Num is not particularly different from other Mongol warriors; horse-mad, as it were, and passionate about the bow. Unlike the others, however, he wears no armor, only furs; while he may be virtually immune to the dangers of winter, he clearly feels more comfortable in the felts and furs he would be wearing at home.
Having set up his own ger and hung on its edge the bag of endless hay providing food for his remounts and spirit-horse, he moves with the latter through the scores of portable 'homes' towards one of the fires around which gather others of the Mongol's 'nobility'. Arriving in time to see the appearance of the giant of a man -- or godling, perhaps, if his bragging is to be believed -- he exchanges a long glance with the dapple-grey mare at his side before the two move forward and, as is their usual habit, kick aside some snow a little outside the close ring about the fire. As Shuurga settles herself down, Num lays a blanket over the top of the remaining snow and tucks the end of it under his horse, settling himself down upon it with his back to her belly.
The two of them watch Daryun's arrival, and his 'acceptance' amongst the young warriors; as a relatively young man of a notable family (having bid farewell to his own father, Jebe, only a short time ago as the latter headed south with his contingent) and skill to equal it, he watches the newcomer with interest -- and, it should be said, wariness. The readiness with which Orda welcomes him is not shared by Num, but the armorless archer is reticent at best, and says nothing.
The arrival of the sixteen-year-old Sechen causes Num some amount of disquiet; it's been clear he feels that she's too young to be abroad and on the battlefield. But the exchange between the newcomer and the young woman causes him to cross his arms; one does not treat a Mongol woman in such a manner. Not, that is, without consequence. But she is not his kin.
The horse behind him is the one who speaks up. "Blood of the gods has both advantage and cost," Shuurga observes, the horse's voice a mellow alto. "One can never be certain of the consequence." A warning, perhaps?
Generally, if it brings in a new system, it isn't being allowed in this game. Psionics, Path of War, and Spheres have already been specifically called out; Seb would like everyone to understand what everyone else can do, and such things would be introducing entirely new systems to some people.
Yes, you can get up to 12/12 classes and 3/3 tiers. Max classes is 12/12, max tiers is 4/4 (which you can't have simultaneously).
Right! Then Num, Shuurga, and Ukhaantai are all ready. And I’ve a derivation (fairly extensive, zen archer monk / amnesiac psychic, with an investigator/bard familiar) of Num not yet on the boards, The Infinite Fool, (Blue w/ Red and Green elements) put together for your Numenera campaign. Will PM you after work.
Operating on +2 levels (2/2) = +2 Template = +1 Tier (1/1), Num and Ukhaantai are both complete and prettied up, with the latter a half-stage sort of familiar (108 in attributes and +5 in templates, but no classes); Shuurga is complete but not yet as pretty as the other two.
Still looking for an answer to this:
The Feat:
Eagle-Eyed Distance penalizes your Perception checks at -1/50'.
The Skill Unlock:
Perception Skill Unlock (5) The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
How are these going to affect each other? The standard penalty is -1/10' distance. Should these be considered multipliers (-1/50' = x5 distance, -1/20' = x2 distance, therefore x10 distance, -1/100'), or simply additive (-1/50' = +40', -1/20' = +10', therefore +50', -1/60')? Additive might be easier, as the Perception skill unlocks works up to /30', /40', and /60', though multipliers (x2, x3, x4, and x6) would combine with Eagle Eyed and make it considerably more epic (to /100', /150', /200', and /300').
I think I'm getting confused on the 'Template CR <> Gestalt <> Mythic Tiers' equasion and examples. Going by the examples given on the [url]build rules page[/url], what I understood was the following:
2 Template CR = 2 Character Level (2/2 class levels) = 1 Mythic (1/1 Tier).
Character level was max 12; Mythic tier was max 4. This could produce any of these:
Etc. Is this correct? If so, you can (as many of the PCs here do) have no Template CRs but be L10/T4 or L12/T3 ...
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In other news, Num is ... more-or-less complete and coherent. Next up, Shuurga, then Ukhaanti, both of which are far less complicated in the long run ...
A question, though.
The Feat:
Eagle-Eyed Distance penalizes your Perception checks at -1/50'.
The Skill Unlock:
Perception Skill Unlock (5) The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
Would these combine? Standard being -1/10', the unlock essentially doubles the distance; would Eagle-Eyed become -1/100'?
Yes. Think of it as a general rule — the most effect you can get out of a feat, class ability, etc. is the equivalent of a class with that ability at your own level — 12 in this case.
I'll echo Num and River of Sticks in their questions.
For reference, where Razan stands on race:
** spoiler omitted **
My idea had been everyone has 31pts. to hyberdize (that's the 'hybrid' race).
I was assuming everything would stack for level, what was everyone else's assumption?
Cheers for clarifying. That fits with my guess for Razan. 12 class levels plus 2 prestige class levels for 14 levels total.
I think the max is a total of 12 class levels — 6/6 base, then 6/6 from trading in templates. Or maybe you meant 6/6 and 1/1 instead of the 12/12 and 2/2 I was thinking of. :P
You have to take at least 6 levels in your base classes. Which means, you have to be Wizard 6/Rogue 6, before utilizing the extra +6 for more base classes, PrCs, templates or mythic tiers. You can't take less than 6 levels in your base class.
I actually helped Seb finalize all of these rules, so while I do not have the last word regarding them, I am quite knowledgeable in what they are.
And honestly, I don’t care — it isn’t my question, and it was just an example. If that makes it 12/6/6, nearly the same result — an effective L18 Spellcaster. You’re missing the forest for the trees, but once again, not my question, not my problem.
You're ... yeah, definitely missing the question, one which I didn't even ask. I'm just explaining what the question was, and what the logical consequence of that particular interpretation was. So cool your jets, and y'know -- wait for Seb to actually say something, maybe. 'Cause he hasn't.
Again, not my question, don't care one way or the other, doesn't affect me.
Some PrCs say '+1 level of existing class' or some variant thereof -- here's the Arcane Trickster as an example. RoS is wondering if, for a random example, he does this:
Wizard 12 / Rogue 4 / Arcane Trickster 8
He's wondering if his '+1 level of existing class' from Arcane Trickster (+8 levels) will stack directly onto his Wizard levels, resulting in a character who's getting spells per day, spell levels, and an effective casting level of a 20th level Wizard. He isn't a Wizard 20, but he'd be casting as though he were. And for the next couple of levels (or for as long as he can add in PrC levels that have '+1 level of existing class' for their spellcasting), he'll be able to gain the advantage of both Wizard and Arcane Trickster -- so at 13, he'd be:
Do you want 9th level spells cast by — what, 12th level, I think? IIRC, most prestige classes start being available at 6th or 7th level. So at L10, the caster is throwing spells at 10 (standard) + 4 (prestige) = 14th level, +2 per level after that. Casting wishes and miracles at 12th or 13th level ... could be cool. Would fit into the ultra-powered schema.
A little choppy, I felt; I didn't like how the Ukhaantai/Shuurga thing went, so I'm refining it. Question, though, on race.
Is the 'build a 31-point race' a replacement for the free Hybrid, or an option for the 'other half' of the hybrid? I just want solid clarification, is all, as well as giving something of a warning -- a 31-point ARG race is powerful. Just for comparison ...
Race Build Totals:
Core Races
Dwarf: 11 RP
Gnome: 10 RP
Half-Elf: 10 RP
Half-Orc: 8 RP
Halfling: 9 RP
Human: 9 RP
Other Races
Aasimar: 15 RP
Centaur: 29 RP
Dhampir: 11 RP
Drider: 35 RP
Drow: 14 RP
Drow Nobles: 41 RP
Fetchling: 17 RP
Gargoyle: 36 RP
Ogre: 23 RP
Svirfneblin: 24 RP
Tiefling: 13 RP
So while the 31-point race wouldn't be quite as terrible as a Drow Noble, it's up there in 'woah'-ness, just about on par with a Centaur.
Anyhow. Wondering, because I have a couple/three ways to go, depending.
... you take the maximum value for everything, double at first level, and then double the total.
Is 'maximum value for everything' meaning your HP dice on both sides? Your example (which answered a couple of questions I had) isn't gestalt, so I'm not sure if you get the HP from both classes or not. Then there's the bonus HP from Mythic -- same thing there; do you get the bonus HP (converts into Vigor) from both sides of your Mythic tiers? So for example, 5 x 3 = 15 points for Champion, 4 x 3 = 12 points for Trickster -- +15, or +27?
Mongol gods (not a list, just a discussion) and Mongol horse culture. In the latter is a discussion of Mongol folk tales and the (intelligent, talking, and magical) horses in them, as well as Mongol non-naming conventions for horses.
Shuurga (Storm) and Ukhaantai (Intelligence) are themselves intrinsic to the character of Num; their stats, rather less so. I would prefer the second 'buddy' (which for me would be Ukhaantai) to still have a touch of the 'buddy' abilities; I'm specifically thinking about the attributes and up to +6 in templates, because a 'stock' golden eagle suddenly gaining the templates it's 'destined' to have would ... be a little jarring for me. In any case.
For those with language needs, and having culled through Wikipedia and paying attention to the major languages in each area, I figured I'd share the partial list of what's active back in 1200. This is centered (mostly) around the Mongol-controlled areas and the Khwarezmian Empire:
Middle Mongol
Tangut
Jurchen
Khitan
Middle Chinese (Qieyun)
Tibetan
I think treating familiars, cohorts, animal companions etc. as full characters and then having several of them is completely out of line and crowds the game.
Also, a horse with levels in 2 classes that can do magics? Please....
And even though i prefer other mounts, mounts should probably be horses or oxen or "normal" animals. A tiger would be kinda out of line as well already probably.
... yyyeah, no. Sebecloki was pretty solid on what he wanted to do -- and a lot of people are avoiding the familiar/animal companion thing because of the paperwork (per se) required. That doesn't make what he intended from the first any less valid; it's what he wants in the game. I have to confess that your phrasing conveys scorn at the idea -- and yes, included in the ideas you're scorning are the extremely-cool ranks of rhino-unicorn riders that we'll be facing off against -- and while in arguments I don't speak against a player, in this case the argument is the player.
Both my eagle and my horse will have full levels in at least one spellcasting class; someone having a winter wolf or a siberian tiger (if they have the feats, etc.) is Definitely Cool, which appears to be exactly what Rule Sebeclocki is working under.
'Completely out of line', the use of 'Please...' as contemptuous dismissal -- as a player, I get the sense that you think what the game's GM wants to run is ludicrous or, I don't know, beneath you or something. My advice, one potential player to another, is to either reconcile yourself to the fact that Sebecloki wants to run a Very Powerful Rule of Cool Game, or else ... well, not play in the aforementioned Very Powerful Rule of Cool Game.
Displaying derision and contempt, however, are out of line.
Sebecloki wrote:
I'm open to coming up with a different set of parameters that would apply across the board that would make them strong enough for this kind of game.
I will confess that I've realized that between the classes and everything else, my sidekicks (at least) really don't need familiar/animal companion archetypes. So I'm good with just saying 'dude, forget the archetypes' and forging on ahead.
Re: Human/Hybrid -- I think I figured that you'd meant (from this) that the (powerful!) race you built (like Erkliğ Han bloodline/race is) would be a replacement for the Hybrid; adding on +2 to any attribute, an additional skill per level, and an additional feat ... well, it overshadows other races, yea mightily. :P :)
-----------------------------------
Gettin' the band together
Going by what I can see of the backgrounds and flavors, I see three groups.
The mercenary / travellers from the West:
Razan Al-Amin, Christian
Art Burd (Zoroastrian).
Ouachitonian (Norse by way of the Eastern Roman Empire)
Ouachitonian's Norseman could have been simply wandering east, into new/uncharted lands (from his point of view); as an (ex-)Varangian Guard, he may have turned mercenary when he left and headed east instead of back west to the Nordic areas. Razan and Art Burd's character might have been mercenaries as well, or even known each other for a long time; Khwarezmians (it appears) were often mercenaries, particularly in the west of the country. Returning to their homes, they may well have made common cause against the Khwarezmians, being potentially-suppressed religious minorities; I can't find any particular information save that the Khwarezmian Empire was chiefly Sunni Muslim. But either fleeing further east due to persecution, being recruited as spies and heading to hook up with the Mongols, or just looking to help the Mongols destroy the Khwarezmians (perhaps for having destroyed your home town(s)) gets you into the group with the rest of us.
The wildmen:
Monkeygod (Savage Shapeshifter)
Daryun (Unspecified 'barbarian' sort)
Daryun is, clearly, also a Tengrist, as his (claimed) father is a Tengrist god; he might be a Turk from the Qara-Khitai, in the area recently taken over by the Khwarezmians, or someone from further north of the Mongols, in the wilds of Siberia. The former would be more likely (considering the dog story), though imagining someone like him traveling the wilds is an easy thing to do. Meeting up with the savage shapeshifter that is Monkeygod's character seems to me to be a very possible thing, wandering the northern forests and, becoming friends (perhaps after a spectacular 'unstoppable force / untouchable object' brawl) they wander together until (gasp) the Khwarezmians kill Daryun's dog (bad move on their part) and the two move to join up with the Mongols.
The Mongols:
Altani the Smoke:
Sechen Spirit-Speaker
Coinshot (Druid Monk)
Num (Horse archer)
Though I'm not completely clear on Altani the Smoke's background, at least the other three are firmly Mongols. With that in mind, and considering that there should be some experience in the outside world, I strongly suggest that Sechen Spirit-Speaker is not fresh off the farm / out of the shaman's camp. Even if she is, though, considering the magic in both Coinshot's druid and Altani, it's entirely possible Sechen has known them for months, even years.
Presuming Sechen comes down out of the mountains a year or two before game start, though, Num (and the men he's leading, if he's leading men -- who would of course be reassigned, since I haven't taken Leadership) might have been detailed as the other three's escort, and they're part of the scouting force for where-ever we wind up starting from.
Razan Al-Amin (Decimus Observet): Human // Custom hybrid -- Paladin (Virtuous Bravo*, Weapon Champion*, Oath of Charity) 12 // Bard (Arcane Duelist*, Dervish Dancer*) :: Holy Vindicator 2 // Mystic Theurge 2 :: Champion 2 // Guardian 2. No templates; 1/1 Mythic given over to 2/2 Prestige classes. Devout holy warrior, extreme mobility, blade and channelling. (Desert horse nomad, perhaps an Arabic Bedouin?) Christian, but don't hold that against him. Probably great social skills.
Altani the Smoke (caster4life): Human (?) -- Wizard 6 // Alchemist 5, Magus 1 :: Unknown // Unknown (mythic). Templates: Smoke creature, Mutant, Outer mutant, 3x Advanced**. Shamanistic alchemist; ranged damage, utility, some buffs/debuffs, battlefield control. High knowledge skills.
Daryun (Vrog Skyreaver): Human // Hobgoblin hybrid -- Fighter 10 / Unchained Monk 10 :: Champion 4 / Guardian 4. No templates. Furious charger, immense speed, pure fist-fighter. Natural disaster on two legs. Intimidation, singer, good perception and sense motive.
Num (The Wyrm Ouroboros): Customized human bloodline -- Monk (Zen archer*, Master of Many Styles*) 9 // Oracle 1, Luring Cavalier (Hussar) 4, Ilsurian archer* ranger (Toxophilite*) 4 :: Champion 3 // Trickster 3. Advanced half-celestial templates. Wizard VMC. Mobility, ranged (bow) attacks, close-in ally defense against same. High initiative, good perception, sense motive, other skills.
. . . Ukhaantai, wizard familiar: revamped/reskinned (golden eagle) rhamphorhynchus. Aqueous, boreal, half-celestial, advanced templates. Will be a sky-hunter, some spells, lots of intelligence, and socially adept.
. . . Manan, animal companion: wind-horse. Likely druid or elementalist // barbarian or monk.
Unnamed, Monkeygod: Legendary Shifter // Barbarian or ranger. A shape-shifting savage warrior.
Unnamed, Coinshot: Human // Samsaran or Aasimar -- Monk (Tetori Monk*) 12 // Druid (Ancient Guardian*, Halcyon Druid*) 12 :: Trickster 3 // Hierophant 3 (uncertain on both). No templates. Stealth assassin, wildshifter. Loyal to and hates Genghis Khan. Mute. Expected to have no social capabilities at all.
Unnamed, Ouachitonian: Human -- Barbarian (Invulnerable Rager*, Mad Dog*) ?? // Sorcerer (Elemental (Water)*, Sage*; Tattooed, Crossblooded, Wildblooded) :: Archmage ?? // Champion ??. Advanced Aqueous Boreal Giant Mutant Water-Infused templates. Rides a woolly rhino or mammoth, may go into Mammoth Rider. Likely a 'charge into them, then lay about' sort.
Sechen Spirit-Speaker, Timeskeeper: Human -- Oracle ?? // Medium ?? :: Unknown // Unknown (mythic). Unknown templates. Spirit-caller, shaman, buffer/debuffer. Unknown otherwise. Jochi's daughter, grand-daughter of Temüjin.
Unknown, Hayato Ken: Unknown.
* -- Free archetype.
** -- Can Advanced be applied three times to the same character?
Well, you've already stated that Familiars, Eidolons, Animal Companions, etc. (mounts being a sub-category of Animal Companions, really) are their own (powerful!) characters, the main things that should transfer across really are only the special abilities -- alertness, evasion, share spells, etc. (The ability of familiars and animal companions as their own characters to communicate normally with other characters is somewhat presumed, but 'communicate with master' and 'communicate with others of their species' might apply as special abilities.)
Applying all of the above as well as the full 6/6::3/3::+6 they're receiving may well actually make them more powerful than the characters they're the side-kicks of.
Regarding the 'discreet nuncio', the one thing I'm really aiming for is that telepathic bond at L13 -- that way I can have one to my horse and one to my familiar. ;) I could just take Infiltrator for it.
Thinking about it, might I suggest that if people wish to take familiar/animal companion/whatever archetypes, it uses up one of their 'class' archetype slots, and they get it for free (without any replacements) the way the class archetype slots do?
Location, Location, Location
When working on a game based on Earth, I tend to use Google Earth a lot, because it lets me save place locations, get an idea of placement, measure distances, that sort of thing. The problem with using the excavations at Khermen is that Ogiinuur Sum in Mongolia is almost 2000 miles away from the siege of Bukhara.
I would instead check out the two maps -- one of the Western Liao Empire (map being 60 years old as of game time), which the Mongols were in the process of conquering (finishing up in 1220), but much of the western portion of which had been taken over by game time, the other of the Khwarezmian Empire, which had been established (and clearly taken some territory from the Western Liao) in 1190. On the latter map, in the upper-right corner, the label 'Kara-Khitai' is the Western Liao.
Of note, at the very start of the war Genghis Khan sent Jochi and Jebe (the latter being Num's father, and didn't we have a daughter of Jochi here?) south across the Tien Shan mountains to invade and raid the fertile Fergana Valley (to the east of Samarqand -- it's labeled on the Western Liao map). The following spring saw the Mongols come through the Altai mountains and then through the area known as the Dzungarian Gate (on the Western Liao map, this is the gap south of the Naiman / Altai mountains, the area extending between Yizhou/Hamili and Emin, in the north-east of the Western Liao Empire). Performing an end-run around the cities on the Syr Darya (the river coming out of the north end of the Aral Sea, which is on the upper left corner of the Western Liao map), they then '... traversed 300 miles of the seemingly impassable Kyzyl Kum desert ...' and fall upon Bukhara, which is where we are at game start.
We might perhaps not be in a formally-fortified camp, but instead at a camp of a group that's been sent further to the west, perhaps to scout out Darganata, Khiva, or Kheti (found on the Western Liao map), and issues happen there?
Razan Al-Amin wrote:
Taking Bonded Mind is an idea that I like a lot. I'm in a Way of the Wicked game where the party is using it to great effect to plot in utter secrecy.
You don't say ... ;)
Just as a note, I saw the 'Hybrid Human // Custom Race' thing. If you build a custom race like I did (max 31 points), you don't get to hybridize with the humans. It's kind of presumed you take the human ability baselines: Type: Humanoid, Size: Medium, Speed: Normal, Language: Linguist (1 RP), and with Skilled (4 RP), and Flexible Bonus Feat (4 RP), but since you're building it custom, you can put the attribute boosts where and as you want them. And of course there's plenty of magical enhancements for you to play around with ...
Num has updated information. Like, bunches. Like, for example ...
Background:
Born in 1193, even early the boy-child was clearly talented. Horses liked him, his very first word was 'bow', and he loved staring up at the sky -- especially at night. His clan (the Besud, of the Tayichiud tribe) had a tradition that their line was descended from Erkliğ Han, god of the far sky (not, of course, the Eternal Blue Sky, the great god of whom is Tengri himself), and the essence of that inheritance seemed to make itself especially known in the toddler. Fast on his feet, wide-eyed and always watching, always with his little bow in his hand, his father Зургаадай (Jirqo'adai), a smith by trade could only smile and call him 'бяцхан Эрклиг', 'Little Erkliğ' -- and so when it came time for him to be named, Erkliğ it was; Erkliğ it could only ever have been.
As he grew, he only increased in intelligence and agility, in wisdom and strength and endurance; only when it came to interacting with others did he lack, and though his spoken words (which came less often as he grew) were well-said and sent to the heart of the matter like arrows from his bow into the heart of a Зээр (zeer, the Mongolian gazelle, an extremely fast runner and good swimmer), he never became wholly comfortable with words. For a trade he learned those of the bow-and arrow-maker, also turning his deft hand to the crafting of instruments and leather-works. Of course, this latter is nothing unusual; most Mongol riders did their own leather-work, so as to make certain it would not fail in battle. He learned also the stories of the people, the dances and the songs, the beating of the frame-drum (tuur), the bowing horse-fiddle (morin khuur), the blowing of the flute (tsuur), and though when he recited he spoke strongly and clearly, that was the only time; in all others, he was reticent at best.
By the time of the Tayichiud's defeat by Temüjin of the Khiyad Borjigids in the Battle of the Thirteen Sides in 1201 when he was eight, he was rarely known to speak more than a few sentences a day. By the time his father Jirqo'adai -- renamed by Temüjin, Genghis Khaan, as 'Jebe', meaning 'Arrow' and 'Weapon' -- had become one of Temüjin's generals three years later, he spoke barely a word a day. This apparent withdrawl culminated when, during a traditional meditative retreat, this one of the offspring of the Khaan's highest officers at the 'Nature Lake' (Байгал нуур, Baigal nuur, what we call 'Lake Baikal' in south-eastern Siberia), undertaken by all youths of the various Mongol tribes during their early teens, he had a vision -- or perhaps a visitation.
What, specifically, the thirteen-year-old youth saw he has never said; in fact, Erkliğ no longer speaks. However, he returned to the Tayichiud bearing a golden eagle chick that those who saw him leave the camp on Baigal Nuu swear they never saw. Like the many other youths who were entrusted with their own bird in the Mongol tradition of eagle-hunting, Erkliğ took care of his eaglet with care and diligence, but the thing that truly proclaimed the spirit-touched nature of the bird was when it began to speak. Not in occasional word-croaks the way a raven might, but in real words, real sentences. It said that its name was Үхаантай (Ukhaantai, meaning Wit, Intelligence), and when it spoke, its words were as insightful and perceptive as those its master had once spoken, though far, far more eloquent.
After extensive consultation with the shamans, it was recognized that Ukhaantai was a physical expression of Erkliğ's mind-soul, his sünesün ruhu. At the end of their pronouncement a white horse of wind galloped out of the low clouds and as it descended was met by the eagle -- and in an astounding turn of events, by Erkliğ himself as turbulent mist erupted about him and sent him soaring up into the air. Upon the trio's return to the ground, with Erkliğ now astride the wind-horse, Ukhaantai introduced the shamans to Манан (Manan, meaning Cloud, Mist, Vapor, Haze, Fog), the expression of another one of Erkliğ's souls, that of his personality, his sülde ruhu. Such supernatural events could not be ignored, and even as his father Jebe led the Khan's elite forces in battle, Erkliğ's training with horse and bow intensified.
In the intervening years, his exceptional skills have combined with the information that Ukhaantai can gain him and the mobility that Manan gives him have earned him the use-name of simply Hум (Num, meaning 'Bow'); though in his youth he was aware of his tribe being independent of Temüjin's empire, he has trained and worked as a warrior for all of the Mongols for too long to think of himself as Tayichiud first and Mongol second; for him, it is firmly the other way around. Now 26, he serves as a small-force leader of the cavalry elites his father commands, though often he is sent out on his own to solve a problem as a trusted trouble-shooter.
Description:
Both tall and broad, Num has an ease of movement that belies his frame. Though more than a foot taller than the average 5'6" Mongol horseman, Num holds himself so as to minimize how much he towers over others. When on his horse, he is usually leaning over Manan's neck and shoulders; when on his own two feet, he's usually squatting, if not sitting on the ground, and even then he's usually bent forward somewhat, or perhaps slouching. Only when his height and arm's reach is necessary (usually in battle) does he uncoil himself to the fullest.
Like most Mongols, Num has high cheekbones, a broad jaw, a distinct (almost exaggerated) epicanthal fold to the eyelid, broad teeth, and dark hair. His facial hair is well-grown in, though he has not allowed it to grow long, so as to not interfere with his archery. His hair he does wear hair long, however, with braids just in front of both ears and another at the base of his skull. Hours before a battle, he will often comb his hair back and oil it well with fat to prevent strands from blowing in his face and potentially distracting him, rebraiding the hair in front and drawing them back to tie behind his head and restrain the rest of his hair. Unlike many of his compatriots, he only wears enough to keep himself warm, counting on his speed and foresight to keep him safe.
Notably, Num does not carry any sort of sword or spear; while he does carry a few knives for utility purposes, the only weapon he uses in battle is his bow, and that to great effect, whether firing arrows to intercept others or using the length of it to sweep incoming shots from the air. For more vigorous melee applications, he actually prefers to use his feet, defending himself and, more often than not, either kicking his foes' legs out from under them or their weapons from their hands.
Magic Items:
Num bears six items of power.
The first (and, to him, most important) is his bow, Салхитай Хазах, 'Salkhitai Khazakh', which means 'Bite of the Wind' (or perhaps 'Teeth of the Wind'). This name has stuck with the bow since its creation by Num himself, first as an exceptionally-fine (though oversized, meaning 'his size') horse-bow, then through the blessings of wise totems and the bindings of spirits of strength and power to its sinews. Lacking the great flamboyance one might expect from such a powerful weapon, Salkhitai Khazakh (or just Salkhitai) carries only a few wrappings of fine grey wolf-fur, a couple feathers (one of a rare ghost-eagle, another of a snow-owl) on the upper limb's tip, and countless precise tiny engravings of arrows, clouds, and the wind.
The second is a fossilized-amber-encased insect, a grasshopper of some sort, with etchings on the back of it. A long golden pin pierces the amber, the insect inside, and is typically meant to hold Num's cloak closed; the name of the talisman is Үерийн Алах Царцаа, 'Üyeriin Alakh Tsartsaa', which means 'Flood Slaughters Locusts'. (An aside -- broken down, the term for 'locust' or 'grasshopper' is 'scale-reindeer' -- and since a grass leaf does indeed look something like a scale, this makes poetic sense.) When worn, Üyeriin produces a ghostly watery echo of the wearer's physical attacks against swarms of insects and other pests, allowing him to destroy such things much more easily. This was given to him by his mother's father, a herdsman who narrowly survived the unification of the Mongol people, and who has 'retired' by spending his days looking after the herds.
The other four are similar, albeit in different ways.
Mянга Cум Xэрэг, 'Myanga-Sum Khereg' or 'Thousand-Arrow Case', is a leather arrow-quiver whose form was made by Num, but which has had its capacity ... exaggerated by his spiritual companions. Embossed and stitched with prayers to Erkliğ Han, it is able to carry (though not produce) many more arrows than it should, and brings to his hand precisely the sort which Num is reaching for.
Зуу Жил Өвс, 'Zuun Jil Övs', or 'Hundred Years of Hay', appears to be a simple leather sack with several flaps to be untied and opened, large enough to carry and dispense a day's hay and feed for three or four horses. While this is true, the magic layered into the designs (carefully stitched by Num) outlining prayers to Ұмай (Umay/Eje) the goddess of fertility ensures that the hay the satchel dispenses for those four horses will last for months, even years.
Ёроолгүй Цүнх, 'Yoroolgüi Tsünkh', is the 'Bag With Bottom'. Once again a leather sack of simple design (though exceptional make, and by Num's hand), the stitchings and embossing on this good-sized bag resembles Myanga-Sum Khereg in many respects, as prayers and praises to Erkliğ Han make up a large number of them. The sack can, however, hold far more than it appears that it would be able to.
Finally, Гэр Олон Өрөө, 'Ger Olon Öröö', is 'The Home of Many Rooms'. Although the finely-made yurt is clearly the home of someone important, with many blessings attached to its walls (as well as charms to drive away dangerous animals and spirits), it does appear to be somewhat small, only about 10' or 11' across. This, however, is deceptive, for the inside is almost thirty feet across, with a great central area and several alcoves for private retreat. Warm in the winter, cool in the summer, properly staked down the yurt can withstand the worst of storms and may provide shelter for several horses as well as their riders.
Game Stats: Salkhitai Khazahk, Wind's Bite, is an adaptive distance guided ki shot Large mongol horse bow (orc hornbow). It is a Legendary weapon, with the Unyielding and Upgradable abilities. Its legendary surge is 1d6, and its wielder can use its power on all attack rolls and combat maneuver checks. Of note is the fact that it is a Large weapon; Num is capable of using Large weapons due to his CDtCT Knack 'Powerful Stature'.
Üyeriin Alakh Tsartsaa ('Flood Slaughters Locusts') is a swarmbane clasp.
Myanga-Sum Khereg ('Thousand-Arrow Case') is a homebrew variant on the efficient quiver, designed for someone who specializes in archery rather than fiddling around with a bunch of different things.. Instead of carrying 60 arrows, 18 javelins, and 6 bows, it carries 300 arrows and 4 bows.
Zuun Jil Övs ('Hundred Years of Hay') is a Type I satchel of plentiful feed, working in more durable leather rather than mesh.
The 'Bag Without Bottom' Yoroolgüi Tsünkh is a leather-base Type IV bag of holding.
Last but not least, Ger Olon Öröö, 'The Home of Many Rooms', is a milieu-appropriate version of the expedition pavilion, round instead of square (11.28' diameter on the outside, 33.85' diameter inside, with the three curtained-off areas still on the 'back wall').
Equipment:
150 durable angel-quill arrowhead arrows, 50 each of cold iron, silver, and adamantine.
500 blunt arrows
5000 regular arrows
3 knives, one on him, two with various kits
Much, much more to come; I still have 1587gp to spend, a great facility at doing so, and a keen realization as to the fact that y'know, being able to actually make and serve tea or whatever is a GOOD RP Thing.
The Waves Mystery
Perhaps the most problematic element of Num's background / class choices is that of the Waves Mystery choice. To be frank, I selected this specifically in order to acquire Water Sight, allowing Num to see through fog, mist, and (by extension) clouds -- after which he could select Obscuring Mist as a spell and be able to see through it without penalty. (And then acquire the mythic version of the spell, amp it up, and be able to blanket large forces (and at 6th Tier, armies) in it, functionally using it as an offensive weapon.
The interaction intended between his 'wind self' (per se) and his 'water self' is complex, however; while 'wind horse' is a Mongol poetic phrase for 'soul', one of a person's souls -- the only one that reincarnates, as a matter of fact -- is that one which specifically moves through water, the sünesün ruhu; I have decided that this is the intellect-soul, and thus the eagle's name of Ukhaantai. Gaining that air-allied familiar at the great Nature Lake of Baikal, clearly a place of influence of water and waves, was meant as an awakening of his awareness to his mystic self, one which developed in the gaining of the wind-horse as well as his use of ki. Such significance is also placed on the name and mistiness of the wind-horse Manan -- Cloud/Mist/etc. -- as such things are a blending of water and air. (Likewise the 'eruption of turbulent mist' which is the awakening of his half-celestial ability to fly.)
For a horse nomad, while the great Eternal Blue Sky (and space beyond it) is ever-present and thus of vast importance, a more ready and daily concern is, well, water -- water for yourself, and water for your horses. This central consideration is, to an extent, why I allowed myself the use of the Waves Mystery.
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AC 61: 10 base + 3 CTtCT + 1 deflect + 13 Dex + 1 Dodge + 2 Enhancement + 2 Monk + 1 ABP + 1 Half-Celestial + 2 Advanced + 20 Wis +5 Class Defense Bonus
. . . Combat Expertise: +5
. . . Fight Defensively, Crane Style: +4
. . . barkskin ability (1 ki, 90m duration): +4
. . . Typical Active Total: AC 74
DR 10/adamantium or Huge: 1 hit dice + 5 Class Defense Bonus + 4 Natural Armor
. . . barkskin ability (1 ki, 90m duration): +4
. . . Typical Active Total: DR 14
Obviously still working here ...
Updated Technicals:
Erkliğ, нум, Num
Male advanced half-celestial human (erkliğ han bloodline)
zen archer unchained monk (master of many styles) 9//luring cavalier (hussar) 4/oracle 1/Ilsurian archer ranger (toxophilite) 4
Mythic: Champion 3 // Trickster 3
LG Medium outsider (humanoid, human, native)
Init +38; Senses darkvision 60 ft., see in darkness; Perception +34
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Defense
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Defense 57, flat-footed 38. . (+1 deflection, +13 Dex, +6 dodge, +20 Wis, +5 miscellaneous)
Armor DR: 10/adam or Huge. . (+1 HD bonus, +4 natural armor, +5 natural DR)
Critical Defense: +44. . (+10 DR, +13 Dex, +1 deflection, +20 Wis)
Vig 105 (9d10) Wnd 50 (Threshold 25)
Fort +38, Ref +44, Will +50; +4 vs. poison, +2 vs. enchantments
Defensive Abilities hard to kill, improved evasion, share will; Immune disease; Resist acid 10, cold 10, electricity 10; SR 35
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Offense
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Speed 90 ft., fly 120 ft. (good)
Melee knife +25/+25 (1d3+6) or
. . knife +25/+25 (1d3+6) or
. . knife +25/+25 (1d3+6) or
. . unarmed strike +25/+25/+25 (1d10+9) or
. . (L) windshot (in melee) +19/+19 (2d6+10)
Ranged (L) windshot +34/+34/+34 (3d6+35/×3)
Special Attacks careful aim, cavalier's charge, challenge 2/day (+4 damage, +2 to ranged attacks), combat style (mounted[APG]), far challenge, favored enemy (them rat bastards +2), flurry of blows (unchained), flurry of blows (unchained), mythic power (9/day, surge +1d6), powerful build, smite evil 1/day (+4 attack and AC, +9 damage), stunning fist (9/day, DC 34), style shot, style strike, tactician 1/day (Bonded Mind, 5 rds), zen archery
Spell-Like Abilities (CL 9th; concentration +13)
. . 3/day -- holy aura, protection from evil
. . 1/day -- aid, bless, cure serious wounds, detect evil, dispel evil, hallow, holy smite (DC 18), holy word (DC 21), mass charm monster (DC 22), neutralize poison, remove disease, resurrection, summon monster IX (celestials only) Arcane School Spell-Like Abilities (CL 9th; concentration +13)
. . 16/day -- diviner's fortune (+4)
Monk (Unchained) Spell-Like Abilities (CL 9th; concentration +13)
. . -- barkskin (self only, 1 ki)[UM]
Oracle Spells Known (CL 1st; concentration +5)
. . 1st (4/day) -- cure light wounds, murderous command[M,UM] (DC 15), obscuring mist[M]
. . 0 (at will) -- create water, mending, purify food and drink (DC 14), stabilize
. . Mystery Waves
Expert Archer Ranger (Toxophilite) Spells Prepared (CL 1st; concentration +21)
. . 1st -- endure elements[M], gravity bow[APG], hanspur's flotsam vessel, pass without trace, tireless pursuit[APG]
. . M mythic spell
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Statistics
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Str 23, Dex 36, Con 25, Int 36, Wis 50, Cha 18
Base Atk +9; CMB +25 (+27 dirty trick, +27 disarm, +27 grapple, +27 reposition, +27 steal, +27 trip); CMD 67 (69 vs. dirty trick, 69 vs. disarm, 69 vs. grapple, 69 vs. reposition, 69 vs. steal, 69 vs. trip)
Feats - Custom Feat -, - Custom Feat -, - Custom Feat -, - Custom Feat -, - Custom Mythic Feat -[M], - Custom Mythic Feat -[M], - Custom Mythic Feat -[M], Agile Maneuvers, Alertness, Bonded Mind, Bullseye Shot, Catch Off-guard, Clustered Shots[UC], Combat Expertise[M], Combat Reflexes[M], Craft Magic Arms & Armor, Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Cut From The Air, Deadly Aim[M], Deflect Arrows[M], Deft Maneuvers, Dodge, Dual Path[M], Empty Quiver Style, Endurance, Extra Path Ability[M], Far Shot[M], Hammer The Gap[UC], Healing Factor, Heroic Grace, Horse Whisperer, Improved Initiative, Improved Precise Shot, Manyshot[M], Martial Focus, Master Craftsman, Mounted Archery[M], Mounted Combat, Panther Claw[UC], Panther Parry[UC], Panther Style[UC], Perfect Strike, Plains Nomad[UW], Point Blank Master[APG], Power Attack[M], Powerful Stature, Precise Shot, Quick To Act, Rapid Shot[M], Relentless Shot, Storm Breaker, Stunning Fist, Unarmed Combatant, Weapon Focus, Weapon Specialization
Traits disciplined body, heedful readiness, patient calm, reactionary, wisdom in the flesh
Skills Acrobatics +25 (+49 to jump), Bluff +9, Climb +11, Craft (bows) +27, Craft (jewelry) +22, Craft (leather) +22, Craft (musical instruments) +19, Diplomacy +9, Disable Device +15, Escape Artist +18, Fly +29, Handle Animal +16 (+18 with horses), Heal +32, Intimidate +16, Knowledge (geography) +25, Knowledge (local) +22, Knowledge (nature) +25, Knowledge (nobility) +19, Knowledge (religion) +22, Linguistics +15, Perception +34, Perform (dance) +11, Perform (oratory) +11, Perform (percussion instruments) +11, Perform (string instruments) +11, Perform (wind instruments) +11, Profession (soldier) +32, Ride +32 (+34 with horses), Sense Motive +34, Sleight of Hand +15, Spellcraft +18, Stealth +25, Survival +32 (+34 to Survival vs. getting lost), Swim +11
Languages Common; telepathic bond
SQ adaptive strike, agile warrior, aim for the eye, always a chance[MA], amazing initiative, arrow-splitter, bonus feat, distant barrage[MA], expert trainer +2, fast mount +10 ft., fast movement (unchained), favored terrain (plains +2), finesse weapon attack attribute, fleet charge[MA], forewarned, fuse style, hunter's bond (horse named Animal Companion), improbable prestidigitation[MA], intercept arrow, ki archery, ki arrows, ki pool (25 points, cold iron, magic, silver), ki powers (abundant step, qinggong power, wholeness of body), legendary item[MA], legendary power, legendary surge, limitless range[MA], monk vow (vow of silence[UM]), mount (horse named Animal Companion), mythic bond, mythic spellcasting[MA], oracle's curse (mute), order of the land, precision[MA], recuperation, reflexive shot, revelation (water sight), specialized school (divination), style shots (knockback kick, knockback shot, leg shot, leg sweep), track +2, unstoppable shot[MA], unyielding, vicious aim, wild empathy +8
Other Gear arrows (4760), arrows (240), blunt arrows[APG] (970), blunt arrows[APG] (30), durable angel quill arrowhead arrow (270), durable angel quill arrowhead arrow (30), knife, knife, knife, windshot, windshot (in melee), archer's quiver (type i), bag of holding vi, satchel of plentiful feed i, swarmbane clasp[UE], 1,287 gp
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Special Abilities
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Abundant Step (Su) As a move action, use 2 ki to dimension door (self only).
Adaptive Strike (1/combat) (Ex) As a swift action, foe becomes flat footed vs. improvised weapon attacks for 1 rd.
Agile Maneuvers Use DEX instead of STR for CMB
Agile Warrior (Ex) Gain Acrobatics, Escape Artist, Stealth, and Survival as class skills.
Aim for the Eye (DC 26) (Ex) Ranged sneak attacks at up to 60 ft. Spend 1 power on critical vs. flat-footed to blind. (Fort neg.)
Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Arrow-Splitter (Ex) +1 bonus on ranged attack rolls vs. creatures or objects 2 or more size cat smaller than you.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Bonded Mind You and ally you can see that has this feat can trade nonverbal messages.
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to.
Careful Aim (Ex) Ignore penalties for firing up to three range increments; firearms target touch AC up to two range increments.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Cavalier's Charge (Ex) Mounted charge grants +2 to hit and -0 AC rather than +2/-2.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Expertise [Mythic] Use 1 power to eliminate attack penalties of Combat expertise for 1 min.
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving.
Crane Riposte Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing dodge bonus.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
Cut from the Air AoO: Stop ranged attacks against you or an adjacent target
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows [Mythic] As an immediate action, use 1 power to deflect a single ray.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+3 bonus, ignore cover/conceal & bypass all DR).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +4 (16/day) (Sp) As a standard action, touch grants ally +4 insight bonus to many checks for 1 round.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empty Quiver Style (Hornbow, orc) Make melee atk with chosen weapon as if heavy or light mace.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Expert Trainer +2 (Ex) +2 to train mounts, reduced training time option.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Far Challenge +4 (2/day) (Ex) +4 to damage target, target gains +4 to attack rolls vs. cavalier
Far Shot [Mythic] Use 1 power to ignore range increment penalties until the end of your turn.
Fast Mount +10 ft. (Ex) When riding any mount all modes of movement increase speed.
Fast Movement (Unchained) (+30 ft.) The Monk adds 10 or more feet to his base speed.
Favored Organization (them rat bastards +2) (Ex) +2 to rolls vs. members of them rat bastards.
Favored Terrain (Plains +2) (Ex) +2 to rolls when in plains terrain.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+3 bonus, bypass all DR).
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Flurry of Blows (Unchained) (Ex) As full-round action, gain extra attacks with some weapons.
Fly (120 feet, Good) You can fly!
Forewarned 4 (Su) Can always act in surprise rounds.
Fuse Style (3 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Healing Factor You have a mutant healing factor.
Heroic Grace You are destined for greatness, and are thus unlikely to be petrified by a wandering monster.
Immunity to Disease You are immune to diseases.
Improbable Prestidigitation (Su) You can use Sleight of Hand to hide or retrieve objects in a personal extradimensional space.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Intercept Arrow (Ex) You can ready ranged attack to deflect ranged attack vs. ally within 30'.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Pool (25/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Knockback Kick (max 30 ft.) On kick hit, CMB chk moves foe 10 ft or more away. Foe provokes no AoO and is not prone.
Knockback Shot (max 30 ft.) On kick hit, CMB chk moves foe 10 ft or more away. Foe provokes no AoO and is not prone.
Land's Challenge +4 (2/day) (Ex) +4 to damage target, -2 AC vs. others when used, +2 to ranged attack rolls.
Leg Shot On successful hit, free trip attempt.
Leg Sweep On kick hit, free trip attempt.
Legendary Power (2/day) A pool of power - at least two uses - that recharge each day.
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) Roll a die and add the result to certain rolls.
Limitless Range (Ex) Throw any melee weapon as if it had a range increment of 20 ft.
Manyshot [Mythic] When using Manyshot, your second shot also fires 2 arrows.
Martial Focus (Hammers) You have honed your skills with a group of related weapons.
Master Craftsman (Craft [bows]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Mount (Ex) Gain the services of a special animal companion.
Mounted Archery [Mythic] As a standard action, make 1 att if use mount as cover. Use 1 power for no mounted pen to att.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Mute (Ex) Your cannot speak, but all spells are cast as if using the Silent Spellmetamagic without modifying the spell's actual level.
Mythic Bond You have a bond with a legendary item.Panther Claw Retaliate as a free action instead of as a swift action
Panther Parry Retaliatory attacks are resolved before the attack
Panther Style (20/round) Retaliate against opponents that take attacks of opportunity against you
Perfect Strike (2d20, 9/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Plains Nomad Gain a +2 bonus on Constitution checks attempted as a result of a forced march; bonus is doubled and applies on other checks in plains terrain.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Powerful Build Can function as one size larger where advantageous.
Powerful Stature You count as one size category when beneficial.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick to Act Gain an insight bonus to initiative checks equal to half your BAB.
Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Reflexive Shot (Ex) Make AoO with bow.
Relentless Shot When trip opp with ranged atk within 30', you threaten opp untl your next turn.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Smite Evil (1/day) (Su) +4 to hit, +9 to damage, +4 deflection bonus to AC when used.
Spell Resistance (35) You have Spell Resistance.
Storm Breaker +2 sizes to calc if moved by wind or currents.
Stunning Fist (9/day, DC 34) You can stun an opponent with an unarmed attack.
Style Shot (1/round) (Ex) During flurry of blows, one or more shots has an extra effect.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tactician (Bonded Mind, 5 rds, 1/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Telepathic Bond (1/day) (Sp) You maintain a telepathic bond with one specific creature.
Track +2 Add the listed bonus to Survival checks made to track.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Unstoppable Shot (Ex) As standard action, ranged attack affects all creatures in a line. Spend 1 power to bank shot.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Vicious Aim +2 (Ex) Bonus to ranged weapon attacks & damage equal to half highest favored enemy bonus.
Vow of Silence (+1 ki) The monk must speak no words and attempt to be quiet in his actions.
Water Sight (1 rounds/day) (Su) See through fog and mist. Can use a calm pool of water for .
Weapon Focus (Bows) Choose one weapon group. You become better at using that type of weapon.
Wholeness of Body (1d8+9 hp) (Su) As a standard action, use 2 ki to heal damage to self.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
Sebecloki wrote:
Erkliğ, нум/Num wrote:
@Sebecloki -- regarding familiars and animal companions, I'm presuming that we (and they) still get at least some of the benefits, correct?
I think I'm fine with all of that, I just need to ask a question about the nuncio archetype -- I'm not clear what you're asking. Is this a homebrew mix of things you want to use as one of the stacking archetypes?
That ... wasn't the idea, no.
Normally, a familiar gets certain benefits -- their AC and Intelligence improve as their master goes up in levels, but particularly they get a suite of familiar abilities that help keep them alive and which help their master -- an empathic link, speaking with their master, communicating with other creatures of their kind, but also spell resistance, the ability to deliver touch spells for their master, and share in 'personal' spells if they're touching their master when they cast the spell.
Familiars do, in a less advanced game, have available to them certain familiar archetypes, many of which replace one or several of the standard familiar abilities.
The Discreet Nuncio is a homebrew mashup of three of those familiar archetypes, removing what was all but useless to me when I first created it (such as 'share spells', 'deliver touch spells', and 'communicate with their own kind') and adding in things I thought useful from the other three archetypes (the sage, the emissary, and the infiltrator).
Animal companions have these too -- both the various abilities and archetypes to tweak them to your liking.
Functionally, the question is this: Do our familiars and animal companions still receive some of the abilities standard familiars / animal companions do? If so, would you allow us to trade some of those abilities out as they are in familiar archetypes or animal companion archetypes?
Considering the fact that these become full characters in and of themselves, many of them -- the AC, Saving Throws, Feats, Tricks, Attribute bonuses, etc. -- are and should get tossed. But other things perhaps not: the empathic link, the ability to talk to their own kind, have a secure personal conversational line with their master, share spells, deliver touch spells, etc. It's up to you, natch.
Erkliğ is a traditional Mongol warrior -- good at wrestling, great at riding, fantastic with a bow. Two of his souls have been given physical expression outside his body (though killing them does not destroy that soul).
@Coinshot, I highly recommend the acquisition and use of the Bonded Mind feat. I have it (and can share it for 5 rounds 1/day), but since I'm going to have a speaking familiar who's going to be my mouthpiece, well ... ;) You might want a method for communication with others.
For what it's worth, since the 'link' of Bonded Mind was, essentially, sight-based, I always thought of it as being able to read each other's micro (or macro) expressions with a high degree of accuracy. Maybe not to have complex discussions, but certainly enough to have a certain level of conversation ...
The Horrifically Overpowered Feats come in multiple books -- five, in fact, four for general, one for mythic, three by Super Genius Games, two by Rogue Genius Games (RGG).
Coinshot wrote:
Also, where did you find an Unchained Zen Archer? I was looking for an Unchained Tetori Monk but couldn't find one, so I ended up using the chained monk.
Legendary Monk is a good idea too, but there are several different companies that have done back-fill on the Monk archetypes. My theory is that Paizo didn't do it because it requires a dozen or more nitpicky little things, and would require (or nearly so) a book all its own.
@Sebecloki, I've used the Purple Duck Games version -- no new systems, just basically a tweaking of the chained ZAM so that it fits in decently. Hell, with the free Archetype, most Chained Monk archetypes will do just fine. That said, there are a few other things I'm hoping to have passed; more on that in a bit.
Coinshot wrote:
Lastly, where is everyone finding the info for all the alternate humans that have like 31 points and stuff?
That would be this post of Sebecloki's -- note that this is in place of a human/other hybrid, not including.
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@Monkeygod -- oh, wonderful. A hellspawn in the same group as a heavenspawn (me). ;)
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@Sebecloki -- regarding familiars and animal companions, I'm presuming that we (and they) still get at least some of the benefits, correct? That said, I do have a request regarding animal archetypes; I've blended three archetypes (the sage, the emissary, and the infiltrator) into the 'discreet nuncio', found below. I created it basically to removes things that I'm not going to be using (being barely a spellcaster). I'm wondering if I can use it.
Discreet Nuncio:
Discreet Nuncio
Discreet Nuncios are touched by the divine (or profane), serving as a conduit from their chosen god. As fonts of wisdom and knowledge, these familiars are mistresses of useful facts, but not only do they possess such, they can often slip away to discover such information on their own, listening and spying to gain tidbits of information they then share with their mistress.
Special Requirement: A discreet nuncio familiar can serve only a master who worships a single deity; the discreet nuncio must serve the same single deity.
Discreet Nuncio Skills: A discreet nuncio treats Sense Motive and all Knowledge skills as class skills.
(These class skills add the Sense Motive of the emissary to the all Knowledge skills of the sage.)
Dazzling Intellect (Ex): A discreet nuncio’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level. A discreet nuncio also gains its master's native language (usually Common), and can speak normally (and can thus be overheard).
This alters the familiar’s Intelligence score, natural armor adjustment, and replaces the 5th level ability to speak with their master.
(This is nearly identical to the sage's Dazzling Intellect ability, is gained at the same level, and replaces or alters the same things. Only the ability to speak normally is added, and removes the otherwise-'secure' 5th level ability.) (Addendum: In this game, this might not -- probably will not -- even exist.)
Nuncio’s Knowledge (Ex): A discreet nuncio gathers information on every topic and is happy to lecture its master on the finer points of a subject. A nuncio can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a discreet nuncio gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.
This replaces alertness and the familiar’s ability to share its master’s skill ranks.
(This is identical to the sage's Sage's Knowledge ability, is gained at the same level, and replaces the same things.)
Share Will (Su): Whenever a discreet nuncio or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the discreet nuncio and its master can’t use this ability again for 24 hours. On a failure, both the discreet nuncio and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.
This replaces share spells.
(This is identical to the emissary's Share Will ability , is gained at the same level, and replaces the same thing.)
Divine Guidance (Sp): At 3rd level, a discreet nuncio can cast guidance at will.
This replaces deliver touch spells.
(This is identical to the emissary's Divine Guidance ability, is gained two levels later, and replaces 'deliver touch spells' instead of 'alertness'.)
Domain Influence (Sp or Su): At 7th level, the discreet nuncio gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The discreet nuncio can use that power once per day.
This replaces speak with animals of its kind.
(This is identical to the emissary's Domain Influence ability, is gained four levels later, and replaces 'speak with animals of its kind' instead of 'deliver touch spells'.)
Telepathic Bond (Sp): At 13th level, a discreet nuncio gains a permanent telepathic bond with its master. This bond has no range limit as long as the familiar and its master are on the same plane.
This replaces scry on familiar.
(This is identical to the infiltrator's Telepathic Bond, is gained two levels later, and replaces 'scry on familiar' instead of 'spell resistance'.)
I also expect that a Tiny rhamphorhynchus pterosaur (such as this, or this, and this big) is not likely to exist in Mega-Fauna Earth (backronymed from 'M-F Earth', because we are, after all, all of us Bad M****r-F****rs); I'm hoping I can get the same familiar effects and stats and simply reskinning it, probably into, in this case, some sort of hawk or eagle, likely the golden eagle; I know the Mongols still hunt with them. According to that link, the practice started in about 940, a little over 275 years before the setting's time-point of 1219. Ospreys give a bonus to Survival, Hawks to sight-based checks, but the rhamphorhynchus gives a bonus to Initiative, which is what I'm most interested in. (Granted, I'd like the other abilities, like the Evasion, Low-Light Vision, Scent, and Sudden Swoop, but I know when I might be pushing too far. ;) )
I'm also hoping to get a couple of weapon abilities okayed -- the +1-value guided (which is dubiously legal due to it being Paizo, but being pre-Pathfinder 3.5e), and the +1-value ki shot (a homebrew ranged-only variant of ki focus, which I'd be okay with going up to +2-value for).
Windshot is Num's bow, an adaptive distance guided ki shot mongol horse bow. It is his legendary item, with the qualities of being virtually unbreakable as well as easily upgradable. The latter he can do himself, via his Master Craftsman and Craft Magic Arms and Armor feats.
This is the start of the Wyrm's character; Mythic still has to be done, and more money spent.
Vrog, you might take a look at 'Tsunami Attack', one of the Horrifically Overpowered feats, if you care to juggle/tweak things at all.
Tsunami Attack (Horrifically Overpowered) wrote:
You can strike out at every foe within reach while on the move.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, base attack bonus +4.
Benefit: When you use the full-attack action, you may take a single move action and give up your regular attacks. You instead make one melee attack at your highest base attack bonus against each opponent within reach at any point during your move action. You must make a separate attack roll against each opponent. When you use the Tsunami Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
So with that 220' Move ... that might be useful.
Perhaps, Sechen, she returned a few months or years ago, instead of 'just now', and through her work became known and trusted enough to be sent on a special mission?
Num is a horse-master and archer, studying to be a general like his father. Though I've not yet put together his horse or Wizard VMC familiar, I hope I can reskin the rhamphorhynchus for the latter. The former will, ICly, be an actual expression of his soul -- his wind-horse. And in fact, the rhamphy reskin might as well, just a different soul, since Tengrism (and it differs even from tribe to tribe) believes that people have multiple souls.