed check, and the next round you can attempt the check again without the usual penalty for a failed attempt.
You can use this ability once per day, and one additional time per day for every 4 levels beyond 1st)
* Lvl 3 Arcana: Flamboyant Arcana

Deeds
Derring-Do (Ex): At 1st level, a magus can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the magus, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The magus makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the magus, the magus takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The magus must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the magus can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Mythic Feats
* Tier 1: Extra Ability- Mythic Sustenance (Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You’re immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.), Mythic Weapon Finesse and Power Attack

Automatic Bonus Progression
* Lvl 1: +1 resistance
* Lvl 2: Armor attunement +1, weapon attunement +1
* Lvl 3: Deflection +1

Boots of the Elven Knight:

During the Cleansing Wars, many races went extinct. Some tried to fight, like the ogres. Others tried to hide, like the gnomes. But the elves? They ran. Much of elven culture comes from this. The apparent uncaring attitude towards the past, their inability to settle in any one place, and their tendency to leave behind the old and infirm. There is no point caring for those who cannot run, for to stop running would mean extinction.

These wings were created during these horrific times by an elf who, in his folly, tried to stand before the might of Andropinis. Where his fellows ran from the fight, he ran towards it. He sought to use his speed and agility to combat the armies of humans and defiliers who destroy his people.

For months word spread of the elven knight, who would wait for enemies to come with his sword sheathed. Then, quicker than the eye could follow, he would appear behind the foe, leaving a corpse behind him. These exploits died with him, when the elf found that one cannot outrun spells.

Effects
+10ft movement speed, additional +5ft per mythic tier
+When worn by an elf, the wearer of these boots no longer has his feet touching the ground. This allows him to run over anything, as if though he were flying...an inch off the ground.
+When worn b an elf, the wearer gains the Ride-by Attack feat, which works on foot:
https://www.d20pfsrd.com/feats/combat-feats/ride-by-attack-combat-final

Kensai Bladebound Magus:

Diminished Spellcasting
* A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level

Arcane Pool
* At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
* At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
* At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
* Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
* A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat
* At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike
* At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Canny Defense
* At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Perfect Strike
* At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

Black Blade:

Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).

Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.

Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.

Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).

Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.

Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.

Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Enchantment Bonus +1
Int 11 Wis7 Ego5

Enlightened paladins meditate on self-perfection and train relentlessly, knowing that their example can inspire others to excel. Enlightened paladins follow no universal paladin code—each paladin in his service creates his own code as part of his spiritual journey, seeing the adherence to such a self-formulated creed as one of the many tests one must face to reach perfection.

Enlightened Paladin:

Confident Defense
* At 1st level, when wearing light or no armor and not using a shield, an Enlightened paladin adds 1 point of his Charisma bonus (if any) per class level to his Dexterity bonus to his Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.
* This ability replaces his proficiency with medium armor, heavy armor, and shields.

Unarmed Strike
* At 1st level, an Enlightened paladin gains Improved Unarmed Strike as a bonus feat. In addition, he gains the unarmed strike monk ability, treating his monk level as half his paladin level (minimum 1) for calculating his unarmed strike damage.

Aura of Law (Su)
* The power of an enlightened paladin’s aura of law is equal to his class level.
* This ability replaces aura of good.

Sense Perfection (Su)
* At 1st level, at will, an enlightened paladin can detect life forces as if he were using a paladin’s detect evil class ability; however, instead of sensing evil creatures, he senses creatures that have a ki pool. Each such creature has an aura like a cleric of an aligned deity, and treats its current number of ki points as its Hit Dice for the purposes of this ability.
* This ability replaces detect evil.

Personal Trial (Su)
* Once per day, an enlightened paladin can as a swift action declare one target within line of sight as his personal trial. The Enlightened paladin gains a +1 insight bonus on attack rolls and damage rolls against that creature, to his AC against attacks made by the target, and on saving throws against the target’s spells and special abilities. This bonus increases by 1 at 4th level and every 4 levels thereafter, to a maximum bonus of +6 at 20th level. The personal trial effect remains until the target of the trial is dead or the next time the paladin rests and regains daily uses of this ability. At 4th level and every three levels thereafter, the Enlightened paladin can use personal trial one additional time per day.
* This ability replaces smite evil.

Lay on Hands
* Beginning at 2nd level, a paladin can heal wounds (his own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
* Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Excellence (Su)
* At 3rd level, an enlightened paladin is immune to any effect that would force him to reroll a die against his will or roll twice and take the lower result. Whenever an ally within 10 feet of him would reroll a die against her will, she can roll twice and take the higher result. Whenever an ally within 10 feet would be forced to roll twice and take the lower result, she can instead roll three times and take the second-lowest result. This ability functions only while the Enlightened paladin is conscious, and replaces aura of courage.

Ki Pool
* 5x times per day, +1 attack or if personal trial is being used, ignore any damage reduction target has

Channel Positive Energy
* Costs 2x lay on hands, cast as cleric of same level

Mythic Archmage:

Hard to Kill
* Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power
* Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su)
* You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Wild Arcana
* As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.
* You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Enduring Armor
* You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.

Elemental Bond: Air
* Whenever you cast a spell with a descriptor matching that plane, add your tier to your caster level for that spell. You gain resistance 10 against an energy type associated with your chosen plane—electricity for air, acid for earth, fire for fire, and cold for water. At 6th tier, this resistance increases to 20. At 9th tier, this resistance increases to 30.

Level Plan:

Stat Level Plan
Lvl 8: +1 Con
Lvl 12: +1 Wis
Lvl 16: +1 Dex
Lvl 20: +1 Dex

ABP Level Plan
Lvl 5 +2 Dex
Lvl 6: +1 enchantment shield, +1 natural armor, +2 resistance
Lvl 7: +2 Unarmed Strike
Lvl 8: +2 deflection, +3 resistance
Lvl 9: +4 Int
Lvl 10: +4 Dex
lvl 11: +4 resistance, +2 natural armor, +2 Cha, +2 Con
Lvl 12: +3 Armor, +5 resistance, +3 Unarmed strike
Lvl 13: +4 Armor, +6 Int, +4 Unarmed strike
Lvl 14: +3 deflection, +6 Dex, +3 natural armor
Lvl 15: +5 Armor, +5 Unarmed Strike, +4 deflection, +4 natural armor, +2 Wis, +2 Str
Lvl 16: +4 Deflection, +5 natural armor, +4 Cha, +4 Con
Lvl 17: TBD
Lvl 18: TBD
Lvl 19: TBD
Lvl 20: TBD

Black Blade
Lvl 5: +2, energy attunement
Lvl 9: +3, teleport blade
Lvl 13: +4, transfer arcana
Lvl 17: +5, spell defense
Lvl 19: Life Drinker

Feat Plan
Lvl 5: Metamagic Feat (Intensify Spell), Arcane Strike
Lvl 7: VMC Channel
Lvl 9: Weapon Specialization
Lvl 11: VMC Channel
Lvl 13: Greater Weapon Focus
Lvl 15: VMC Domain lvl 2
Lvl 17: Greater Weapon Specialization
Lvl 19: VMC Channel

Mythic Plan

* Tier 3 (lvl 6):
- Ability: Arcane Potency (+4 lvl1 spell slots!)
- Feat: Mythic Weapon Focus

* Tier 4 (lvl 8):
- Arcane Potency (+4 Lvl 2 spell slots!)
- Stats: +2 Dexterity

* Tier 5 (lvl 10):
- Ability: Arcane Potency (+4 Lvl 3 spell slots!)
- Feat: Extra Mythic Power (+2 uses of mythic power)

* Tier 6 (lvl 12):
- Ability: Eldrich Flight (60ft flight speed)
- Stats: +2 Dexterity

* Tier 7 (lvl 14):
- Ability: Sanctum
- Feat: Mythic Weapon Focus

* Tier 8 (lvl 16):
- Ability: Arcane Potency (+4 Lvl 4 spell slots!)
- Stats: +2 Dexterity

* Tier 9 (lvl 18)
- Ability: Arcane Potency (+4 Lvl 5 spell slots!)
- Feat: Mythic Weapon Specialization

* Tier 10 (lvl 20):
- Ability: Arcane Potency (+4 Lvl 6 spell slots!)
- Stats: +2 Dexterity