Grand Necromancer

Nethan Ryon Akerman's page

1,052 posts. Alias of Anderlorn.


Full Name

Nethan Ryon Akerman

Race

Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35

Classes/Levels

SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Gender

Human Male Adult

Size

Medium

Age

17

Special Abilities

Dual Talented Human, Incanter, Archmage

Alignment

Chaotic Good

Deity

Nethys

Location

Rural Outskirts of Greengold, Kyonin

Languages

Aklo, Azlanti, Celestial, Common, Draconic, Elven

Occupation

Student/Rural Militia

Strength 10
Dexterity 20
Constitution 14
Intelligence 20
Wisdom 12
Charisma 10

About Nethan Ryon Akerman

M6 Rules

Human Incanter 6/Archmage 4
CG Medium humanoid (human)
Init: +11; Senses: Perception +11, [Blindsense/Blindsight 30' (See Sphere Casting)]
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Defense
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AC: 24, Touch: 24, Flat-footed: 19 (+9 armor, +5 Dex)
HP: 62 (Roll: 6, 4, 4, 4, 4, 4, +12 Con, +6 FC, +18 MPT)
Fort: +4, Ref: +7, Will: +6
Defensive Abilities;
. . Hard to Kill (See Special Abilities for Descriptions);
. . Mirror Dodge (See Special Abilities for Descriptions);
. . Blind Spot (See Colour Magic);
. . Shadow Siphon (See Colour Magic).
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Offense
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Speed: 30 ft.
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Mythic Hero Archmage - T4
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Mythic Power - 11/11 a day - (Base 3, + Double Tier Level 4(x2) = 8)
Mythic Abilities:
T1: Hard to Kill, Mythic Power (listed above), <Replaced by T4 Ability>
T2: Amazing Initiative
T3: Recuperation
T4: Surge +1d8 to 1d20, 1 MP
Mythic Feats:
T1: Mythic Paragon
T3: Bonus Non-Mythic Feat (Extra Magic Talent)
Mythic Ability Score Increase:
T2: +2 INT
T3: +2 DEX
Archmage Path Features:
T1: Legendary Item (Weapon) 1 (Legendary Power, Legendary Surge, Tier + Mythic Paragon = 1+2 LI Abilities, Max 3 Abilities)
T2: Enduring Armor (Base +3, Tier +4 , Mythic Paragon +2 to AC = +9, Always On, If dispelled/dismissed, Swift Action to reactivate; 2+2 LI Abilities)
T3: Legendary Item (Weapon) 2 (Lesser Artifact, Tier + Mythic Paragon = 3+2 LI Abilities, Max 6 abilities)
T4: Mirror Dodge, 4+2 LI Abilities
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Sphere Casting
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. . (11/11 Spellpoints, CL 6, MSB +6, MSD 17, Concentration +11/+15, DC 18)

. . (1) Mythic Point Wild Arcana = 1 Spell Point, CL 8, MSB +8, MSD 19, Concentration +13/+17, DC 19, +Range Increase)

DESTRUCTION
. . Destruction: Destructive Blast 3d6 Ranged or melee touch attack deals 3d6 bl damage for (0) Spell Points,
. . Destruction: Increased Destructive Blast 6d6 Ranged or melee touch attack deals 6d6 bl damage for . . . (1) Spell Points,
. . Destruction: Mythic Increased Destructive Blast 8d10 Ranged or melee touch attack deals 8d10 bl damage for (1) Mythic Points, 16d10 bl damage for (2) Mythic Points,
. . Destruction: Energy Blade Add your destructive blast to a weapon attack for (0) Spell Points,
. . Destruction: Explosive Orb (Radius 15/20/40 ft. DC:18/19) Deal destructive blast damage in a radius for an additional (1) Spell Points,
. . Destruction: Extended Range (x2) Increase the range of your destructive blast for (0) Spell/Mythic Points (Range Increased up to 640'/720'),
. . Destruction: Force Blast (DC:18/19) Your destructive blast deals force damage and can knock targets prone for (0) Spell/Mythic Points,
. . Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses for (0) Spell/Mythic Points.

DIVINATION
. . Divination: Divine You can divine magical auras, or special for (1) Spell/Mythic Points,
. . Divination: Read Magic You can read and decipher magical writing for (1) Spell/Mythic Points,
. . Divination: Blindfolded Oracle
. . You can gain Blindsense 30', 6/8 hours, Must Close Eyes to use (Free Action, once a round) for (1) Spell/Mythic Points,
. . or Blindsight 30', 6/8 hours, Must Close Eyes to use (Free Action, once a round) for an additional (1) Spell Point.

LIFE
. . Life: Cure 3d8+18/6d8+48+3 ability points (DC 18/19) Heal a target for (3d8+18/6d8+48+3 ability points) hit points for (1) Spell/Mythic Points,
. . Life: Greater Healing (2) Your cure heals (3/6) additional HP per caster level for (0) Spell/Mythic Points,
. . Life: Invigorate (Up to 6/12 temp HP) Grant up to 6/12 temporary HP to an injured target for (1) Spell/Mythic Points,
. . Life: Restore Heal a target's ability damage and remove negative conditions for (1) Spell/Mythic Points,
. . Life: Mass Healing Your cure can affect multiple targets (4/5) for an additional (1) Spell Point,
. . Life: Ranged Healing Your cure, invigorate, and restore abilities have a range of Close (40'/45') rather than Touch for (0) Spell/Mythic Points,
. . Life: Break Enchantment Your restore can break curses and remove cursed equipment with magic skill check for an additional (1) Spell Point,
. . Life: Restore Health Your restore can remove disease and point with magic skill check for (0) Spell/Mythic Points.

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Colour Magic
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. . Black Pool: 6/6

BLACK COLOUR MAGIC
. . Blind Spot (Black Magic): You summon the shadows of a creature to blind the creature to your presence. Make a ranged touch attack against a creature within close range. If you succeed you gain concealment against that creature for rounds equal to half your level. You may spend a spell point when making a single melee or ranged attack to change that attack into a touch attack while also gaining the benefits of the spell if you hit.
. . Shadow Siphon (Black Magic): You draw upon the shadows to protect you. While at least partially in shadow or darkness you count as being in cover until you leave the shadow. If you spend a spell point you use your own shadow as cover and gain fast healing 1, this lasts for rounds equal to your level.
. . Shadow Puppet (Black Magic): You may summon a shadow puppet that is a medium sized creature of any shape that moves 50ft per round. If it is adjacent to an enemy that enemy takes a -2 AC penalty or -2 to one of Fort/Ref/Will. This creature may be attacked and has your defenses, however if it is hit it no longer provides the penalties for one round but is otherwise unharmed. This creature lasts for 1 round per level. If you spend a spell point either when you summon it or while it is summoned as a swift action if may now flank and provides all its penalties at the same time.

Breath of Mastery: Any weapon you hold becomes a conduit to a colour you know. The traits you choose with the conduit may be changed as a swift action. In addition, any conduit you wield now has two traits instead of one.

Black Conduit Weapon Traits
. . Transference, Hidden, Non-lethal (b)

Black Conduit Weapon Groups
. . Light blades
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Weapons
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Melee:

NETHYS' CONDUIT
NONLETHAL
. . Unlinked Nethys' Dull +10 (1d4+7 nonlethal/17-20/x2/B-P/Melee), or
. . Unlinked Nethys' Edge +10 (1d4+7 nonlethal/17-20/x2/P-S/Melee), or
. . Linked Nethys' Dull +12 (1d4+9+2d6 nonlethal/17-20/x2/B-S/Melee), or
. . Linked Nethys' Edge +12 (1d4+9+2d6 nonlethal/17-20/x2/P-S/Melee).
LETHAL
. . Unlinked Nethys' Dull +10 (1d4+7/17-20/x2/B-S/Melee), or
. . Unlinked Nethys' Edge +10 (1d4+7/17-20 x2/P-S/Melee), or
. . Unlinked Nethys' Dull +12 (1d4+9+2d6/17-20/x2/B-S/Melee), or
. . Linked Nethys' Edge +12 (1d4+9+2d6/17-20/x2/P-S/Melee), or
. . Linked Nethys' Dull + Energy Blade + Melee Blaster +12 (1d4+9+2d6/17-20/x2/B-S plus /NP:3d6/SP:6d6/MP:8d6/x2/B-P-S/Force-Bypass Magic Defenses/Melee), or
. . Linked Nethys' Edge + Energy Blade + Melee Blaster +12 (1d4+9+2d6/17-20/x2/P-S plus /NP:3d6/SP:6d6/MP:8d6/x2/B-P-S/Force-Bypass Magic Defenses/Melee).

Ranged

NETHYS' CONDUIT
NONLETHAL
. . Unlinked Nethys' Matches +10 (1d8+2 nonlethal/19-20 x2/P/80'), or
. . Linked Nethys' Matches +12 (1d8+4+2d6 nonlethal/19-20 x2/P/80')
LETHAL
. . Unlinked Nethys' Matches +10 (1d8+2/19-20 x2/P/80'), or
. . Linked Nethys' Matches +12 (1d8+4+2d6/19-20 x2/P/80'), or
Melee: OTHER LETHAL
. . Destructive Blast + Melee Blaster +8 Touch (NP:3d6/SP:6d6/MP:8d6/x2/B-P-S/Force-Bypass Magic Defenses/Melee).
Ranged OTHER LETHAL
. . Destructive Blast +8 Touch (NP:3d6/SP:6d6/MP:8d6/x2/B-P-S/Force-Bypass Magic Defenses/NM:640/MP:720')
NOTE: [Hyphen in between character or word means "or"

Special Attacks

. . Legendary Power (Nethys' Conduit)(Equals 2/2, Mythic Power can substitute);
. . Mythic Power (11/day, Surge (Any) +1d8 to any d20);
. . Legendary Surge (Nethys' Conduit)((1) Legendary/Mythic Point to add 1d6 to Attack Rolls, or Concentration Checks);
. . Unstoppable Strike (Nethys' Conduit)(This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary/mythic power, the weapon also bypasses any deflection bonus to AC the target has);
. . Foe-Biting (Nethys' Conduit)((1) Legendary/Mythic power to double normal damage, or (2) Legendary/Mythic power to double confirmed critical damage);
. . Combat Casting (+4 to Concentration while Casting Defensively);
. . Wild Arcana (Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem));
. . Melee Blaster (Nethys' Edge/Melee Touch Attack)(No AoO using Destructive Blast in melee);
. . Nethys' Conduit + Breath of Mastery (Nethys' Dull/Edge/Matches)(2 Traits - Non-Lethal (Called to activate/Not called for Lethal), Hidden (Invisible))
. . Weapon Finesse + Deadly Agility (M6) (Nethys' Dull/Edge)(Use Dex for attack/damage with light and finesse weapons)
. . Rejuvenating (Nethys' Conduit)((1) Legendary/Mythic Point to cure either Mythic Tier Paragon in health, (60) Hit Points, or remove a condition);
. . Shadow Puppet (See Colour magic for details, good to use for melee combat = -2 AC to Opponent, +2 ATK for providing a flank);
. . Soul Safe (Nethys' Conduit)(If Nethan is killed, he reforms w/in 24 hours w/in 30' of the item in an open space large enough to reform, or may expend (1) Legendary/Mythic Point as an immediate action to repel the effects of death effect/energy drain. Pay double if it is a Mythic source, and triple if Mythic source is greater than yours.);
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Statistics
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Str: 10(+0), Dex: 20(+5), Con: 14(+2), Int: 20(+5), Wis: 12(+1), Cha: 10(+0)
Base Atk: +3; CMB: +3; CMD: 18
Feats: Melee Blaster, Combat Casting, Extra Magic Talent (x5), Mythic Paragon[M], Skill Focus (Spellcraft), Weapon Finesse (+M6 Deadly Agility).
Traits: Born Healer (+1d8 to Cure), Seeker (Perception +1, Now Class Skill)
Skills:
. . Acrobatics +10,
. . Knowledge (arcana) +12,
. . Knowledge (dungeoneering) +10,
. . Knowledge (engineering) +10,
. . Knowledge (geography) +10,
. . Knowledge (history) +10,
. . Knowledge (local) +10,
. . Knowledge (nature) +10,
. . Knowledge (nobility) +10,
. . Knowledge (planes) +12,
. . Knowledge (psionics) +12,
. . Knowledge (religion) +10,
. . Spellcraft +18,
. . Stealth +10.
Languages: Aklo, Azlanti, Celestial, Common, Draconic, Elven
SQ: Amazing Initiative[MA], Blindfolded Oracle (w/o ill effects)[SP], Casting (Sphere), Cure [SP], Destructive Blast [SP], Divine Sphere, Enduring Armor[MP], Energy Blade[SP], Explosive Orb[SP], Extended Range(x2)[SP], Foe-biting[LI], Force Blast[SP], Greater Healing[SP], Invigorate[SP], Legendary Item(Weapon, x2)[MA], Legendary Power, Legendary Surge, Mass Healing[SP], Mirror Dodge [Mx], Mythic Bond, Ranged Healing[SP], Read Magic[SP], Recuperation[MA], Rejuvenating[LI], Restore[SP], Stone Blast[SP], Unstoppable Strike [LI]
Legendary Item (Weapon) - Nethys' Conduit: Is an exquisite dowel made from hardened gold and scarlet red material attached to an exquisite leather lanyard.
Nethys' Dull [Legendary Cestus +2](1d4+2/17-20/x2/B-P-S) - This exquisite finely crafted cestus looks to be made from pure gold but much harder for the plating and reinforcement, and the points seem to be made from a red color metal;
Nethys' Edge [Legendary Dagger +2](1d4+2/17-20/x2/B-P-S) - This exquisite finely crafted dagger's hilt looks to be made from pure gold but much harder and the full tang blade is made from a red color metal;
Nethys' Matches [Legendary Crossbow +2](1d8+2/17-20/x2/P/80') - This exquisite finely crafted crossbow's receiver looks to be made from pure gold but much harder, the attached composite bow is made from a red color metal, and the heavy duty bow strings are made from exquisite leather;
. . Foe-Biting ((1) Legendary/Mythic power to double normal damage, or (2) Legendary/Mythic power to double confirmed critical damage);
. . Current Legendary Power [/i](equals 4/4);
. . Legendary Surge ((1) Legendary/Mythic Point to add 1d6 to Attack Rolls, or Concentration Checks);
. . Mythic/Eternal Bond (Bond to Nethan Only);
. . Rejuvenating ((1) Legendary/Mythic Point to cure either Mythic Tier Paragon in health, (60) Hit Points, or remove a condition);
. . Soul Safe (Conduit, If Nethan is killed, he reforms w/in 24 hours w/in 30' of the item in an open space large enough to reform, or may expend (1) Legendary/Mythic Point as an immediate action to repel the effects of death effect/energy drain. Pay double if it is a Mythic source, and triple if Mythic source is greater than yours);
. . Unstoppable Strike (This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary/mythic power, the weapon also bypasses any deflection bonus to AC the target has);
. . Upgradeable (Continue to upgrade the magical item like normal),
. . . . Linked Striking (Weapons with this special ability gain no benefit the first time they strike an enemy, but establish a link that on subsequent hits treats the weapon’s enhancement bonus as +2 higher and deals an additional +2d6 points of damage. Striking another creature resets this link);
. . . . Keen (Double weapon critical threat);
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WEAPONS AND GEAR:

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Equipped

Head:
Neck: Black and White Scarf, Gold Holy Symbol of Nethys, Cloak w/pockets
Body: Cloth shirt w/pockets, Leather overtunic w/ pockets, Leather gloves, Masterwork leather backpack secured with (2) Weapon cords (Bag of Holding, Type 1 (Contents listed below))
Waist: Leather breeches w/pockets, Leather belt, Spell component pouch,
Wrists:
Arms:
L.Finger:
R.Finger:
Legs: Leather breeches
Feet: Leather sturdy boots
Slotless: Conduit of Nethys (Mythic Legendary Item)

Itemized:

1. Explorer's Outfit (Free, 8 lbs)
2. Legendary Item - Conduit of Nethys
3. Gold Holy Symbol of Nethys (100 gps, 1 lb)
4. Spell Component Pouch (5 gps, 2 lbs)
5. Zilatan (Bloodstone Tracker) Stone Compass - Used to track Atenzuki and now with her help, other Bloodstones?
6. Wand of Valor - (See Details Above)
7. Masterwork Backpack secured w/ (2) weapon cords (50 gps, 2 sps, 4 lbs, +1 CC STR)
8. Bag of Holding, Type 1 (2,500 gps, 15 lbs)(Contents Below)

[/b]Bag of Holding version I [/b] (This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs 15 lbs, holds a max wt of 250 lbs, and can not be more than 30 cubic feet in volume of items);

PERSONAL ITEMS/TREASURE - Bag of Holding

1. Small Tent (10 gps, 20 lbs)
2. Bedroll (1 sp, 5 lbs)
3. Blanket (5 sps, 3 lbs)
4. Shaving Kit (15 sps, .5 lb)
5. Grooming Kit (1 gp, 2 lbs)
6. Spellbook (Free, 3 lbs)
7. Gear Maintenance Kit (5 gps, 2lbs)
8. Chronicler's Kit (40 gps, 4.5 lbs)
9. Pyrography Kit (1 gp, 2 lbs)
10. Dungeoneering Kit (130 gps, 15 lbs)
11. Trail Rations (5 days)(3 gps, 5 sps, 5 lbs)
12. Waterskin (1 gp, 4 lbs)
13. Eldred (Khekeret) Spear (head wrapped)

PARTY TREASURE - Bag of Holding

Need to determine value and the unknown

1. 690 gold (14 lbs)
2. (5) Jewels of varying sizes
3. (2) Vial with a single droplet of blood suspended in it.
4. (5) pouches filled with powder(s)
5. A bracelet with a small well of sand
6. A wing of a decently large insect.
7. 5,500 gps remaining from Binding Stone
8. Zilitan Stone
9. Coin Aroden
10.

. . Coin of Aroden Currently iminating a slight power of Aroden indicating some of him still lives.
. . Ziltan Stone (aka Bloodstone Compass) Detects Bloodstones of Aroden (aka Sisters or Canopic Jars of Aroden))

Bag of Holding Total WT: 82 lbs (250 lbs max)

Gear Total Cost: 2845 gps
Gear Total Weight: 30 lbs

Weapons and Ammunition

ARCANE BONDED TWO-HANDED CRYSTALLINE FOCUS HILT OF THE NETHYS MAGI (11,200 gps, 2 lbs)(+1 to Enhanced Mind Blade/+1 to MAX)
Light Crossbow w/ weapon cord (35 gps, 1 sps, 4 lbs)
Cross bolts (3 gps, 3 lbs)

Weapon Total Cost: 38 gps
Total Weight: 7 lbs

(80) pps, (63) gps, (1) sps, (0) cps, Gems and Jewelry:

Coin Total Weight: 2 lbs

Total Cost: 2787 gps
Total Weight Carried 40 lbs (Light load)

Light up to 86 lbs., Med 87–173 lbs., Heavy 174-260 lbs., Lift 260 lbs, Push/Pull 1300 lbs.

(2) Siphon stone[/s] - Turned into Chieftain Sarangeral for 7,000 worth of gold and/or services


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Special Abilities
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Amazing Initiative (1/round) (Ex): You gain a bonus on initiative checks equal to your Mythic Tier + 2 Mythic Paragon (+6), As a free action, use 1 Mythic Power to gain an extra standard action (can't be used to cast a spell).
Armor Proficiency: None but can use any armor without check for failure.
Combat Casting: +4 to Concentration checks to cast while on the defensive.
Enduring Armor +9 (Su): Armor of force grants armor bonus equal to 3 + your tier.
Hard to Kill (Ex): Automatically stabilize when dying, and only die at neg Con x 2 (28).
Mirror Dodge (Su): When hit by an attack, spend 1 Mythic Power to teleport 30 ft, leaving behind illusiory duplicate.
Recuperation (Ex): Fully heal after 8 hrs rest, use 1 Mythic Power and 1 hr to heal half and restore all non-mythic abilities.
Skill Boost (M6): +4 Skill points to Spellcraft
Skill Focus: +3 to Spellcraft
Surge (1d8) (Su): Use Mythic 1 Power to increase any d20 roll by the listed amount.
Weapon Finesse + Deadly Agility (M6): Use Dex for attack/damage with light and finesse weapons
Weapon Proficiencies: All simple Weapons
Wild Arcana (Su): Use 1 Mythic Power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

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WAND OF VALOR:

Wielder Use

This wand can be used either by being on the person or in their hand. If the wand is in their hand they may activate it as a swift action instead of a standard. If it is not in their hand they may activate it as a standard. When cast it casts cure moderate wounds as CL 5 (2d8+5).

Communal Use

This spell may also be activated by anyone within 30 feet of the wielder. This takes their standard action, not the wielder's. The spell is then cast from the activator with a range of touch.

Mythic Use

When someone activates the wand be it the wielder or someone within 30ft they may spend Mythic Points to enhance the effects in two ways.

1 Mythic Point: The spell now heals 4d8+10 instead.

1 Mythic Point: The spell can now be activated as a swift action. If this power is activated by the wielder and the wand is held in his/her hand the casting becomes a free action.

They may activate any and all abilities as long as they spend the points needed.

Wand Charges

Unlike normal wands this wand does not have finite charges, instead it is regenerated through combat. For every enemy that is either killed or incapacitated within 100 feet of the wielder the wand gains a number of charges equal to the creature's CR. These charges are reset to 0 every 24 hours.

School: Conjuration, Evocation.

Operation Summary

1- If you holding this wand in your hand it is a swift not standard to activate.

2 - the wielder does not need to be holding it, anyone can use it as long as they are within 30 ft of the person with it.

3 - it feeds on battle more accurately, it is a wand of valour. As in the Valour in battle not soul sucking, that was just the assumption. It works on undead/constructs/oozes.

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Legendary Item (Weapon) 2::

F1: Legendary Power - 2/2 a day (Base 2) = 2
. . Mythic Power can be used in place of Legendary Power
F2: Legendary Surge - 1 LP/MP = +1d6 Attack and Concentration Checks.
F3: Mythic Bond
LI Abilities
1. Eternal Bond (Conduit)
2. Foe-biting (Weapons)
3. Rejuvenation - 1 LP/MP = Tier Level + Mythic Paragon Healed (currently 60 hit points per LP/MP)(Conduit)
4. Soul Safe (Conduit)
5. Unstoppable Strike (Weapons)
6. Upgradeable (+2 Atk/Dam, Linked Striking, Keen)(Weapons)

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BACKGROUND, PHYSICAL DESCRIPTION, & PERSONALITY:

***Quick Character Details***
Name: Nethan Ryon Akerman
Age: 17
Gender: Male
Race/Ethnicity: Human
Height: 6'2"
Weight: 200 lbs
Hair: White
Eye Color: Sky Blue
Alignment: Chaotic Good
Token Deity: Nethys
Occupation: Student/Rural Militia
Current Rank: N/A

***Background***

Humble Beginnings

Nethan Ryon Akerman was born to a single mother, Karyn, and grew up on a farm in a rural community near Greengold in the Elven Kingdom of Kyonin. Farm life for a single mother and only child would normally be almost impossible, however everything seemed to be provided for them including a friendly neighbor, Darvan, who helped out around the farm. Nethan was introduced to farm work as soon as he was able and would help his mother and Darvan with various chores and projects around the farm. Eventually, the rural community built a school in the country so their kids could attend school without interrupting their chores or projects. The school teacher was a retired elven wizard named Talathel, and he took a liking to Nethan because of his brilliant mind. Unfortunately this made the other school children jealous of Nethan and since he was a nice skinny mother’s boy, he was bullied in school. This bullying set life changing moments in Nethan’s life.

The Orc and Goblin Rider Conflict

Darvan felt bad about 10 year old Nethan being bullied and knew a few things about wielding a sword and using armor which he passed down to Nethan when farm projects, chores, and school were completed. In addition to the martial training, Talathel saw the bullying as a distraction to Nethan’s intellectual growth and perhaps the ability to master the arcane arts. In order to quell the distraction, Talathel made Nethan his part-time apprentice. Originally, Talathel wanted to make Nethan a full time apprentice except he still had farm projects and chores around the farm along with martial training. In the next 7 years, Nethan excelled in magic and to Talathel’s great surprise, he learned how to combine martial, arcane, and meta arts into one fluid art which Nethan calls “The Enlightenment”. Nethan was now ready and just in time as an orc and goblin rider army begin raiding the countryside. Before a garrison from Greengold, and/or Iadara, and/or other cities, it was up to the rural community or militia to either repel or hold off the evil forces until the garrison(s) could arrive. The militia was not able to repel the Orc and Goblins but they sure did hold them off thanks to the contributions of Talathel and Nethan. Before the garrisons arrived, Nethan turned a goblin into ash using burning hands and then later saved his mom by placing himself between an Orc archer and her then launched a magic missile at the orc. Unfortunately the orc archer also released an arrow at the same time and they both hit each other, both collapsed to the ground.

The Revelation and Ascension

Lying in bed, Nethan woke up to find his mother, Darvan, and someone who he recognized from The Book of Magic except he was unmasked before him The stranger was a half uninjured and a half severely burnt man, radiating pure magic, wearing a gray robe, had white hair, and sky blue eyes. Nethan recognized this to be Nethys and he quickly sat up bed for it is a rare occurrence for a deity to visit a mortal, especially the god of magic before being eased back down by both Nethys and Karyn. Nethys began to speak, “Welcome back my son, you have accomplished a lot that you are not aware of! Since you are my son, you are more resilient than mortals once you learn how to take the pain. I apologize for not being a part of your life like normal mortal parents but I made sure you were well taken care. And Talathel no longer requires your apprenticeship for he was I and I was him. I am proud of you and your accomplishments thus far, however your destiny is incomplete and I require more from you which I will or one of my allies will give to you at a later date. I know you have a lot of questions for me but I can not answer them now.” ... Nethys turns to Karyn and Darvan, ” Sweet Karyn, you have been great to both Nethan and I, and I am sorry I could not be your husband. Since Nethan is old enough to fulfill his destiny, excluding the farm, all of our arrangements are nullified. I hope you can now find a life with Darvan as your husband and you two will be happy together before moving on to the next world.” ... Nethys takes Karyn’s hand for possibly the very last time kisses it and looks into her eyes, ”You will always have a place in my heart but we probably will not meet again. Goodbye sweet Karyn.” … In a blink of an eye and without a sound, Nethys was gone. On Nethan's dresser, lies a beautifully carved half black and white circlet with a black and white scarf wrapped around it. Nethan gets out of bed and places the circlet on his head and instantly knew what it was. Later, he would use the scarf as part of his adventuring outfit.

The Beginning and The End - Trials of the 1st Tier

The first tier trial was the beginning of Nethan’s ascension but the end of easily accomplished tier trials. The criteria for the first tier were;
1. A magical being or the son of a deity – Nethan is the son of Nethys and Karyn Akerman.
2. Nethan’s opposition schools could not include Abjuration, Evocation, Necromancy, and Transmutation for three of the schools correspond with Nethys’ holidays and necromancy represents the destructive side of Nethys.
3. Weave magic into something else which Nethan successfully accomplished by weaving arcane arts into meta arts.
4. The fourth accomplishment was the utter destruction of a living being and/or inanimate barrier. Nethan successfully accomplished this during The Orc and Goblin conflict by turning a goblin into ash with a burning hands spell. This accomplishment symbolizes Nethys desire to destroy Golarion.
5. The final accomplishment of the 1st Tier criteria came in the form of saving a person’s life while using magic. This symbolizes Nethys’s other desire to keep Golarion from being destroyed.

***Physical Description***

A combination of being in Tar Baphon's Demirealm, the Mythic Trials, and his steady mythical growth have steadily changed Nethan. Nethan's muscles have changed from bulky strength muscles to thinner cat like muscles. In addition, his clothing has changed to a Scarlett and Gold Robe. Instead of Black for destruction, Scarlett is the color of destruction and Gold is the color of magic and creation. Nethan no longer carries any type of weapon but carries a Conduit in his hand that currently has a high quality thick leather lanyard and it is attached to both the Conduit and Nethan. Lastly, Nethan's backpack and quiver are now join together on his back but he is no longer wearing the circlet and his crossbow seems to be missing.

***Personality***

Nethan, which he prefers to be called, is a tall, well-built, talkative, and studious man. Unlike his father, he is quite sane and more friendly. He attempts to be successful in his endeavors without intimidation. He only counter-intimidates those who first attempt to intimidate him.

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CAMPAIGN PLAYER NOTES:

A section to help me remember important things during a campaign.

Party Members:

1. Amelia - Fighter/Thief
2. Elise -
3. Calathar - Departed
4. Dreyyn - Tactician
5. Tsadok - Departed
6. Jermiah - Departed
7. Alþórel - Call him Great Uncle (Uncle Al or Albert) in Tar-Baphon's domain.
8. Spook - Eldred Enemy Turned Friend
9. Atenzuki - One of the Bloodstones. Nethan, maybe a group consensus, thinks the Blood Stones are fragments of Aroden's personality to imprison him more effectively.
10.

Traps (Mechanical or otherwise), Laser, Technics, Behemoth, Hi-Tech, undead, Isle of Terror, Tar-baphon,

1. Bloodstones
a. Atenzuki
b. K...
2. Siphons - Are they sucking the souls out of Eldred for maintaining the current demi-plane (aka butcher ranch) or for another purpose?
3. Plane or Demi-Plane
4. Moretti
5. Tar-Baphon (Mr Tar)
6. Aroden is he in stasis (prison) or is it just the Bloodstones and coin that hold a piece of his former power and glory?
7. Arazani?, Former Herald of Aroden,


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CHARACTER CREATION AND PROGRESSION PLANS:

STR: 5 pts = 14 (+2 Dual Talented) = 16
DEX: 0 pts = 10 (0)
CON: 2 pts = 12 (+1)
INT: 17 pts = 18 (+2 Dual Talented) = 18 (+4)
WIS: 3 pts = 13 (+1)
CHA: 0 pts = 10 (0)

1. Wizard/Psychic Mage Archetype - 1
2. Soulknife - 1
3. Wizard - 2
4. Tier 1 Archmage

Mundane Progression

All subject to change of course...

4th: (3rd Wz), +1 Int, (svs: +1, +1, +3) (sps: 4, 2, 1)
a. +1 Int (Check in main and body)
b. +5 HP (avg 4 + 1 Con +3 Favored (was not in the original)
c. Spells = 4,3,2 - +1 @ 1st and 2nd, +2 Spells and/or Psionics (Scorching Ray (M), Bull Strength)
d. +1 Fort, +1 Reflex, Will +3 total for level 3
e. +6 Skill points (2 remaining)
5th: (4th Wz), (Fighter's Blade), (+1 BaB), (svs. +1, +1, +4), (sps 4,3,2)
6th: (5th Wz), (Extra Power - Touchsight), (sps: 4,3,2,1)

10K Feats:

10,000: Skill Increase (4 ranks - Spellcraft)
20,000: Skill Focus - Spell craft (+3 Ranks)
30,000: Ritual Magic - GM Assigns us spells
40,000: +1 Int

+1 Wis or +1 BaB
+1 Wis or +1 BaB
Extra Power - Energy Bolt
Arcanomorph: A psychic mage blurs the line between powers and spells at 8th level. He can expend his psionic focus to remove a spell component requirement or focus requirement from a spell he casts. Material components costing more than 1 gp cannot be removed in this way. Additionally. he can choose to add both vocal and somatic components to a power he is manifesting to lower its power cost by 1 power point (to a minimum of 1). This ability cannot be used on 0 level powers. M6 - Can be taken after 6th level is obtained, see M6 rules.
Spell Synthesis (Su) At 10th level, a bokor may combine a spell with a sphere ability, using both with the same action. The combined effect uses the longest casting time of the two, and the bokor can make any decisions concerning the spells/talent independently of each other. Any target affected by both of the spells takes a –2 penalty on saves made against both the spell and sphere ability. The bokor also receives a +2 bonus on caster level checks made to overcome spell resistance with these two effects. A bokor may use this ability once per day. M6 - Can be taken after 6th level is obtained, see M6 rules.

Mythic Progression

Tier 1:

Mythic Path: Archmage - Arcane Surge
Mythic Feat: Mythic Spell Lore
Path Ability: (Universal) Legendary Item Tier 1 (Legendary)
Legendary Item Abilities: Difficult to Destroy, Mythic Bond, Legendary Surge, Legendary Power, Upgradeable

Tier 2:

Attribute Bonus: +2 Strength (Add Skill/Attribute/Combat bonuses)
Mythic Path Ability: (Archmage) Enduring Armor (+3 + Tier Level to AC)
Legendary Item Ability: Rejuvenation (Cure 10 hps x Tier Level) - Yes, I know this is incorrect but fixed in T3. I just didn't know back then.

Tier 3:

Mythic Feat: Dual Path (Champion-Fleet Charge)
Path Ability: (Universal) Legendary Item Tier 3 (Legendary Item becomes a Minor Artifact - making Rejuvenation legal)
Legendary Item Ability: Powerful 1x (4/4 Legendary Item Points, Mythic Power Points can also be used but not vice versa)

Nethan's Psicrystal Nimble-Ryon was released so he could Arcane Bond with his Crystalline Focus

Tier 4:

Attribute Bonus: +2 Intelligence (Add Skill/Attribute bonuses)
Path Ability: (Archmage) Perfect Preparation (Ex) - (No longer need spell book, all spells and powers read are permanently committed to memory. Still need to assign Spells to Slots like a Wizard and not like an Arcanist or Sorcerer)
Legendary Item Ability: Unstoppable (Attacks bypass armor, use Touch AC, 1 MP = bypass Def AC)
+3 HPs
+1 to Enduring Shield
+1 to Init
+1 to Int Skills and +6 Skill Points
Intimidate (STR): +10 (rank 3, +4 STR, +3 SK)[+1]
Knowledge-Arcana (Int): +12 (rank 3, +5 Int, +3 Wz)[+1]
Knowledge-Dungeoneering (Int): +9 (rank 1, +5 Int, +3 Wz)
Knowledge-Engineering (Int): +9 (rank 1, +5 Int, +3 Wz)
Knowledge-Geography (Int): +9 (rank 1, +5 Int, +3 Wz)
Knowledge-History (Int): +9 (rank 1, +5 Int, +3 Wz)
Knowledge-Local (Int): +9 (rank 1, +5 Int, +3 Wz)
Knowledge-Nature (Int): +9 (rank 1, +5 Int, +3 Wz)
Knowledge-Nobility (Int): +9 (rank 1, +5 Int, +3 Wz)
Knowledge-Planes (Int): +12 (rank 4, +5 Int, +3 Wz)[+1]
Knowledge-Psionics (Int): +12 (rank 4, +5 Int, +3 Wz)[+1]
Knowledge-Religion (Int): +10 (rank 2, +5 Int, +3 Wz)[+1]
Sense Motive (Wis): +6 (rank 5, +1 Wis)[+1]
Spellcraft (Int): +18 (rank 3, +5 Int, +3 Wz, +3 SF, +4 M6)
[+#] = Increase in Skill Rank
The following Spells can be Augmented = Magic Missile
New Mythic Spells/Powers - Touchsight and Inertial Barrier

Tier 5:

[i]Mythic Feat:
Path Ability: (Universal) Legendary Item Tier 6 (Major Artifact)
Legendary Item Ability:

Tier 6:

Attribute Bonus: +2 Dex (Add Skill/Attribute/Combat bonuses)
Path Ability:
Legendary Item: Eternal Bond (Belongs to Nethan and Only he can use it if he stays alive)

Tier 7:

Mythic Feat: Extra Path Ability - Channel Power
Path Ability: Mirror Dodge or Energy Conversion
Legendary Item: Soul Safe

Tier 8:

Attribute Bonus: +2 Strength (Add Skill/Attribute/Combat bonuses)
Path Ability: Elemental Fury (Mythic Paragon Tier+2 rounds, Acid, Cold, Electricity, Fire Immunity and +1d6 Extra Energy Damage, +3d6 energy crits)
Legendary Item Ability: Returning on Same Plane (If Item and Nethan are on the same plane, Nethan can order the Legendary Item to return to him)(Check for Updates)

Tier 9:

Mythic Feat:
Path Ability:
Legendary Item Ability: Returning Across Planes (Item can be order into Nethan's hand on and across planes)(Check for Updates)

Tier 10:

Attribute Bonus: +2 Intelligence (Add Skill/Attribute bonuses)
Path Ability:
Legendary Item Ability: Powerful 2x (6/6 Legendary Item Points + 23 Mythic Power Points Reserve)

Energy Conversion, Mirror Dodge

Legendary Item - Focus of the Nethys Magi

Arcane Bonded: Yes

Arcane Bonded Abilities (No more than 23,499 gps of upgrades active at one time. This limit is separate from Upgradeable Legendary Item)

1. Nethan can cast any one spell from his spell book 1x/day.
2. Can be modified as a Wondrous Item or Wand.

Arcane Bonded Penalties:

If Nethan attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.

Type: Legendary (T1 - T2), Minor Artifact (T3 - T5), Major Artifact (T6 - T10)

Form: Crystalline Focus - Mind Blade (Counts as both a Weapon/Wondrous Item?)

Legendary Surge: Concentration and Caster Level Checks,

Legendary Power Points: (2/2 + Mythic Power Points substitute but not vice versa)

Legendary Abilities:

Active

T1: Difficult to Destroy, Mythic Bond, Upgradeable (Mundane Abilities can be updated)
T2: Rejuvenation (1 Legendary/Mythic Power = Cures 10 points per Tier (10 - 100) per use)
T3: Powerful 1 (add +2 Legendary Power = 4/4 + Mythic Power Substitute)

Inactive

T4: Unstoppable (1 LM Power = Touch Weapon, 2 LM Power = Also bypasses Deflection AC)
T5: Foe-Biting (1 LM Power = Double Normal Melee Damage, Crit spend 2 LM Power = Double All Damage)
T6: Eternal Bond (Officially Belongs Only to Nethan and renamed, "Focus of the Heir of Nethys")
T7: Powerful 2 (add +2 Legendary Power = 6/6 + Mythic Power Substitute)
T8: Returning on Same Plane (1 LM Power = Teleports into Nethan's hand only on the same plane)
T9: Returning Across Planes (1 LM Power = Teleports into Nethan's hand across planes)
T10: Powerful 3 (add +2 Legendary Power = 8/8 + Mythic Power Substitute)

Mundane Weapon Abilities (No more than 23,499 gps of melee weapon upgrades active at one time):

1. +1 Attack/Damage.
2. Toggle off/on - Merciful (converts all damage to non-lethal).
3. Keen (increase critical threat from 19-20 to 17-20).

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LEGEND AND OTHER NOTES:

EF - Expend Focus
FC - Favored Class
LF - Level Feat
M6 - Bonus Feats
M/A - Mythic Spell+Augment
M - Mythic Spell
MTxF - Mythic Tier Feat, x=level
Pc - Psicrystal
PF - Psionic Focused
PFT - Psionic Feat
PUx - Path/Universal Ability, x=level
Tr - Trait

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