Falconer

Moira Renet's page

601 posts. Alias of Zayne Iwatani.


Classes/Levels

F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

About Moira Renet

Moira Renet
Female Human Slayer 5/Fighter (Lore Warden) 3/ Inquisitor 2
Champion/Hierophant Mythic Tier 2
LG medium humanoid (Human)
Init +10; Perception +10, Darkvision 60 ft
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Defense
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AC 28, touch 17, flat-footed 21 (+9 armor, +5 Dex, +2 Nat, +2 Deflection)
hp 75 (5d10+3) Champion Tier: 2 +10
Fort (base 6) +11, Ref (base 4) +11, Will (base 4) +9 (+10 vs mind effecting effects)
+2 Resistance Bonus to all
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Offense
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Speed 30 ft.
Ranged +3 Adaptive Composite Longbow +14 (1d8+9 x3)
Full Attack Ranged +3 Adaptive Composite Longbow [4] +12/+12 (1d8+9 x3)
Melee +3 Dragon Tooth Greatsword +14 (2d6+10 19-20 x2)
Melee MM Silversheen Greatsword +12 (2d6+7 19-20 x2)
Weapon Focus Heavy Blades and Bows
Weapon Specialization Bows
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Statistics
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Str 20 (+2 Belt), Dex 20 (+2 Tier 2 increase), Con 17, Int 18 (+2 Racial), Wis 16, Cha 16 (+1 level 4) Comeliness 15
Base Atk +5; CMB +12 (+14 grapple, trip, disarm 30ft, dirty trick, feint, reposition, or steal); CMD 28 (30 trip, disarm, dirty trick, feint, reposition, or steal)
Feats: Precise Shot (Fighter Bonus), Amateur Investigator (1st), Skill Focus (craft) (Human), Deft Maneuvers (Free DM Fubar), Weapon Focus(Heavy Blades, Fighter Bonus 2), Weapon Focus (Bows, Replace Expertise), Improved Unarmed Strike (Slayer Talent 2), Rapid Shot (3rd), Improved Grapple (Slayer Talent 4), Master Craftsman (Magic Dwarven tattoo), Craft Magical Arms and Armor (Magic Dwarven tattoo), Weapon Specialization (bows, 5th), Furious Focus (bonus 5th)
Traits: Artisan (Craft:Arms and Armor), Tough Minded
Languages Common, Dwarven, Draconic, Goblin, Giant
Slayer SQ: Studied target +2, track, Slayer Talent (Ranger Combat Style Archery), Sneak attack +1d6, Slayer Talent (Rogue Talent)
Fighter SQ: Bonus feat, Bonus Feat, Expertise (replaced with bonus feat), Maneuver Mastery
Inquisitor SQ: Domain, Animal Companion, monster lore, orisons, stern gaze, Cunning initiative, detect alignment, track
Mythic Abilities: Hard to kill, mythic power, surge +1d6, Path Ability(Imprinting Hand), Champion's strike(Fleet Charge), Divine Surge(Recalled Blessing), Ability Score (+2 Dex), Amazing Initiative, Path Ability (Punishing Blow)
Mythic Feats: Mythic Rapid Shot
Age: 19
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Skills:

6 Class + 1 Human + 4 Int + 1 FC = 12 x 5 = 60
ACP = 1
--Class--
(5)Acrobatics (Dex) +13
()Bluff (Cha)
(3)Climb (Str) +11
()Disguise (Cha)
(4)Heal (Wis) +10
(4)Intimidate (Cha) +11
(4)Knowledge (arcana) (Int) +11 (+14 to identify the abilities and weaknesses of creatures)
(4)Knowledge (dungeoneering) (Int) +11 (+14 to identify the abilities and weaknesses of creatures)
(3)Knowledge (local) (Int) +10 (+13 to identify the abilities and weaknesses of creatures)
(4)Knowledge (nature) (Int) +11 (+14 to identify the abilities and weaknesses of creatures)
(4)Knowledge (planes) (Int) +11 (+14 to identify the abilities and weaknesses of creatures)
(3)Knowledge (religion) (Int) +10 (+13 to identify the abilities and weaknesses of creatures)
(5)Perception (Wis) +11
(1)Ride (Dex) +9
(3)Sense Motive (Wis) +10
()Spellcraft (Int)
(5)Stealth (Dex) +13
(5)Survival (Wis) +11 (+13 vs tracks)
(3)Swim (Str) +11

--Background--
()Appraise (Int)
(5)Craft (Arms and Armor) (Int) +21 (+23 w/tools)
(3)Handle Animal (Cha) +9
()Knowledge (engineering) (Int)
(2)Knowledge (geography) (Int) +9
()Knowledge (history) (Int)
()Knowledge (nobility) (Int)
()Linguistics (Int)
()Profession (Wis)

--Modifiers--
1/2 Slayer level (minimum 1) to Survival skill checks made to follow tracks
1/2 character level on all craft skill checks.
1/2 inquisitor level one Intimidate and Sense Motive
+2 trait bonus to Craft (arms and armor)
+3 bonus to Craft (arms and armor)
+2 bonus to Craft (arms and armor)
+2 Circumstance bonus to Craft (Weaponsmithing)
+2 Circumstance bonus to Craft (Armorsmithing)
+2 Circumstance bonus to Craft (Leatherworking)
+2 Circumstance bonus to Craft (Jeweler)


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Gear:

--Equipped--
Mithril Breastplate +3
Adamantine Greatsword +3
MW Silversheen Greatsword
Chainshirt 100
Greatsword 50
+3 Adaptive Composite Longbow
Arrows
-Common (55)
-Silver (20)
-Fire Forged (20)
-Frost Forged (20)
-Cold Iron (20)

--Backpack--
Ranger Kit 8
Survival kit 5
Fishing kit .5
Silk Rope (200) 40
Small tent 10
MW Adamantine Artisan's Tools (Weaponsmithing, Armorsmithing, Leatherworking, Jewelry)

--Magic Items--
Belt-Belt of Giant Strength +2
Body-
Chest-
Eyes-Goggles of Night 12000
Feet-
Hand-Magnetist’s gloves 6000
Head-
Headband-
Neck-Amulet of Natural Armor +2
Shoulders-Cloak of Resistance +2 4000
Wrist-
Ring 1-Ring of Protection +2 8000
Ring 2-Ring of Craft Magic 12000

Slotless:
Potion of Cure Light Wounds
Anytool 250
Haversack 2000
Stonesalve x1 4000
Rope of knots 6000
Folding Boat 7200
Bottle of Air 7250

Potions:
Shield
Reduce Person
Cure Light Wounds (2)
Negate Aroma
Resist Energy
Touch of the Sea
Delay Poison
Disguise Self
Enlarge Person
Bull's Strength
Cure Moderate Wounds (2)

150,895.03


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Racial Abilities:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


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Feats and Traits:

--Traits--
Tough Minded (Kingmaker): You gain a +1 trait bonus on all Will saves made to resist mind-affecting effects.

Artisan (Craft:Arms and Armor): You gain a +2 trait bonus on a single Craft skill (your choice).

--Feats (Feat Tax Rules in Effect)--

Non-feat Combat Options: Weapon Finesse, Combat Expertise, Power Attack, Deadly Aim

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Skill Focus Craft(Arms and Armor): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Amateur Investigator: Like an investigator, you have the ability to augment your Knowledge, Linguistics, and Spellcraft skill checks. You gain a pool of inspiration equal to your Intelligence modifier. You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or 20 on that check). You make this choice after the check is rolled and before the results of the roll are revealed. You can use inspiration only once per skill check. Your pool of inspiration refreshes each day, typically after you get a restful night’s sleep.

Weapon Focus(Heavy Blades, Bows): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Deft Maneuvers: You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.

Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Master Craftsman (Craft:Weapons and armor): Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.

Craft Magical Arms and Armor: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Weapon Specialization (bows): You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn.

Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

--Mythic Feats--

Mythic Rapid Shot: When using Rapid Shot, you can either ignore the feat’s –2 penalty on attack rolls or make two additional attacks instead of one.


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Slayer Class Abilities:

Weapon and Armor Proficiency:

A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Studied Target (Ex):

[Errata] A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex):

A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Slayer Talents:

As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once.

Rogue Talent(Combat Trick) (2 and 4): A slayer can select one of the following rogue talents in place of a slayer talent: bleeding attack*, camouflage, combat trick, fast stealth, finesse rogue, firearm training, grit, hard to fool, lasting poison, powerful sneak, rogue crawl, slow reactions*, snap shot, sniper’s eye, surprise attack, swift poison, terrain mastery, trap spotter, unwitting ally, or weapon training. Any talent effects based on rogue level use the slayer’s class level. If the rogue talent has a prerequisite , the slayer must fulfill the prerequisite before taking that rogue talent. This talent can be selected multiple times; each time, it grants the slayer a new rogue talent.

Sneak Attack:

At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.


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Fighter (Lore Warden) Class Abilities:

Weapon and Armor Proficiency:

A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Scholastic (Ex):

Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.

This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Bonus Feats:

At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Expertise (Ex):

Replaced with bonus feat because of feat tax rules.

This ability replaces bravery 1.

Maneuver Mastery (Ex):

At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.

This ability replaces armor training 1.


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Inquisitor Class Abilities:

Weapon and Armor Proficiency:

An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells:

An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Domain (Good:Friendship):

Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Powerful Bond (Su): As a free action, you can open a link to communicate telepathically with a single ally within 60 feet. The telepathic link is two-way and lasts for 1 minute. Unlike normal telepathy, this ability requires a shared language. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Judgment (Su):
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex):

The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons:

Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex):

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex):

At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp):

At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex):

At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.


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Spells:

--0th Level Known--
Detect Magic
Detect Poison
Light
Create Water
Acid Splash

--1st Level Known-- (2+1/day)
[]Protection From Evil[/]
[]Divine Favor[/]
[]True Strike[/]


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Mythic Path Abilities:

Hard to Kill (Ex):
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 (Su) (7 Surges):
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.

Imprinting Hand (Su):
By touching a foe, you can gain knowledge about it, including its weaknesses. To use this ability, you must first successfully hit a foe with an unarmed strike, natural weapon, or melee touch attack to make contact, then use this ability is a free action. As long as the target remains within 1 mile of you, you always know the direction and approximate distance to it. If the foe has any weaknesses or vulnerabilities (including a mythic flaw), you immediately know this information.

You can maintain this connection with only one creature at a time; if you use this ability on another creature, your connection with the previous creature is lost.

Recalled Blessing (Su):
You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you’re a spontaneous caster, this spell must be one of your spells known. You can’t apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result.

Fleet Charge (Ex):
As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Wings of Hope (Su): You can summons wings of flame and light as a move action that grant you a fly speed of 100 feet with good maneuverability. You can fly for 1 hour at a time and do it a number of times per day equal to your Mythic Tier.

Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you’ve already increased or a different ability score.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Punishing Blow (Ex): Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can’t be suppressed or ignored (such as the tarrasque) is immune to this effect.

Dwarven Tattoo: Upon understanding the ancient dwarven script on your arms you realize the words describe ancient dwarven forging techniques lost to the ages. These techniques allowed dwarf smiths of the ancient times to imbue magic into their crafts without delving into the mystical arts themselves. They had discovered how specific powdered gem stone could be substituted for spells and thus lower the final DC. This ability grants the character the Craft Magic Arms and Armor and Master Craftsman feats. Furthermore they recieve a luck bonus equal to +1/2 character level on all craft skill checks.


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Background:

"What are ye doin lass?" Here we go again, Moira thought as she hammered the metal before her a few more times before answering.

"Tinkering," she said sarcastically. Her mentor, Gromff Hammerhand, had returned back to the forge later than she thought he would. Normally when he left for the day it wasn't until early in the morning that he returned. The time after closing to whenever she decided she could go home was her "tinkering time". That was the less abrasive word anyway. He liked to call it blasphemy. He gave her paltry amount of metal to work with, mostly scrape and garbage, to craft whatever and however she thought to make it.

But Gromff was exceedingly traditional and had little ambition. He mastered the techniques passed down to him and went no further. He made quality weapons and armor. There was no doubt there. But he had no imagination or ambition to do more. To cross that perilous gap from expert to master. For people like them with no magical calling, either divine or arcane, crafting magic weapons was almost more luck than anything else. And those lucky or determined few that did manage the feat guarded their techniques with tooth and nail. And they were usually rich enough to do it. Two outcomes came from making the jump. Either frustration and financial or physical death. Or glory. And it wasn't hard to guess where most ended up.

All she knew of the true process was that it involved rare and dangerous to obtain ingredients. Thus the expense or threat of death. Beyond that it was experimentation to find the mix or process that yielded a magically infused blade. Moira was lucky to be born with great potential to make the leap. She was strong enough to swing the hammer for hours, coordinated enough to swing it right, tough enough to withstand the flames, creative enough to try new things and determined enough keep going until she died or found that glory. She was also born to a family known well for their hunting experience. Her father was an accomplished ranger and tracker. He was a little upset that he only had one daughter but they were both pleasantly surprised when she grew nearly as large and strong as he was. She didn't lack the endurance to travel for days, the dexterity and strength to wield bow and sword, and the intelligence to absorb all the knowledge he had of woodcraft, hunting, tracking and much more. In fact, quite recently he was running out of things to teach. Now their hunts felt more like that between long standing peers rather than master and student. But Moira wasn't done learning. And once she got a taste of crafting her own gear, she was hooked.

"Ye finish grinding the blade on that sword?" And then there was her mentor. She rolled her eyes.

"You mean the one for Lord Gurev Medvyed? The one paying you an absurd amount of money for something elegant and functional for his cousin's coming of age? That super important blade you practically hovered over me while I was working on it? Yeah. It's finished." Gromff soured at the back talk but stayed quiet while he ran an extremely critical eye over the blade. Unfortunately, he could find nothing wrong with the edge.

"Hmph. And the dented armor from the guard? They need it tomorrow." She didn't bother saying anything and just pointed. He inspected the armor stand and the breastplate upon it.

"Cleaned the shop?" He had her on that one. She hadn't. He was merely distracting her and it was working. She swung too hard and saw a flare of color. Cracked. She threw down the hammer and tossed the ruined piece on the pile of other failed experiments.

"You know. The least you could do is extend me the same courtesy you demand of me. I am not allowed to bother you on final shaping unless its of dire importance."

"A clean shop is important pup. Gets ye in the mentality of clean and pure metals." He had more monologueing to do but she cut him off.

"I know that. But is that important right now? I didn't forget anything. I was going to do that when I was finished." She was flailing her arms in no particular direction to punctuate her statement. It failed to make an impact.

"Guess yer done now. Now stop wasting me metal and get it done." He turned on the spot and headed for the door, assuming the conversation was over. He was very wrong.

"Wasting?" She said with such venom he stopped in his tracks. He turned and had a momentary impulse to run. Her eyes were bloodshot from staring at intense fires, muscles bulging from exertion, and had a wild and angry look on her face. She threw her apron to the floor and stalked finger pointing accusingly. "I am not wasting it I am learning from it. Trying to make it better, stronger, maybe even magical."

"And ye know its a waste o' time and resources," he interrupts. And quite bravely too. "I need someone I can count on. Someone ta take over when I'm done. Ye continue ta work yerself ta death and spendin money 'tinkering' and yer gonna run the store inna the ground. Stick ta what ye know and ye'll be more an content."

"Well I don't want to be content. And apparently I ain't the one you need," she said. Gromff looked at her, confused for a moment, before it finally clicked. "Yep. I quit. I am going to build my own forge, craft all I want, and even dig my own ore if I have to. And wherever special ingredients I need I'll hunt them down myself. Wyvern venom, demon blood, dragon tooth. Whatever it is, I'll find it. And when I do, the fist thing I make will be an enchanted sword called 'I told you so.'" Gromff was too stunned to speak as she nudged him aside to leave.

She felt a little bad to be leaving on such terms. He was a good teacher and a good blacksmith. But thinking back, it was an inevitable split. She wasn't sure why he was so against it but if he was going to actively stop her from progressing then she needed to leave and make her own way. And in all honesty, she had hit the same wall. There was something she was missing. Some insight she needed to take the next step. And the only thing she could think of to find the path was to get good and lost first. Go somewhere. Do something. Something important. Maybe inspiration would come. Maybe it wouldn't. Either way, she'd keep trying until the secrets of arcane crafting were laid bare. House Medvyed was looking for determined and resourceful people for some big thing down south. Something about the River Kingdoms. It sounded like a nice place to get lost. They'd need a blacksmith right?


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Known Schematics:

Magical components:
Mite Blood-fey
Dragon bits
Half vrock feathers and arm blades
Elemental Earth Boar Tusk

Armor
Leather Armor
-Hardened Leather armor: +1 AC, no max dex, and 0% spell failure.
Studded Leather Armor
-Superior Studded Leather Armor: No max dex, no AC penalty and 0% spell failure.
Chainmail
Fullplate: not 100%
Heavy Steel Shield

Weapons
Dwarven Waraxe
Longbow
Composite Longbow
Club
Quarterstaff
-Superior Quarterstaff: hits for 1d8 and x3 crit.
Rapier
Longsword
Shortsword
Greatsword
-Superior Shortsword: Crit range 17-20
Daggers
-Throwing Dagger: Range increment increased to 30ft.
Spear
-Blood-letting Spear: Slashing and Piercing. 18-20 crit range.

Aim for Hardening spell on something to make tools harder than adamantine to craft it faster.