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About Narekk WyrmtongueNarekk Wyrmtongue
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). ------------------------------------------------------------------------
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.
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.
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.
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
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