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About Oscar the BotCharacter: 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 -------------------- Defense -------------------- 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 -------------------- Statistics -------------------- 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
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):
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
Rage Powers: Superstitious, Witch Hunter, Spell Sunder (Su), Strength Surge (Ex), Internal Fortitude (Ex) Witch(Base) 10
Witch(Withering) 10
Witch (Sphere Witch) 10
Hexs: Cackle (Su), Coven (Ex), Fortune (Su), Protective Luck (Su), Scar (Su), Slumber (Su), Tongues
Monk, Un. (Street Fighter)
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]
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
Path of Villain
Legendary Weapon (Armor Spikes.minor Artifact)
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
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
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.
...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
Project Spirit: 1 SP, your body goes into suspended animation, and you travel as an ethereal copy, including equipment for 10 rounds.
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.
...Divine Unnaturals: You may divine the presence of outsiders and aberrations. See table for HD.
Illusionary Trick: As a standard action, within create a illusionary trick that lasts for a minute or until dismissed
Illusion
...[/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.
Cure:1 SP touch 1d8+30 heal (damages undead)
Ward: Standard action, Concentration, create a ward up to a 60’ radius, or smaller.
Aegis: Touch, 1 SP 10 hours if the caster is under the effect of this, 50% chance to negate critical hit.
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
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
…...Precipitation [4] -4 Perception, 2 inches of rain/hour. Otherwise, same as wind
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
Move Action:
Squadron: 5 Members, who can be changed at the start of the day. Effects only apply to Squad Members.
Totem: Place a totem. Concentration, or 1 SP to last 10 minutes. Totems have 75’ effects
Rally:As an immediate action, you may aid a SM affected by, +44 vs aid roll instead.
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)
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.
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