Mask Golem

Oscar the Bot's page

38 posts. Organized Play character for loganic.


Full Name

Oscar

Race

AC 78 Touch 68 FF 24 | Fort +13 Ref +40 Will +52 | 13 temp AC 78 Touch 68 FF 24 | Immune to Fort saves, (object), Ref, Will, per GM | 13 temp HP, 50 delayed damage | Wounds: 240; Vigor: 370 |

Classes/Levels

Init +14 | Senses Lowlight, Darkvision 60', Spirit Sense, Touchsight 50’ Stormvision; Perc +37

About Oscar the Bot

Character:
Oscar
10//10 MR 4//4
Wyrwood/Samsaran +0
Small construct,humanoid(samsaran)
Barbarian (Berserker/Painted Savage) 10//Witch (Withering, Sphere Witch) 10
Gestalt Monk (Street Fighter) 5
Init +14, Senses Lowlight, Darkvision 60'; Perception +36
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Defense
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AC 80, Touch 70, FF 26
Vitality 240 Vigor 370
Fort 13 Ref 40 Will 52
DR: 2/-,
Immunities bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, stunning, ability damage, ability drain, fatigue, exhaustion, energy drain, nonlethal damage, nauseated, and sickened conditions
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Statistics
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Str 30, Dex 30, Con -, Int 70, Wis 58, Cha 60
BAB 10 CMB 25 CMD 59
Berserker Whenever the berserker uses his brutal strike ability, he may sacrifice 3 of his daily rounds of rage to add 1 additional (exertion) talent to the attack.
Improved Uncanny Dodge (Ex) A barbarian can no longer be flanked, cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. Can still be feinted
Mystical Tattoos (Sp): Swift action, for 5 stamina points, gain +8 split between physical attributes for one minute
Mystical Tattoos (Sp): Swift action, for 5 stamina points, to gain the benefits of a known Enhancement talent, applied to self or own equipment, for one minute
Flurry Strike (Ex): Starting at 1st level, whenever the street fighter uses the attack action to attack with an unarmed strike or a monk special weapon, he may make one additional attack with an unarmed strike or monk special weapon as a free action. The street fighter must decide whether or not to use this ability before making the first attack roll for her attack action. Attacks made using this ability apply the street fighter’s full Strength bonus to the damage roll, regardless of whether the weapon is wielded with two hands or with an off-hand.
Rally (Su)As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.

Unfit for Power: Whenever Oscar spends a mythic point, he suffers 10 non lethal damage. Cannot be mitigated or healed until a long rest
Villainous Power (Ex) The villain also gains additional temporary uses of mythic power at the beginning of any combat encounter equal to twice the number of mythic opponents it faces in the combat. These additional uses of mythic power must be used during the combat encounter or within 1 minute after the encounter ends or they are lost.

A mythic villain can also expend uses of its mythic power to gain temporary hit points. For each use of mythic power it expends, it gains temporary hit points equal to its mythic rank or tier times the number of mythic opponents it faces. These hit points stack with themselves and with other sources of temporary hit points, and they last until expended or until 1 minute after the encounter ends.

Villainous Surge (Su):Whenever a villain calls upon its mythic power to add its surge die to add to a die roll it has made, it modifies the result by adding the number of mythic opponents it faces and subtracting the number of mythic allies it has in the encounter, with a minimum bonus to the roll of +1. In addition, as long as the number of mythic opponents exceeds the number of mythic allies, it can use this ability as a free action rather than an immediate action.

Villainous Resilience (Ex):
Whenever the villain is affected by an effect or condition that causes ability damage, ability drain, temporary negative levels, or temporary or permanent penalties to ability scores, it reduces the effect by an amount equal to one-half its mythic rank or tier. In addition, as a full-round action it can expend one use of its mythic power to remove a permanent negative level or a number of points of ability damage or drain equal to one-half its mythic rank or tier.

Villainous Saves (Ex): Whenever a villain succeeds at a saving throw against a non-mythic spell or effect, the villain is completely unaffected by it even if that spell or effect normally has a partial effect on a successful save. A villain can expend one use of its mythic power to use this ability against a mythic effect, as long as the level of the mythic spell (or the mythic rank or tier of the creature that created the effect, if not a spell or spell-like ability) is lower than the villain’s mythic rank or tier.

Villainous Initiative (Ex): The villain gains a bonus on initiative checks equal to its mythic rank or tier and on its turn can spend one use of its mythic power as a free action in order to take an additional standard action. This additional standard action can’t be used to cast a spell. If the villain has the dual initiative special quality, it can use this ability during each of its turns.

Class Breakdown:
Barbarian (berserker) 10
Martial Tradition
10 combat talents
Fast Movement 10’
Bonus Berserker talent
Improved Uncanny Dodge (Ex)

Barbarian (Painted Savage) 10
Proficient Practitioner 10 Combat Talents
5 rage powers (can opt for Berserker talent)
Bonus Berserker talent or Combat Stamina Feat
Two bonus Enhancement talents,
Str to Natural Armor while unencumbered and unarmored
Trap sense +3
Mystical Tattoos

Rage Powers: Superstitious, Witch Hunter, Spell Sunder (Su), Strength Surge (Ex), Internal Fortitude (Ex)

Witch(Base) 10
Witch spells, CL 10, SL 5 max
Patron Trickery
Bonus spells known: animate rope, mirror image, major image, hallucinatory terrain, mirage arcana

Witch(Withering) 10
Witch spells, CL 10, SL 5 max
Corrupted Magic
High Caster, 10 Magic Talents

Witch (Sphere Witch) 10
Familiar
6 Hexes
1 Major Hex
High Caster, 2+10 Magic Talents
Patron Trickery
Bonus 5 Illusion talents

Hexs: Cackle (Su), Coven (Ex), Fortune (Su), Protective Luck (Su), Scar (Su), Slumber (Su), Tongues
Major Hex: Ice Tomb (Su)

Monk, Un. (Street Fighter)
Proficient Practitioner 5 Combat Talents
Bonus Boxing and Open Hand combat talent
Stunning Fist,
Fast Movement 10’
Ki Pool: 2 + Wis Mod
Ki Power: Empty Body (Su): Move action 3 Ki Power to gain etherealness for one minute

Feats:

Mythic Horrifically Overpowered [4/4]: Lightning Reflexes, Iron WIll, Extra Lives, Unflappable
Mythic [7/10]:Great Fortitude, Lightning Reflexes, Iron WIll, Unflappable, Extra Hex (Time Sight (Su)), Extra Rage Power (Fast Withdrawal), Sphere Mastery (Protection),
Horrifically Overpowered [8/11] Full Casting Action, Physical Paragon, Mental Paragon, Extra Lives, Hex Maven, Gestalt (monk), Hybrid(Samsaran),\
Feat [17/25] Combat Stamina, Focused Stamina, Stunning Fist, Great Fortitude, Lightning Reflexes, Iron WIll, Blind-Fight, Extra Hex(Tongues) Fortified Healing, Invigorating Rally, Companion Concentration, Squadron Commander (Close Formation, Focused Fire Tactics, Mass Command, Ranged Command, Battlefield Tactics), Tactile Illusion (Dual Sphere), Extra Magic Talent x13

Combat Talents:
Bonus Boxing and Open Hand combat talent
Bonus Berserker talent x2
Martial Tradition - Daring Scholar
Equipment: Staff Mastery
Bonus Alchemy, Scout x2
25 talents
Magic Talents:

Drawback: Addictive Casting
Boon: Easy Focus
Mythic Drawback:Cursed(Legalistic), Oathsworn, Unfit for Power
Mythic Boon: Expertise(Instant Weather), Legendary Gear

Conjuration [2]
...Lingering Companion (form)
Death
...Project Spirit
,,,Possession
,,,Drawback:Alternative Necromancy
Divination[
...Alternate Divinations, Advanced (sense)
...Viewing (Divine)
...Shared Perception (sense)
...Drawback:Hidden Magic
Illusion
...Suppression (glamer)
...Advanced Invisibility
...Lingering Illusion
...Permanent Image
...Illusionary Touch
...Illusionary Touch
...Selective Illusion
...Tactile Illusion (Dual)
Life
...Break Enchantment
...Restore Senses (cure)
...Restore Spirit (cure)
...Make Whole
...Revitalize
...Greater Invigorate
...Energizing Vitality
Protection [1]
...Energy Resistance (aegis, ward)
...Drawback: Alternate Aegis
Telekinesis [2]
...Finesse
..Drawback:Passive Telekinesis (Telekinetic Tools)
War [0]
...Totem Of Tactical Coordination (totem)
,,,Drawback: Squadron Elite, Alternate Totem
Weather [12]
...Boreal Glare
...Borne Aloft
...Cold Lord
...Focused Weather
...Forceful Wind
...Greater Size
...Sodden
...Severe Weather
...Wind Lord
...Wind Tunnel

Mythic Stats:
Mythic Power: 8/day
Amazing Initiative (Ex): +4 to Init
Recuperation (Ex): 8 hours of rest, restore all hit points. Additionally, you may spend a mythic point to recover limited class abilities as if spending 8 hours of rest.
Retraining Due to Boon: 1 path ability: Mythic Magic Talents

Path of Marshal
Marshal’s Order: Rally (Su)
4x Path Ability
Perfect Aid (Ex)
Expert Aid (Ex)
Unwavering Skill (Ex)
Mythic Sphere Knowledge

Path of Villain
Villainous Power
Villainous Surge (Su)
Villainous Initiative (Ex)
2x Path Ability
Villainous Resilience (Ex)
Villainous Saves (Ex)

Legendary Weapon (Armor Spikes.minor Artifact)
Ability: Undetectable. Intelligent x3 (Spellcasting(Dimensional Door, Create Pit), Teleport)

Traits:

Fools for Friends
Whenever you take the aid another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.
Battlefield Disciple: You gain a +2 trait bonus on Heal checks made to stabilize a dying creature. In addition, when you successfully use the aid another action in combat to grant an ally a bonus on her next attack roll, the bonus you grant increases by 1.
Exiled: When you use the aid another action, you give the ally you are aiding a +1 trait bonus to AC, regardless of the type (or lack) of action the ally is performing.
Equipment:
(124,000 gp start)
Ring of Tactical Precision (11k)
Decoy Ring (12k)
Construct: Ability Score Modification x15 (75k) (+6 to all stats)
(26k banked)
Allies:
“Bubbles” Cat (Witch) (Shadow Archetype)
Telepathic w/Oscar
Adumbral: Familiar has ¼ of Oscar’s hitpoints. If familiar dies, it returns with 1hp after a long rest. Automatically vanishes in normal and bright light, or beyond 100’ from Oscar.
Shadow Rider: May make a stealth check to hide in a shadow. Ignores vanishing conditions. Undetectable by non-magic means. Always locatable by Oscar.
Required to regain witch spells

“Norman” Humanoid, Mage, Puppet
0 SP: summons for 10 minutes
1 SP summons for 10 hours
CL: 8
Feats: Extra Talent x3, Squadron Commander (free), Battlefield Tactics
Warp
...Extradimensional Room (space)
War [1]
...Drawback: Squadron Elite
Warp: As a standard action, you may teleport yourself or a willing creature up to close range (45’)
Extradimensional Room: As a standard action, you may create a portal floating, or on a float surface, leading to a room measuring 10’ cube per CL (8). This space does not exist until you enter the portal, and continues to exists as long as you are inside
Battlefield Tactics: You may give an SM an action.

Summary of Abilities:
Alchemy: You may craft any three items whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit. You cannot have more than 8 formulae prepared at one time.
.. Panacea, Universal Alcohol. War Paint
Martial Focus:
...Expend: Can teleport up move speed
...Recover: As part of a hide/stealth action. Cannot occur than 1/round
...Recover: As part of a minute of rest, of total defense action
Berserking: As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 13 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. Also causes a 50% chance to negate critical/precision damage.
Brutal Strike: As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.

Sunder: +3 vs to Sunder and CMD vs Sunder
...Spell Sunder vs non-creature, CMB vs 15 + CL
...Spell Sunder vs effect on creature, CMB vs CMD +5, ignore miss chance

Feint: Can verbally feint a target within 30’. Target loses its Dexterity bonus to its armor class against all attacks until the beginning of your next turn

Demoralize: As a standard, can make an Intimidate+2 all targets within 30’ who can both see and hear you. If used on a creature you’ve already demoralized, you can increase the fear effect instead of the duration.

Tight Guard: Whenever you ready an action, take a total defense action, or use the attack action to attack with a light weapon, you gain a +3 shield bonus to your armor class and combat maneuver defense until the start of your next turn.

Delayed Damage Pool: When you take damage, you can redirect some or all of it towards this pool. You cannot have more than 50 points of damage delayed.The pool empties at the end of your turn as non lethal damage. It bypasses any resistances or immunities.

Trap: As a standard action, or as part of a withdraw action, make a Craft(trap) and place trap. These are considered spell effects and subject to spell resistance. Allies can walk through traps without triggering them. Traps can be triggered by flying creatures up to 100’ up. Traps occupy up to 3 adjacent squares. Entering a trap's space triggers the trap. Unless otherwise mentioned, traps expire after triggered, or 1 round for each point the roll exceeds the DC.
If placed while in line of sight of an enemy, Sleight of Hand check to place it without being noticed, DC 11 + enemies Perception modifier.
The Perception DC to locate a trap is 10 + your Craft (traps) modifier. Creatures who you warn or who see you set a trap are aware of its location and gain a +5 circumstance bonus on Perception checks to notice the trap and Reflex saves and AC to avoid the trap.
A trap may be removed as a full-round action with a Disable Device check with a DC equal to your Craft (traps) bonus +10, or it can be targeted and destroyed by attacks without setting it off. A trap has hardness equal to your ranks in Craft (traps), AC equal to 20, and 30 hit points.
...Dart, DC 5, Ranged attack, 10+int attack bonus, 5d6, x3
...Tripwire, DC 5, Reflex save DC 15 + Int, knocked prone, duration is reduced by 5, rather destroyed. Flying creatures are instead battered instead of knocked prone.
...Net (a) Ranged attack, 10+int attack bonus, 5d6, x3, Reflex save DC 15 + Int, entangled until it succeeds on a Strength or Escape Artist check against the trap’s DC or destroys the trap via damage.

...Net (b) Reflex save DC 15 + Int, entangled, and unable to move, until it succeeds on a Strength or Escape Artist check against the trap’s DC or destroys the trap via damage.

Conjure: 1 SP Summon Norman, concentration
+1 SP, 10 minute duration w/o concentration
+1 SP 10 hour duration w/o concentration

Project Spirit: 1 SP, your body goes into suspended animation, and you travel as an ethereal copy, including equipment for 10 rounds.
… 1 SP, while in ethereal form, you may spend a full round action to attempt to possess a body. You may only attempt to possess a creature once during any individual projection of your spirit. . You may possess a body for up to 10 hours, but may always end the effect early as a standard action.

Divine: Spend a minute meditation, or 1 SP and standard action. Duration:Concentration. This concentration requires a full round action, rather than a move action Divining can penetrate most barriers, but 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, a thin sheet of lead blocks it. Divining reveals information from sources within 200’ of you as an emanation; it reveals information each round the effect it is maintained.
...Viewing:You may spend a spell point to divine, transferring your point of view to any point within range. You may see and hear from this location. This ability creates a scrying sensor, which can be detected (Perception DC 30) and dispelled.

...Divine Unnaturals: You may divine the presence of outsiders and aberrations. See table for HD.
...Divine Undead: You may divine for undead creatures. See table for HD.
...Divine Illusions: You may divine for illusions. This grants you a free Will save or Perception check (in the case of illusionary disguises or invisibility) against any illusions or invisibility within the area.
...Divine Life: You may divine the wound thresholds and conditions of seen living creatures. In addition to learning the creature’s wound status, you also learn which creatures, if any, are afflicted with a disease.
...Divine Element(Earth): You may divine and identify the presence of dirt, gems, sand, and stone.
...Divine Element(Fire): You may divine the presence and strength of fires..
...Divine Protection: You may divine all creatures you have pinpointed within range and determine which of those creatures have the lowest and highest armor class. Alternatively, you may divine the lowest and highest saving throw each of these creatures has. You do not however determine the values for any of these attributes.
...Divine Density: You may divine the density and weight of nearby objects and creatures that you can see.
...Divine Force: You may divine the presence or absence of creatures with the incorporeal subtype.
...Divine Weather: You may divine the weather at your location for the next 24 hours, providing you with advance warning of storms, tornadoes, and so on. This reveals only the weather that would arise naturally and does not take into account any magical occurrences that might change the weather.
Senses: As a standard action, you may grant yourself paranormal senses for 10 hours. When you gain the Divination sphere, you gain the following sense.
…Shared Perception: 2 SP: Up to four target creatures share all senses with each other, as long they remain within 800’. This can be blocked by dense materials as divination.
…Spirit Sense: 1 Sp: You can sense the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures within close (50’) range, as if you had the blindsight ability.
...Lifesense: 1 SP You sense and locate living creatures within close range, as if you had the blindsight ability.
...[/i]Touchsight: 2 SP You gain the ability to “feel” your surroundings even when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to close range. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it.
...[/i]Storm Vision:[/i] 1 SP You gain a special sense granting the ability to negate any concealment, miss chance, and penalties to Perception directly caused by weather such as rain or fog (be they magical or natural).

Illusionary Trick: As a standard action, within create a illusionary trick that lasts for a minute or until dismissed
...Minor Figment: Create an unconvincing illusion. No will save is required to disbelieve. Visual and/or touch
...Minor Glamers:You may make minor changes to objects or creatures up to Gargantuan, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations.

Illusion
...Lingering: 1 SP Illusion persists for 10 minutes without concentration. Follows programmed instructions. Instructions can be updated as a move action, within range
…Permanent: 2 SP Make Permanent
...[/i]Selective:[/i] 1 SP to make any number of chosen targets immune/auto succeed. Can be updated 1/round as a free actions

...[/i]Figments:[/i] 1 SP, Concentration up to 10 min,Within Close range (50’) Create a figment up to Gargantuan/20’ cube, This only affects the visual and touch senses. Whenever a creature interacts with an illusion in a way that requires a (sensory) talent it does not possess, they may attempt a Will save to disbelieve with a +5 bonus, (such as sound, smell, etc). The illusion can support weight or block movement of creatures or objects so long as all pressure and weight on it falls within the approximate size or weight of a medium creature..If appropriate, an illusion may deal 40 lethal damage. Target receives a Will save to disbelieve. However, anyone who disbelieves the illusion may choose to ignore the telekinetic effect, moving through the illusion as normal, as well as allowing them to throw or move items through it.

...Glamer: 1 SP Concentration up to 10 min, change how a creature looks. Unwilling targets may attempt a Will save to resist a glamer being placed upon them, and glamers are subject to spell resistance.
….…[/i]Disguise:[/i] Make a Disguise check. This counts as magical, for the purposes of detection. You may disguise the target as up to one size smaller, or up to Gargantuan.
….…[/i]Suppression (Invisibility):[/i] You allow the target to attempt Stealth checks to hide even while being observed. +10 bonus to Stealth. Does not stack with invisibility and counts as invisibility for See Invisibility or similar effects. When cast on objects, a DC 20 + size mod is required to find them.
….…….…[/i]Advance Invisibility:[/i] +1 SP to treat as normal invisibility, (+20/+40 stealth, total concealment)
….…[/i]Suppression (Touchless):[/i] If the target touches or makes a melee attack against a creature from Stealth, that creature must succeed at a Perception check to even feel that they have been touched or attacked (DC 20, -1 per point of damage dealt). The target also gains a +10 to Sleight of Hand checks made to pick pockets.

Cure:1 SP touch 1d8+30 heal (damages undead)
Cure (revitalize): 1 SP touch, fast healing 3 10 minutes
Restore(mind): 1 SP Touch, Removes dazzled, dazed, confused, shaken, frightened, panicked, staggered, as well as all temporary or magical removal of their senses.*
Restore(body): 1 SP Touch, Removes battered, fatigued, sickened. Reduces by one step: exhaustion, nauseated.*
Restore(soul): 1 SP Touch, cures all ability damage, all ability drain to one ability score of your choice, up to 3 temporary negative levels. This may also suppress a permanent negative level for 1 minute per caster level instead of curing a temporary negative level.*
...[/i]Make Whole:[/i] 1 SP Cure a permanent negative level, Additionally, they are healed of all broken bones, severed body parts (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), and ruined organs. This also restores sight, hearing, and other permanent loss of senses. If body parts to be reattached are not present, they require 2d10 rounds to regrow.
*If the condition targeted is part of an on-going effect, restore instead suppresses the condition for up to 10 rounds. This cannot be used to remove curses or instantaneous effects.
Restore (break enchantment): 1 SP., make a caster level/magic skill check. This has no effect on other instantaneous effects.
Invigorate: Touch target gains up to 40 temporary hit points,lasting up to 10 hours. Together with the target’s current hit points, these cannot exceed the target’s maximum hit points. This can only be applied to an injured target. Target is also healed up to 40 non lethal
...[/i]1 SP[/i] target may be non-injured, and temporary hit points may exceed the normal hit point limit.

Ward: Standard action, Concentration, create a ward up to a 60’ radius, or smaller.
… 1 SP lasts 10 rounds without concentration
....Barrier: stop attacks, movement, breath weapons, and any spells or sphere effects that rely on line of effect until the barrier is destroyed. Has 20 hit points and break DC 20. Attacks targeting creatures inside the barrier, first apply damage to the barrier. Burst effects must overcome
...Energy Resistance (ward): Choose an energy type (acid, cold, electricity, fire, or sonic). Reduce energy damage of that type by 20

Aegis: Touch, 1 SP 10 hours if the caster is under the effect of this, 50% chance to negate critical hit.
...[/i]Energy Resistance (ward):[/i] Choose an energy type (acid, cold, electricity, fire, or sonic). Grant energy resistance 20 for that type

Telekinesis: As a standard action, lift an object up to medium size up, from/to within close range (50’), up to 30’ speed. Can be used for even fine control such as lockpicking
...[/i]Catch:[/i] Can catch projectiles/thrown objects typically as a readied action
...[/i]Sustained Force:[/i] free action 1 SP, objects continue to move for 10 minutes performing potentially even complex tasks.

Control Weather: As a standard action, control all weather within long range. You may choose to limit this to an area of 25’ radius anywhere within range. If you are in a confined area such as inside a building, your control only extends to the edge of that space. This continues so long as you continue concentration. As part of concentration, you may alter the weather again. When concentration stops, weather returns to normal at the rate of 1 step/round
...[/i]1 SP[/i], weather continues without concentration for 10 minutes
...[/i]1 SP[/i], Increase maximum weather that can be controlled by 1
...Alter Weather: Choose a category, wind, cold/heat, precipitation/ardity. You may change the weather of that category to whatever degree, up to your maximum. Additional effects may apply with certain combinations. The following is only a partial list
......Wind: You may have the wind go in a particular direction, or in a complex pattern, that may leave an eye of calm up to 80’ if you choose. You may create a downdraft that blows from the center outward in equal strength in all directions. You may create an updraft that blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center. You may create a rotation that causes the winds to circle the center in a clockwise or counterclockwise fashion. Checked creatures must make a DC 40 Strength check (on the ground) or DC 50 Fly check (airborne) to move against the wind. Blown away creatures (on the ground) must make a DC 45 Strength check or are knocked prone and roll 1d4 x 10’, and dealt 1d4 non lethal damage per 10’, or airborne creatures must make a DC 55 Fly check or are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage
......Wind[5][MAXIMUM], [6]:Windstorm/Hurricane: Ranged attacks are impossible. Siege weapons suffer a -19-to -23 to hit. Medium Creatures are checked. Small creatures are blown away. -8 to -12 Fly check penalty Sound based Perception checks -23 to impossible
…...Fire[4][Maximum],Cold[5][Maximum],[6], Become fatigue if you take damage, until your temp normalizes
............Fort Save (DC 15, +1 per previous check) every 10 minutes, or deal 1d6 cold/1d4 fire non-lethal
............1d6 lethal fire damage every minute (no save),every 1 minutes. Every 5 min, Fort save vs 1d4 cold/fire non-lethal
............Every round 1d6 cold lethal damage + Fort Save vs deal 1d4 cold non-lethal

…...Precipitation [4] -4 Perception, 2 inches of rain/hour. Otherwise, same as wind
…...Aridity[4] 12 + ½ con mod until checks are made for dehydration. Otherwise same as Heat
…Combination Effections:
……Cold[4]Precipitation[3+]: [4] Snow/difficult terrain builds up immediately, [5] blocks vision as fog
……Wind[4]Precipitation[4+]: [4] 1/min lightning hits a random square 4d8, Reflex half (DC 45), [5] 6d6.

Mantle:1 SP As a standard action, bestow a creature with a mantle for 10 hours. Unwilling creatures may Will save to resist. Spell Resistance Applies
...Cold:[3+] Gain a swift action gaze attack 30’ range, 1 target 1d6 cold, Fort save halves [+1d6]. You can see clearly through falling snow and sleet as if they were perfectly clear.
...Windy: [3+] Gain 20’ fly speed clumsy [+20 +maneuverability] When using this fly speed, and not any other, ignore the negative effects of wind related to flying.
...Windy: [2+] Gain +1 to ranged attacks, [+1 per 2]. Ranged attacks take no penalty due to wind and can pass through wind wall and similar effects.
...Rainy: [3+] Gain fire resistance 10, [+5], bonus damage vs fire subtype

Move Action:
...Concentrate on spell
...Trip attempt at -2 attempt
...Hide/Stealth, without need for cover/concealment
...Cackle: to increase duration of hexes, within 30’ or on Scar
...Start or maintain a tactic: Tactics affect all allies with 60’, as long as they can hear you. Tactics can be recentered as part of being maintained. Tactics continue to apply effects for 2 additional rounds, unless tactics are changed,
…...Couriers Dash: +15’ to base movement
…...Deadly Herdsman: An ally may make a free bull-rush or reposition attempt after successfully dealing damage with an attack action. This may provoke from other allies.

Squadron: 5 Members, who can be changed at the start of the day. Effects only apply to Squad Members.
...... Focused Fire Tactics: As a swift action, you may spend a spell point or expend your martial focus and designate a target. Until the beginning of your next turn, whenever a member of your squadron hits that target, all members of your squadron receive a cumulative +1 circumstance bonus to attack rolls and damage against that target, up to +10.
......Battlefield Tactics: You may given a member one of your actions, 1/round per member.
…...Mass Command: When using a sphere ability on a single creature in your squadron other than yourself, you may spend an additional spell point to target any number of creatures in your squadron. Ranged Command: Increase touch effects to close, for squadron members

Totem: Place a totem. Concentration, or 1 SP to last 10 minutes. Totems have 75’ effects
...Totem Of Tactical Coordination: SM within this totem do not take hit point damage from attacks, spells, or abilities of other allies within this totem, and may choose to automatically succeed at any saving throws vs. the abilities of allies within the totem.

Rally:As an immediate action, you may aid a SM affected by, +44 vs aid roll instead.
...Member gains +2 (base) +4 (Perfect Aid) +2 (Expert Aid) +2 (Close Formation) +1 (fools for friends) +1 (Ring of Tactical Precision) +1(if an attack, Battlefield Disciple) [12-13]. Target is also Invigorated (40 temp hp up to max) and gains +1 AC

Expert Aid (Ex): You can use the aid another action to assist any creature you threaten, including using reach provided by a reach weapon. You need not be adjacent to a creature or threaten a creature they attack or that attacks them. In addition, the bonus you provide with the aid another action is increased by one-half your mythic tier (minimum 1), and you may add your mythic tier to any attack roll made as part of the aid another action. You can expend a mythic surge as part of the aid another action; your ally gains the benefit of that surge instead of you (even if your ally is non-mythic) and can use it at any point before the end of its next turn.

Perfect Aid (Ex)
Whenever you successfully use the aid another action, your ally also adds your tier to the aid another bonus. If you use your surge ability on the aid another roll, add the result of the surge die to this bonus as well.

Mythic Sphere Knowledge: As a free action, you may spend 1 mythic power to acquire any base sphere (or any talent from a sphere you already know) for one minute. If a talent gained with this ability normally allows you to spend a spell point to make its effect persist, you may do so even if you lose access to this talent before spending the spell point.

Description:
Oscar is a long lived toy, a living children’s companion. Magic was common and plentiful. He used to make illusionary castles, make believe, hide and seek, and even keep his family safe from the magic storms, during their frequent and regular travels, but the years were long. Children grew up, life changed, slowly, after a couple generations, and Oscar was left in storage.

An unknown amount of time, Oscar found himself awakening in a bustling metropolis. He found himself caught and kept as a pet for a number of years, before escaping and living quietly. Norman and Bubbles were both the results of experiments to create something else like himself.

Bubbles is a cat, who was hyper infused with illusion magic, and a hint of shadow, and now can’t live without it. His particular resilience allowed him to be a constant guinea pig and inspired Oscar to many new magical heights.

With his new knowledge, Oscar tried to craft an assistant from pure ether, and got a sort of homunculus. Magically potent, and even slightly intelligent, but otherwise quite soulless.