Shoanti

Narekk Wyrmtongue's page

42 posts. Alias of Sir Longears.


Race

| HP: 500/500 | AC: 70 (64 Tch, 55 Fl) | CMB: +22, CMD: 80 | F: +30, R: +23, W: +35 | Init: +11 | Perc: +44, SM +42

Classes/Levels

| Speed 40 ft., fly 60 ft. | Active conditions: none.

Gender

Male N strix barbarian//cleric//guardian 20

About Narekk Wyrmtongue

Narekk Wyrmtongue
Male strix legendary barbarian (savage) 20 // legendary cleric 20 // Guardian Tier 1
N Medium humanoid (strix)
Init +11 (+10 with savage survival); Senses darkvision 60ft., low-light vision; Perception +44
Aura anchor to life (30 ft.)
Active Effects clear mind, ghost rager, increased damage reduction, internal fortitude, powerful stance, superstition, unrestrained rage, witch hunter
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DEFENSE
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AC 70, touch 64, flat-footed 55 (+5 armor, +5 cleric, +5 deflection, +7 Dex, +8 dodge, +7 morale [touch AC only], +7 natural, +8 shield, +15 Wis; +4 dodge vs. humans, +6 dodge vs. AOO from moving, +4 shield vs. ranged attacks [including touch])
hp 505 (20d12+260)
Fort +30, Ref +23, Will +35; +7 vs. spells and spell-like abilities, +6 morale vs. fear, +2 vs. illusions
DR 14/-; Defensive Abilities ac bonus, clear mind, defensive training, evasion, ghost rager, hard to kill, improved uncanny dodge, naked courage +6, suspicious, uncanny dodge, unrestrained rage; Immune nauseated, paralyzed, sickened; Resist acid 14, cold 14, electricity 14, and fire 14
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OFFENSE
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Speed 40 ft., fly 60 ft. (average)
Melee herobane +40/+35/+30/+25 (2d4+26/15-20)
Melee
Ranged
Special Attacks hatred (humans +1), channel energy 18/day (10d6, DC 35), divine scholar, donate life, faith (25 points), identify weakness, life link, lifeline, loremaster 3/day, merciful healer (cursed, deceived, enfeebled, ensorcelled, paralyzed, stunned), miraculous healer, mythic power 5/day, powerful stance, restore soul, surge +1d6
Cleric Spells Prepared (CL 20th; concentration +35)
9th - [empty], greater communal spell immunity, miracle (DC 34), overwhelming presence (DC 34) // (foresight, mass heal, true resurrection)
8th - [empty], antimagic field, dimensional lock, greater spell immunity, holy aura, nine lives // (clone, mass cure critical wounds, moment of prescience)
7th - [empty], archon's trumpet (DC 32), holy word (DC 32), hymn of peace (DC 32), particulate form, regenerate, repulsion (DC 32) // (greater restoration, resurrection, vision)
6th - [empty], banishment (DC 31), blade barrier (DC 31), chains of light (DC 31), greater dispel magic, heroes' feast, undeath to death (DC 31) // (heal, legend lore, resurgent transformation)
5th - [empty], dispel evil (DC 30), flame strike (DC 30), life bubble, serenity (DC 30), spell resistance, true seeing // (breath of life, contact other plane, raise dead)
4th - [empty], blessing of fervor, dimensional anchor, dismissal (DC 29), freedom of movement, holy smite (DC 29), ward shield // (neutralize poison, restoration, scrying)
3rd - [empty], archon's aura (DC 28), communal resist energy, daylight, dispel magic, invisibility purge, magic circle against evil, wind wall // (remove disease, seek thoughts)
2nd - [empty], burst of radiance (DC 27), calm emotions (DC 27), ghostbane dirge (DC 27), hold person (DC 27), resist energy, shield other, silence (DC 27) // (bestow insight, lesser restoration, remove paralysis)
1st - [empty], compel hostility (DC 26), hide from undead (DC 26), liberating command, obscuring mist, protection from evil, remove fear, sanctuary (DC 26) // (cure light wounds, identify, remove sickness)
Orisons - detect magic, detect poison, guidance, read magic
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STATISTICS
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Str 14 (+2), Dex 24 (+7), Con 30 (+10), Int 20 (+5), Wis 40 (+15), Cha 10 (+0)
Base Atk +20; CMB +22; CMD 80 (+4 dodge vs. humans, +6 vs. AOO from moving, +4 shield vs. ranged)
Feats Alertness, Combat Reflexes, Diehard (M), Divine Interference, Dodge(M), Endurance, Flickering Step, Greater Shield Focus, Greater Spell Penetration, Healer's Hands, Improved Critical (heavy blades), Improved Initiative, Knowledgeable Spellcaster (K. Planes), Lightning Reflexes, Shield Focus, Signature Skill (Heal), Spell Penetration, Unhindering Shield, Wanderer's Fortune
Talents and Spheres Guardian Sphere (challenge), Shield Sphere; Cold Iron Call, Cruel Worg's Challenge, Cover Ally, Custom Training (chakram, dagger, estoc, quarterstaff), Deflecting Shield, Durable, Endure Pain, Indomitable, Iron Wall, Mass Challenge, Perfect Redirection, Punishing Challenge, Redirecting Shield, Shielded Focus, Shield Training, Swift Guardian, Tough Shield
Traits Deft Dodger, Indomitable Faith, Life of Toil , Pragmatic Activator, Wisdom in the Flesh (Stealth)
Skills 255/280 skill points; 40/40 background points
Acrobatics +30 (20 ranks, 3 class, 7 Dex)
<> +4 to jump
Climb +10 (5 ranks, 3 class, 2 Str)
Fly +20 (13 ranks, 7 Dex)
Heal (U) +38 (20 ranks, 3 class, 15 Wis)
Knowledge (arcana) +30 (12 ranks, 3 class, 15 Wis)
Knowledge (dungeoneering) +30 (12 ranks, 3 class, 15 Wis)
Knowledge (engineering) +28 (10 ranks, 3 class, 15 Wis)
Knowledge (geography) +28 (10 ranks, 3 class, 15 Wis)
<> +10 with savage survival
Knowledge (history) +28 (10 ranks, 3 class, 15 Wis)
Knowledge (local) +30 (12 ranks, 3 class, 15 Wis)
Knowledge (nature) (U) +38 (20 ranks, 3 class, 15 Wis)
<> +10 with savage survival
Knowledge (nobility) +28 (10 ranks, 3 class, 15 Wis)
Knowledge (planes) (U) +38 (20 ranks, 3 class, 15 Wis)
Knowledge (religion) (U) +38 (20 free ranks, 3 class, 15 Wis)
Linguistics +20 (12 ranks, 3 class, 5 Int)
Perception (U) +44 (20 ranks, 3 class, 15 Wis, 2 race, 4 feat)
<> +10 with savage survival
<> +10 to locate unseen creature
<> +10 to notice invisible creatures or objects
Sense Motive +42 (20 ranks, 3 class, 15 Wis, 4 feat)
Spellcraft +28 (20 ranks, 3 class, 5 Int)
Stealth +38 (20 ranks, 3 class, 15 Wis)
<> +10 with savage survival
Survival +30 (12 ranks, 3 class, 15 Wis)
<> +10 with savage survival
Swim +10 (5 ranks, 3 class, 2 Str)
Use Magic Device +20 (15 ranks, 5 Int)
Armor Check -0
Languages Common, *, *, *, **, **, *, *, *, *, *, *, *, *, *, *, *, *
SQ animal companion, aura (Good, overwhelming), channel life, communal education, dayguard, devoted skill, domains, fast movement, healer's blessing, knowledge of the faith, quickened recovery, savage powers, savage survival +10, skilled, spontaneous casting, thorough lecture, true faith
ABP armor attunement (buckler +5, clothes +5), deflection +5, legendary constitution +4, legendary shieldmaster, legendary weapon +1, legendary wisdom +4, mental prowess (+6 Wis, +4 Int, +2 Cha), physical prowess (+6 Con, +4 Dex, +2 Str), resistance +5, toughening +5, weapon attunement (estoc +6)
Favor Class Bonuses: +40 hp
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EQUIPMENT
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Weapons herobane
Worn buckler
Slotted
-Hands:
Wands, Rods, Etc
Backpack
-Consumables:
Belt Pouch 875,710gp

Magic Items:
Herobane Herobane is an adamantine guardian guided impervious liberating mythic bane truthful estoc with four capacity, so in Narekk's hands it effectively works as if it had also a +5 enhancement bonus.
<>Guardian: Herobane allows Narekk to transfer some or all of its enhancement bonus to his saving throws as a bonus that stacks with all others. As a free action, Narekk chooses how to allocate its enhancement bonus at the start of his turn. The bonus on saving throws lasts until his next turn.
<>Guided: Herobane modifies Narekk's attack rolls and weapon damage rolls with his Wisdom modifier, not his Strength modifier. This modifier to damage is not adjusted for two-handed weapons or off-hand weapons.
<>Impervious: Herobane is warded from damage and decay. It cannot rust, even by magical or supernatural means. It gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. Its break DC and Narekk’s combat maneuver defense against sunder maneuvers against Herobane each gain a bonus equal to twice the weapon’s enhancement bonus. Herobane has 40 Hardness and 106 hit points.
<>Liberating: As a standard action, Narekk can use Herobane to free himself or an adjacent creature from spells and abilities that inhibit movement, such as paralysis, solid fog, slow, and web. Narekk attempts a combat maneuver check while holding Herobane (DC = 15 + either the spell’s caster level or the creature’s HD); success dispels the effect. Only a single attempt can be made against each spell or effect.
<>Mythic Bane: Against a creature with the mythic subtype, Herobane’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes.
<>Truthful: Herobane unerringly pierces concealment provided by illusions, allowing Narekk to ignore the miss chance provided by illusions such as blur, displacement, and invisibility. Attacks with Herobane against a creature affected by mirror image or a similar figment always attack the real target. Herobane allows Narekk to ignore the miss chance, not to otherwise detect the target. When attacking an invisible creature, for instance, Narekk might still need to guess the target’s location. In addition to its other abilities, Herobane functions as a special kind of dispelling weapon against figments and shadow conjuration effects; if Narekk makes an attack against such an effect, Herobane automatically attempts to use the stored dispel magic against the illusion. If the attempt fails, Narekk is not aware of the attempt, and unless he disbelieves the illusion or the illusion’s duration ends, Herobane continues to impart that it is storing dispel magic (though he is free to cast dispel magic on Herobane again if he has another reason to believe the effect was expended and failed to dispel an illusion).

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SPECIAL ABILITIES
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Race Advancement:
Base: Strix (12RP)
+2 Dexterity, –2 Charisma: Strix are swift and elusive, but tend to be stubborn and swift to anger.
Medium: Strix are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Strix have a base speed of 30 feet on land.
Flight: Strix have a fly speed of 60 feet (average).
Low-Light Vision: Strix can see twice as far as humans in conditions of dim light.
Darkvision: Strix can see in the dark up to 60 feet.
Hatred: Strix receive a +1 bonus on attack rolls against humanoid creatures of the human subtype because of their special training against these hated foes.
Nocturnal: Strix gain a +2 racial bonus on Perception and Stealth checks in dim light or darkness.
Suspicious: Strix receive a +2 racial bonus on saving throws against illusion spells or effects.
Languages: Strix begin play speaking Strix. Those with high Intelligence scores can choose any of the following languages: Auran, Azlanti, Common, Draconic, Giant, Gnome, Goblin, and Infernal.

Dayguard: Familiar with watching over its tribe during the day, the strix gains a +2 racial bonus on Perception checks and treats Perception as a class skill. This racial trait replaces nocturnal.

Advanced Wisdom (4RP): Members of this race receive a +2 racial bonus to Wisdom.
Greater Lucky (4RP): Members of this race gain a +2 racial bonus on all saving throws.
Improved Natural Armor (1RP): Members of this race gain a +1 natural armor bonus.
Lesser Defensive Training (1RP): Members of this race gain a +4 dodge bonus to AC against humanoids of the human subtype.
Natural Armor (2RP): Members of this race gain a +1 natural armor bonus to their Armor Class.
Quick Reactions (2RP): Members of this race receive Improved Initiative as a bonus feat.
Skilled (4RP): Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

Ability Scores and Secondary Stats:
Strength: 12 (base) + 2 (ABP)
Dexterity: 18 (base) +2 (race) +4 (ABP)
Constitution: 18 (base) + 2 (level up) + 6 (ABP) + 4 (legendary gift)
Intelligence: 16 (base) + 4 (ABP)
Wisdom: 18 (base) + 4 (race) + 8 (level up) + 6 (ABP) + 4 (legendary gift)
Charisma: 8 (base) + 2 (ABP)

AC: 70 (5 armor [ABP], 5 cleric [AC Bonus], 5 deflection [ABP]), 7 Dexterity, 2 dodge [Dodge (M)], 6 dodge [Naked Courage], 2 natural [Strix], 5 natural enhancement [ABP], 1 shield [buckler], 2 shield bonus [Shield Focus and Greater Shield Focus], 5 shield enhancement [ABP], 15 Wisdom [AC Bonus]); +4 dodge vs. humans [Strix], +6 dodge vs. AOO from movement [Dodge (M)], +4 shield bonus vs. ranged attacks [Shield Focus and Greater Shield Focus]

Touch: 64 (5 cleric [AC Bonus], 5 deflection [ABP]), 7 Dexterity, 2 dodge [Dodge (M)], 6 dodge [Naked Courage], 7 morale [Ghost Rager], 1 shield [buckler, Deflecting Shield], 2 shield bonus [Shield Focus and Greater Shield Focus, Deflecting Shield], 5 shield enhancement [ABP, Deflecting Shield], 15 Wisdom [AC Bonus]); +4 dodge vs. humans [Strix], +6 dodge vs. AOO from movement [Dodge (M)], +4 shield bonus vs. ranged attacks [Shield Focus and Greater Shield Focus, Deflecting Shield]

Flat-footed: 55 (5 armor [ABP], 5 cleric [AC Bonus], 5 deflection [ABP]), 2 natural [Strix], 5 natural enhancement [ABP], 1 shield [buckler], 2 shield bonus [Shield Focus and Greater Shield Focus], 5 shield enhancement [ABP], 15 Wisdom [AC Bonus]); +4 dodge vs. humans [Strix], +6 dodge vs. AOO from movement [Dodge (M)], +4 shield bonus vs. ranged attacks [Shield Focus and Greater Shield Focus]

Fortitude: +30 (12 base, 10 Constitution, 2 racial [Strix], 5 resistance [ABP], 1 trait [Life of Toil])

Reflex: +23 (6 base, 7 Dexterity, 2 racial [Strix], 5 resistance [ABP], 1 trait [Deft Dodger], 2 feat [Lightning Reflexes])

Will: +35 (12 base, 15 Wisdom, 2 racial [Strix], 5 resistance [ABP], 1 trait [Indomitable Faith]

Attack (estoc): +40 (20 base, 15 Wisdom [Guided weapon ability], 5 enhancement [ABP])

CMB: +22 (20 BAB, 2 Strength); +13 with estoc [Guided weapon ability]

CMD: 80 (10 base, 20 BAB, 5 cleric [AC Bonus], 5 deflection [ABP], 7 Dexterity, 2 dodge [Dodge (M)], 6 dodge [Naked Courage], 1 shield [buckler, Tough Shield], 2 shield bonus [Shield Focus and Greater Shield Focus, Tough Shield], 5 shield enhancement [ABP, Tough Shield], 2 Strength, 15 Wisdom); +4 dodge vs. humans [Strix], +6 dodge vs. AOO from movement [Dodge (M)], +4 shield bonus vs. ranged attacks [Shield Focus and Greater Shield Focus, Tough Shield]

Feats Breakdown:
Background Feat: Healer's Hands
Free Race Bonus #1: Dodge (M)
Free Race Bonus #2: Diehard (M)
Racial: Improved Initiative
Barbarian Free: Endurance
Familiar: Alertness
1, 3, 5, 9, 11, 13, 17, 19: Become an Adept with Spheres of Might
2: Shield Focus
Cleric 2: Combat Reflexes
4: Flickering Step
6: Signature Skill (Heal)
7: Wanderer's Fortune
8: Improved Critical (heavy blades)
10: Divine Interference
Cleric 10: Unhindering Shield
12: Knowledgeable Spellcaster (planes)
14: Spell Penetration
15:
16: Greater Spell Penetration
18: Lightning Reflex
Cleric 18: Greater Shield Focus
20:

AlertnessNarekk gets a +4 bonus on Perception and Sense Motive skill checks.
Combat Reflexes (combat) Narekk may make 7 additional attacks of opportunity per round and may also make attacks of opportunity while flat-footed.
Diehard (mythic) When Narekk's hit point total is below 0, but he is not dead, he automatically stabilizes. Instead of falling unconscious, he may choose to act as if he was disabled, rather than dying. When using this feat, Narekk is staggered. If his negative hit points are equal to or greater than 20 [80 with anchor to life and hard to kill], he falls unconscious, but only dies when his negative hit points is equal or greater than 41 [121 with anchor to life and hard to kill].
Divine Interference As an immediate action, when an enemy within 30 feet hits an ally with an attack, Narekk can sacrifice a prepared divine spell and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell he sacrifices. Narekk cannot sacrifice an orison to use this ability. Narekk cannot use this effect on the same creature again for 1 day.
Dodge (combat, mythic) Narekk gains a +2 dodge bonus to his AC. This bonus increases to +8 against attacks of opportunity caused when he moves out of or within a threatened tile. In addition, once per round when an attack of opportunity provoked by his movement misses him, Narekk may move 5 feet as a free action. This movement doesn’t count against his total overall movement for the round, but it does provoke attacks of opportunity. A condition that makes him lose his Dex bonus to AC also makes him lose the benefits of this feat. As an immediate action, Narekk can expend one use of mythic power to grant himself an additional +10 dodge bonus to AC against one attack.
Endurance Narekk gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Flickering Step (conduit) Narekk can use dimension door as a spell-like ability with caster level 20th. He can’t teleport a distance greater than 80 ft., and he must have both line of sight and line of effect to his destination. Narekk can use this feat’s benefit 5 times per day.
Greater Shield Focus Increase the AC bonus granted by any shield Narekk is using by 1. Additionally, the AC bonus against ranged weapons granted by Shield Focus now affects ranged touch attacks (including rays and similar magical effects).
Greater Spell Penetration Narekk gets a +2 bonus on caster level checks made to overcome a creature's spell resistance.
Healer's Hands (conduit) Narekk can use the Heal skill to treat deadly wounds as a full-round action. He does not take a penalty for not using a healer’s kit when treating deadly wounds this way, and he can do so on a given creature more than once per day. When treating deadly wounds this way, if his result exceeds the DC by 10 or more, add 20 to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. Narekk can use this feat’s benefit 20 times per day.
Improved Critical [heavy blades] (combat) When using a weapon from the heavy blades group, Narekk's threat range is doubled.
Improved Initiative (combat) Narekk gets a +4 bonus on initiative checks.
Knowledgeable Spellcaster [K. Planes] When Narekk succeeds at a Knowledge (planes) check to identify a creature’s abilities and weaknesses, he can learn two less pieces of information in order to gain a +5 bonus on caster level checks to overcome that creature’s spell resistance (if any).
Lightning Reflexes Narekk gets a +2 bonus on all Reflex saving throws.
Shield Focus Increase the AC bonus granted by any shield Narekk is using by 1. This bonus increases to 5 against ranged attacks (not including spell effects, natural attacks, or massive ranged weapons).
Signature Skill [Heal] Narekk gains the skill unlock abilities of the Heal skill.
Spell Penetration Narekk gets a +2 bonus on caster level checks made to overcome a creature's spell resistance.
Unhindering Shield (combat, shield mastery) Narekk still gains a buckler’s bonus to AC even if he uses his shield hand for some other purpose. When he wields a buckler, his shield hand is considered free for the purposes of casting spells, wielding weapons, and using any other abilities that require him to have a free hand or interact with his shield. A monk with this feat is not considered to be using a shield for the purposes of his AC bonus.
Wanderer's Fortune (conduit) As a swift action, Narekk gains the benefits of freedom of movement until the end of his turn or until he benefits from the effects to escape a grapple or magical restraint, whichever comes first. He can use this feat’s benefit 5 times per day.

Spheres of Might Breakdown:
Martial Tradition: Shield Master
Free Spheres/Talents: Custom Training, Redirecting Shield, Shield Sphere, Shield Training
2: Guardian Sphere (challenge)
3: Cold Iron Call
4: Durable
6: Endure Pain
7: Iron Wall
8: Mass Challenge
10: Swift Guardian
11: Cruel Worg's Challenge
12: Indomitable
14: Punishing Challenge
15: Shielded Focus
16: Deflecting Shield
18: Perfect Redirection
19: Cover Ally
20: Tough Shield
Associated Feats: Shield Proficiency, Tower Shield Proficiency

Active Defense If Narekk is using a shield and he is attacked by a creature he is aware of while not flat-footed, he may spend an attack of opportunity to increase his shield bonus to AC against that attack by +7. This decision must be made before the roll is made. Talents with the (deflect) tag grant additional effects to this ability. Each use of active defense may only benefit from one (deflect) talent. Narekk may expend his martial focus to use active defense in place of spending an attack of opportunity.
<>Cover Ally As long as Narekk has martial focus, he may use active defense to benefit an ally when an ally within his shield’s reach is targeted by an attack.
<>Redirecting Shield (deflect) Whenever a weapon attack misses a creature benefiting from Narekk's active defense, he may choose a new target for the attack within its original range or reach, comparing the original attack roll, with a -2 penalty, to the new target’s AC and resolving the attack as normal on a successful hit.
<><>Perfect Redirection Narekk may use his Redirecting Shield talent against spell effects that include an attack roll or touch attack.
<>Shielded Focus While wielding a shield, Narekk may spend a move action to regain his martial focus whenever he chooses to fight defensively as part of an attack action. Additionally, whenever an attack misses a creature benefiting from his active defense, he may regain his martial focus as an immediate action.
Challenge As a move action, Narekk may issue a challenge to a non-mindless creature he can see. He may expend martial focus to reduce this to a swift action. A creature must be able to perceive his challenge to be affected by it, taking a -7 penalty on attack rolls that do not include him as a target and a +2 bonus on attack rolls targeting only him. The challenge lasts for 13 rounds. When Narekk issues a new challenge, any previous challenge he has active ends.
<>Cold Iron Call Any time a challenged creature casts a spell or uses a spell-like ability that does not include him in its effect, it suffers a -7 penalty to the spell’s save DC.
<>Cruel Worg's Challenge Narekk may challenge mindless creatures. Whenever a challenged creature ends its turn and that creature did not make an attack roll or otherwise target him or include him in a non-harmless effect, Narekk may move up to his speed towards it as an immediate action. If the creature is within his reach at the end of this movement, that creature must succeed at a DC 35 Reflex save or be knocked prone. This movement does not provoke an attack of opportunity from the creature but does provoke from other creatures as normal.
<>Durable Any time a creature under the effects of Narekk's challenge uses such an ability that does not include him in its effect, it suffers a -7 penalty to the ability’s save DC.
<>Iron Wall Any time a creature under the effects of Narekk's challenge attacks an ally within 75 ft. of him, that attack suffers a 20% miss chance.
<>Mass Challenge When using his challenge ability, Narekk may increase the required time by one step (move to standard or swift to move if expending martial focus) to issue his challenge to up to 12 creature.
<>Punishing Challenge (Su) Whenever a creature affected by his challenge makes an attack roll or casts a non-harmless spell that does not target him or include him in its effect, that creature takes 20 damage. This damage is not subject to resistance or damage reduction.
<>Swift Guardian Narekk reduces the required action to use challenge by 1 step (move to swift, swift to free).
Damage Pool Narekk gains a delayed damage pool equal of 60 points. When he receives damage, as part of taking the damage he may redirect all or part of it to this pool. Apply damage reduction and resistance before redirecting the damage. This delayed damage pool empties at the end of his turn, inflicting any damage stored in the pool on him, bypassing any damage reduction or resistance he possesses. Any healing he receives in excess of his maximum hp automatically reduces the amount of damage in his delayed damage pool.
<>Cold Iron Call When targeted by a spell or spell-like ability, Narekk may delay the onset of its effects until the end of his next turn as if it were damage. Each effect is treated as if it were an amount of hit point damage equal to its caster level for the purpose of his delayed damage pool.
<>Durable When targeted by a natural, extraordinary or supernatural ability that inflicts ability damage, ability drain, disease, negative levels, poison or any of the following conditions: (blinded, confused, cowering, dazed, dazzled, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, stunned, unconscious) Narekk may delay the onset of its effects until the end of his next turn. Each effect is treated as if it were an amount of hit point damage equal to the attacking creature’s Hit Dice for determining the capacity of his delayed damage pool.
<>Endure Pain When Narekk receives damage from his delayed damage pool, he takes it as nonlethal damage. This nonlethal damage ignores any resistance or immunity to nonlethal damage he may possess.
Deflecting Shield Narekk's shield bonus to AC applies against touch attacks.
Indomitable When Narekk would die, he may expend his martial focus to delay the onset of the dead condition until the end of his next turn. If he is not unconscious, he does not fall unconscious from hit point loss during this time. Any healing he receives during that turn that would bring him above his death threshold can prevent him from dying. Such healing has no affect on death from anything other than hit point damage. Narekk may only delay death in this manner once per time that he would die.
Martial Focus Narekk gains his martial focus after a minute of rest, or by taking the total defense action. He may not regain focus more than once per round. When Narekk has martial focus, he can expend his focus as part of any single Fortitude or Reflex saving throw he makes thereafter to treat it as if he rolled a 13. Once Narekk has gained martial focus, he remains focused until he expends it, become unconscious, or go to sleep.
Tough Shield Narekk adds his shield bonus to AC as a shield bonus to his CMD. He can use active defense against combat maneuvers, allowing creatures benefiting from his active defense to add his active defense bonus to their CMD.

Legendary Barbarian (savage):
Animal Companion (Ex) A savage form a close bond with an animal companion. A savage may begin play with any of the animals listed in a druid’s animal choices. This animal is a loyal companion that accompanies the savage on his adventures. Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the savage advances in level. If a character receives an animal companion from more than one source, his effective savage levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their savage reaches 4th or 7th level, depending on the companion. If a savage releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished. Savage archetype. Replaces all rage forms.
Damage Reduction (Ex) A barbarian gains damage reduction. Each time the barbarian takes damage from a weapon or natural attack, subtract 5 from the damage taken. Damage Reduction can reduce damage to 0, but not below 0.
Evasion (Ex) A barbarian can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless barbarian does not gain the benefit of evasion. Alternate ability. Replaces indomitable will.
Fast Movement (Ex) A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.
Improved Uncanny Dodge (Ex) A barbarian can no longer be flanked. This defense denies enemies the ability to sneak attack the barbarian by flanking him, unless the attacker has at least 4 more levels in a class that provides sneak attack than the barbarian has barbarian levels.
Naked Courage (Ex) A barbarian who wears no armor (shields are allowed) gains a +6 dodge bonus to AC and a +6 morale bonus on saving throws against fear effects. Alternate ability. Replaces danger sense.
Savage Powers (Ex) The savage gains a savage power drawn from the legendary barbarian’s list of rage powers. Unlike normal rage powers, a savage can use these powers at any time as if he were raging. At any time, he may choose which of his rage powers to activate. Unless otherwise stated, activating a rage power is a move action, and the power remains until the savage dismisses it as a move action. He cannot use rage powers that require the expenditure of rounds of rage. Savage archetype. Alters rage powers.
<> Clear Mind (Ex) When Narekk fails a Will saving throw, he can attempt another one at the end of his next turn. If the second saving throw is successful, he is treated as if he succeeded at the first saving throw, negating or reducing the effect as determined by the spell or effect. If this second saving throw fails, Narekk suffers the full effects of the spell or effect as normal.
<> Ghost Rager (Su) Narekk deals normal damage to incorporeal creatures even when using nonmagical weapons. He also gains a +7 morale bonus to touch AC. This can’t raise his touch AC above his full AC.
<> Increased Damage Reduction [x3] (Ex) The barbarian’s damage reduction increases by 4/—.
<> Internal Fortitude (Ex) The barbarian is immune to the sickened and nauseated conditions.
<> Powerful Stance (Ex) The barbarian can focus her ferocity. She gains a +6 bonus on melee damage rolls and thrown weapon damage rolls. This is a stance rage power.
<> Superstition (Ex) The barbarian gains a +7 competence bonus on saving throws made to resist spells and spell-like abilities. The barbarian cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies.
<> Unrestrained Rage (Ex) Narekk is immune to paralysis.
<> Witch Hunter (Ex) The barbarian gains a +5 bonus on damage rolls against creatures possessing spells or spell-like abilities. In addition, if he confirms a critical hit against a creature affected by an ongoing beneficial spell effect, that effect is suppressed for 1 round (determined randomly if the creature is currently affected by more than one effect).
Savage Survival (Ex) A savage gains a near-supernatural knowledge of survival in the wilderness. While in any terrain except for urban and non-native planes, the savage gains a +10 bonus on initiative checks and Knowledge (geography), Knowledge (nature), Perception, Stealth, and Survival skill checks. A savage traveling through these terrains normally leaves no trail and cannot be tracked (though he may leave a trail if she so chooses). The savage may take 10 on Knowledge (geography), Knowledge (nature), Perception, Stealth, and Survival skill checks while in any terrain except for urban and non-native planes. Savage archetype. Replaces rage, greater rage, tireless rage, and mighty rage.
Uncanny Dodge (Ex) A barbarian gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flatfooted, nor does he lose his Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Unstoppable (Ex) Narekk increases the value of any existing damage reduction by 3. In addition, he gains energy resistance to acid, cold, electricity, and fire equal to his DR/— value. Alternate capstone. Replaces barbaric strike.

Legendary Cleric:
AC Bonus (Ex) When unarmored and unencumbered, the legendary cleric adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a legendary cleric gains a +5 bonus to AC and CMD. These bonuses to AC apply even against touch attacks or when the legendary cleric is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Alternate ability. Replaces weapon and armor proficiencies.
Aura (Ex) A legendary cleric gains a particularly powerful aura corresponding to his deity’s alignment.
Bonus Feats The legendary cleric gains a bonus feat at levels 2, 10 and 18 from the following list: any channeling feat, any combat feat, any metamagic feat, Bonded Holy Symbol, Command Undead, Expanded Domain Magic, Extra Faith, Sacred Summons, Turn Undead, or Warrior Priest. The legendary cleric does not need to meet any ability score prerequisites for these feats but must meet other prerequisites for them. Alternate ability. Replaces blessing of the faith.
Channel Energy (Su) A legendary cleric can release a wave of energy by channeling the power of his faith through a divine focus, typically a holy symbol. A legendary cleric who channels positive energy can choose to deal 10d6 damage to undead creatures or to heal living creatures. Channeling energy creates a burst that affects all creatures of one type in a 30-foot radius centered on the legendary cleric. When channeling, he can select 15 targets in the area. These targets are unaffected by the channel. Creatures that take damage from channeled energy receive a DC 35 Will save to halve the damage. A legendary cleric may channel energy 18 times per day. This is a standard action that does not provoke an attack of opportunity. A legendary cleric can choose whether or not to include himself in this effect.
Devoted Skill (Ex) The legendary cleric gains the skill unlocks for Knowledge (religion) and for his first domain’s divine skill.
Domains The legendary cleric chooses one domain based on his faith. Each domain has an associated skill known as a divine skill. When a domain is selected, the legendary cleric immediately gains that skill as a class skills. He may use Wisdom as his ability score for this skill. The legendary cleric gains a secondary domain, treating his legendary cleric level as 10 lower when determining what abilities he gains from it (minimum 1). The legendary cleric selects one of two doctrines for his primary domain.
<> Anchor to Life (Su) Allies within 30 feet of the legendary cleric add his Wisdom score to their Constitution score for the purpose of determining when they die of hit point damage or Constitution damage. Allies within this aura also ignore an amount of ability score damage to each of their ability scores equal to the cleric's Wisdom modifier.
<> Channel Life (Su) The legendary cleric can channel energy as a move action instead of a standard.
<> Communal Education (Su) The greatest teachers don’t simply tell others the answers but teach them to find the answers themselves. When the legendary cleric successfully rolls a Knowledge check, he can spend 1 point of faith to allow all of his allies to make the same check, even if they are untrained. For every result which equals or exceeds 10, the legendary cleric gain a +2 bonus to his check. This can increase the bonus from identify weakness as normal.
<> Divine Scholar (Ex) All Knowledge skills are class skills for the legendary cleric. He adds his Wisdom modifier in place of his Intelligence modifier to all Knowledge skills and can roll Knowledge checks untrained. Before rolling a Knowledge check, he can spend 1 point of faith to add a +10 sacred bonus to the check.
<> Donate Life (Su) The legendary cleric can give his allies a portion of his own life force. As an immediate action, he can spend 1 point of faith and reduce his hit points by any amount. He can then distribute an equal number of hit points among allies he is life linked to, healing them for the amount distributed to them.
<> Healer's Blessing (Su) All of the legendary cleric's spells of the healing subdomain are treated as if they were empowered, increasing the amount by half (+50%). This does not apply to damage dealt to undead with such a spell.
<> Identify Weakness (Su) When the legendary cleric successfully identifies a creature, he can spend 1 point of faith as a swift action to grant allies who can hear him a +5 sacred bonus on attack and damage rolls against creatures of that type for one minute.
<> Life Link (Su) As a standard action, a legendary cleric may create a bond between himself and another creature. Each round at the start of his turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the legendary cleric takes 5 hit points of damage. He may have up to 20 bonds active. This bond continues until the bonded creature dies, the legendary cleric dies, the distance between him and the other creature exceeds medium range, or he ends it as an immediate action (if he has multiple bonds active, he may end as many as he wants as part of the same immediate action). The legendary cleric can spend 1 point of faith to cast a harmless spell on a creature he has a life link to, increasing the range of the spell by 1 step (touch to close, close to medium, medium to long).
<> Lifeline (Su) If a creature that was life linked to the legendary cleric dies, he can spend 3 points of faith as an immediate action to tether their soul to their body. They fall unconscious but remain alive for three rounds. If their hit point total is increased to a negative amount less than their Constitution score or higher and any other negative effects responsible for their death are removed, they do not die. If they were killed by a death effect that instantly killed them, that effect can be removed with dispel magic or similar effects.
<> Loremaster (Ex) The legendary cleric becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in even when threatened or distracted. He can choose not to take 10 and can instead roll normally. In addition, three times per day, the legendary cleric can take 20 on any Knowledge skill check as a standard action.
<> Merciful Healer (Su) When the legendary clerics channels energy or cast a spell with the healing subdomain, he can spend 1 point of faith to apply one mercy he knows to the effect. The legendary cleric knows the following mercies:
<><> Cursed The effect also acts as remove curse at CL 20th.
<><> Deceived The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.
<><> Enfeebled The legendary cleric dispels any magical effects that are reducing one of the target’s ability scores (his choice).
<><> Ensorcelled The effect also acts as dispel magic at CL 20th.
<><> Paralyzed The target is no longer paralyzed.
<><> Stunned The target is no longer stunned.
<> Miraculous Healer (Su) The legendary cleric can spend 3 points of faith as a standard action to restore a single adjacent target to their maximum hit points. A creature can only benefit from this ability once per day.
<> Quickened Recovery (Su) When the legendary cleric spontaneously cast a spell with the healing subtype from his domains, he can spend 1 point of faith to reduce its casting time by one step.
<> Restore Soul (Sp) If the legendary cleric has at least 10 points of faith remaining, he can spend all of his remaining faith to cast raise dead as a spell-like ability.
<> Thorough Lecture (Su) The bonus from his identify weakness ability also applies to AC and saving throws against the appropriate creatures.
Faith (Su) A legendary cleric’s power is drawn from their faith, a deep and powerful belief in a greater power or meaning. The cleric’s faith manifests itself in a pool of points which fuel their domain powers. The cleric’s faith pool is equal to 25. When casting a spell, he can expend 1 point of faith to increase his effective caster level by 1 or increase the DC of the spell by 1. The legendary cleric regains all expended faith when he regains spells each day.
Knowledge of the Faith (Ex) A legendary cleric automatically gains a number of ranks in Knowledge (religion) equal to his class level and may use Wisdom in place of Intelligence for Knowledge (religion) checks. In addition, he automatically succeed at any Knowledge check related to his faith, though if it isn’t about his faith specifically, he only knows the parts that involve his faith.
Spontaneous Casting Each domain has one spell at each spell level. A legendary cleric can channel stored spell energy to cast these spells any time. The legendary cleric can “lose” any prepared spell that is not an orison in order to cast any domain spell of the same spell level or lower.
True Faith (Ex) The legendary cleric chooses a third domain. He gains the benefits of all domain powers offered by all of his domains as if he had selected them as primary domains, although he only gains the benefit of one doctrine per domain.

Mythic - Guardian:
Bonus Hit Points Whenever Narekk gains a guardian tier, he gains 5 bonus hit points.
Hard to Kill (Ex) Whenever Narekk is below 0 hit points, he automatically stabilizes. In addition, Narekk doesn’t die until his total number of negative hit points is equal to or greater than double his Constitution score.
Mythic Power (Su) Narekk can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. Each day, Narekk can expend an amount of 5 points of mythic power. If an ability allows him to regain uses of his mythic power, he can never have more than this amount.
Mythic Spellcasting (Ex) Narekk can learn a number of mythic spells equal to his tier and can expend mythic power when casting them to enhance the results. Every time he gains a new tier, he can select an additional mythic spell.
Sudden Block (Su) As an immediate action, Narekk can expend one use of mythic power to hinder a melee attack made against him or an adjacent ally, adding his tier to his AC or the ally’s AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, he or his ally (his choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.
Surge (Su) As an immediate action, Narekk can expend one use of mythic power to increase any d20 roll he just made by rolling 1d6 and adding it to the result (after the result was revealed).

Skill Unlocks:
Heal When Narekk treats deadly wounds, the target recovers hit point and ability damage as if it had rested for 3 days with long-term care (12 hp/level and 12 ability score points).

Knowledge (nature, religion, planes) Whenever Narekk attempts one of these Knowledge checks, he can roll twice and take the better result, and when he fails, he can reroll the check at a –10 penalty. When Narekk successfully identifies a creature, he gains 4 additional pieces of information. Narekk also gains a +3 competence bonus on attack rolls, opposed ability checks, skill checks, caster level checks, and saving throws against exceptional, spell-like, or supernatural abilities against creatures of that kind for 1 minute.

Perception Narekk remain alert to sounds even in his sleep, so the DC of Perception checks does not increase for him being asleep. The distance modifier on the DC of Perception checks he attempts is reduced to +1 per 60 feet. In addition, Narekk gains a +10 bonus on Perception checks to notice or locate an invisible creature or object.

Lord
Bird animal companion (bodyguard) // familiar (protector) // invincible (MR2)
N Small magical beast
Init +14; Senses low-light vision; Perception +34
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DEFENSE
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AC 57, touch 30, flat-footed 39 (+5 armor, +5 deflection, +14 Dex, +22 natural, +1 size)
hp 505 (20HD; 16d8+80)
Fort +21, Ref +29, Will +24; +4 morale vs. enchantment effects
DR 10/epic; Defensive Abilities block attacks, devotion, greater tenacity, improved evasion, second save, tenacious guardian, uncanny dodge; Resist acid 15, cold 15, electricity 15, fire 15; SR 25
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OFFENSE
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Speed 30 ft., fly 80 ft. (average)
Melee bite +35 (1d4+4), 2 talons +40 (1d4+9)
Special Attacks deliver touch spells
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STATISTICS
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Str 18 (+4), Dex 38 (+14), Con 18 (+4), Int 20 (+5), Wis 24 (+7), Cha 8 (-1)
Base Atk +20; CMB +33 (+5 with talons); CMD 47
Feats 1, 3, 7, 9, 11, 13, 15, Alertness, Bodyguard, Combat Reflexes, In Harm's Way
Skills
Acrobatics +37 (16 ranks [20 ranks], 3 class, 14 Dex)
Climb +12 ([5 ranks], 3 class, 4 Str)
Escape Artist +30 (16 ranks, 14 Dex)
Fly +32 ([13 ranks], 3 class, 14 Dex, 2 size)
Heal +27 ([20 ranks], 7 Wis)
Intimidate +15 (16 ranks, 1 Cha)
Knowledge (arcana) +17 ([12 ranks], 5 Int)
Knowledge (dungeoneering) +17 ([12 ranks], 5 Int)
Knowledge (engineering) +15 ([10 ranks], 5 Int)
Knowledge (geography) +15 ([10 ranks], 5 Int)
Knowledge (history) +15 ([10 ranks], 5 Int)
Knowledge (local) +17 ([12 ranks], 5 Int)
Knowledge (nature) +25 ([20 ranks], 5 Int)
Knowledge (nobility) +15 ([10 ranks], 5 Int)
Knowledge (planes) +25 ([20 ranks], 5 Int)
Knowledge (religion) +25 ([20 ranks], 5 Int)
Linguistics +17 ([12 ranks], 5 Int)
Perception +34 (16 ranks [20 ranks], 3 class, 7 Wis, 4 feat)
Sense Motive +34 (16 ranks [20 ranks], 3 class, 7 Wis, 4 feat)
Sleight of Hand +30 (16 ranks, 14 Dex)
Spellcraft +25 ([20 ranks], 5 Int)
Stealth +41 (16 ranks [20 ranks], 3 class, 14 Dex, 4 size)
Survival +19 ([12 ranks], 7 Wis)
Swim +12 ([5 ranks], 3 class, 4 Str)
Use Magic Device +20 ([15 ranks], 5 Int)
SQ able defender, empathic link, loyal bodyguard, scry on familiar, share spells, shared vigilance, shield master, speak with animals of its kind, speak with master
ABP armor attunement (clothes +5), deflection +5, legendary dexterity +5, legendary intelligence +1, legendary wisdom +4, mental prowess (+6 Wis, +4 Int, +2 Cha), physical prowess (+6 Dex, +4 Con, +2 Str), resistance +5, toughening +5, weapon attunement (talons +5)
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EQUIPMENT
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Weapons tiny +1 agile estoc
Worn +1 buckler, +1 nimble spider-silk bodysuit
Slotted
Wands, Rods, Etc
Backpack
-Consumables:
Belt Pouch
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SPECIAL ABILITIES
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Able Defender (Ex) Lord gains In Harm’s Way as a bonus feat. In addition, Lord’s hit points are now equal to Narekk’s total hit points (not including temporary hit points), regardless of its actual Hit Dice.
Block Attacks (Ex) Once per round, when Lord is hit by a melee or ranged attack, he can attempt a melee attack using his highest attack bonus. If this result exceeds the result from the attack against him, Lord is unaffected by the attack (as if the attack had missed).
Deliver Touch Spells (Su) Lord can deliver touch spells for Narekk. If he and Lord are in contact at the time he casts a touch spell, he can designate Lord as the “toucher.” Lord can then deliver the touch spell just as Narekk would. As usual, if Narekk casts another spell before the touch is delivered, the touch spell dissipates.
Devotion (Ex) Lord gains a +4 morale bonus on Will saves against enchantment spells and effects.
Empathic Link (Su) Narekk has an empathic link with Lord to a 1 mile distance. He can communicate empathically with him, but cannot see through his eyes. Because of the link's limited nature, only general emotions can be shared. Narekk has the same connection to an item or place that Lord does.
Greater Tenacity (Ex) When with fewer than 0 hit points, Lord gains a +4 morale bonus on attack rolls, saving throws, and skill checks; immunity to fear effects; and 20 temporary hit points. He dies only if his hit points reach lower than 56 [+40 with anchor to life].
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, Lord takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Loyal Bodyguard (Ex) Lord gains Bodyguard and Combat Reflexes as bonus feats.
Scry on Familiar (Su) Narekk may scry on Lord (as if casting the scrying spell) once per day.
Second Save (Ex) Whenever Lord fails a saving throw against an effect with a duration greater than 1 round, it can keep trying to shake off the effect. At the start of its turn, if it's still affected, it can attempt the save one more time as a free action. If this save succeeds, the effect affects Lord as if it had succeeded at its initial saving throw. If the effect already allows another saving throw on a later turn to break the effect (such as for hold monster), this ability is in addition to the extra saving throw from the effect.
Shared Vigilance (Ex) Both Lord and Narekk gain Alertness as a bonus feat whenever they are adjacent.
Share Spells Narekk may cast a spell with a target of “You” on Lord (as a touch spell) instead of on himself. He may cast spells on Lord even if the spells do not normally affect magical beasts.
Shield Master (Su) Whenever Lord or Narekk take hit point damage, as long as they are touching, Narekk can split the damage evenly between them as if under the effects of shield other.
Speak with Animals of Its Kind (Ex) Lord can communicate with birds. Such communication is limited by the Intelligence of the conversing creatures.
Speak with Master (Ex) Lord and Narekk can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Tenacious Guardian (Ex) Lord can always act in a surprise round (though it remains flat-footed until he acts). As long as Narekk is adjacent, Lord remains conscious (though he becomes staggered) when his hit points fall below 0. While below 0 hit points, Lord loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if his hit points reaches lower than 38 [+40 with anchor to life].
Uncanny Dodge (Ex) Lord cannot be caught flatfooted, nor does he lose his Dexterity bonus to AC if immobilized. He can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.