RaizielDragon's page

Organized Play Member. 885 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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There are already rules for altitude sickness, so going from 9 miles down to sea level should be similar to going from sea level to 9 miles up.


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Floating Disc is a level 1 spell; Levitate is a level 2 spell. I don't see why there couldn't be some grand "Levitating Disc" spell that's somewhere in the 6-8 realm. Just bring the whole army up on one big invisible floating disc. Bonus points if the spell mixes in some ghost sound for some elevator music; 30,000 ft is a long way.


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So, I've always heard here on the forums that the Leadership feat is totally broken, and that no DM should allow it, and if they do, every PC should take it.

My question is: why?

What makes Leadership so broken? Is it the extra cohort you get? Or the veritable army of underlings? Is it too much action economy? Too disruptive to the table? Too much book-keeping?

What makes Leadership so broken?

Is there a way to make it less/not broken? Maybe only allow the cohort, but no underlings? All of the characters are in the DMs control? Something else? If you could "fix" Leadership, how would you change it, while keeping it as intact as possible, such that you would allow it at your table.

(The main reason I ask this is because I have a fellow player who has asked to take the feat; our DM has not answered yet, but my default assumption was the answer would be no, since that's what I always hear the default answer should be. However, it got me to thinking that I've never really heard WHY it shouldn't be allowed; only that it shouldn't. Also, it seems like it could make for some good flavor, like, for example, if a player wants to start a business or mercenary band or some such. However, I know there are downtime rules for such things, and they are both money and time intensive. So using a feat to circumvent much of that could be way too powerful.)


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Since it was revived, while it's still here at the top, just wanted to say: And so begins the online version of the "Quiet Game".


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She seems like the gymnast/acrobat type, so Swashbuckler seems pretty fitting actually. Maybe not the "perfectly poised to defend and counterattack" fencer type of Swashbuckler, but definitely the "bouncing all over the place, impossible to hit a moving target, cutting you down with a million stings" kind of Swashbuckler.


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Oh forgotten thread,
lost to the ages,
arise and return to
the frontmost of pages.

/smurfatar


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I was kind of thinking the same thing about the Nameless One (haven't seen any of the sub feats; just the initial one). It says you have to give up any identities, including ones you get from classes, so that throws Vigilante right out. And the whole point of it is to remain this nameless/faceless identity you create, and never look like anyone else. That's practically the opposite of what a Faceless Man does.


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Rambling Wall-o'-Text Opinion:

When asked why they print "bad cards" for Magic, I've seen WotC use the excuse that they make some cards better than others to try and teach new players to compare cards in order to help them learn to tell bad cards from good.

You could make the same argument for RPG elements; without bad feats/items, we wouldn't appreciate the good ones. However, it doesn't help when errata/FAQs create a constant churn of what is and isn't good.

My argument to this, though, is that they they/we wouldn't have to differentiate between good and bad if the bad was never created in the first place.

Though a counter-point to THAT would be that a product line can't be around this long, while constantly putting out new stuff that doesn't currently exist, and not manage to print something that isn't up to snuff. Odds are, with the high demand for more new and interesting content, that trying to meet that demand will cause some things to be released that are either over- or under- whelming.

So, we end up with some stuff that is "overpowered" that everyone suggests taking. With all of the guides out there, we end up with what are essentially sorted lists of feats/items, from best to worst. Granted, there can be cases for some items to be higher on the lists than others, and that's good; items are more interesting when they are really good for some builds and not so much for others (like the Brawling enchantment). But when an item ends up at the top for everyone (Big 6 for example) it could indicate a problem.

My counter to that, though, would be: is it a problem? Do we want everything to be so perfectly balanced that everything would be rated black/green in a guide? Do we want game content that is so amazingly balanced to the point of mediocrity? Such that nothing stands out and there is nothing to get overly excited about?

I think this is where people differ. Some would say "yes, if I compare two options (be they feats, items, whatever) that require the same resource investment, I want to feel like both are equally desirable". Others would say "no, I like that there are stand-out options that are head and shoulders above their contenders."

The problem here is that, usually, in many game systems, options aren't as clear-cut as being better or worse; it should depend on the build (again, like the Brawling enchantment). Options should be interesting by being better than a generic option but for a smaller set of scenarios. That way, if you are trying for a specific niche-build, you have options that make you even better at that niche build.

The further problem is that, in Pathfinder, generic options are typically better (the Big 6 being the best example here). Everyone benefits from have better AC, everyone benefits from having a better attack bonus (melee, archer, touch attack spells), everyone benefits from having better saves. So there is no reason to get other interesting abilities, when the generic ones provided are so widely useful.

When something comes along that does give a more attractive, but niche, bonus/ability, it attracts attention because it's something different to do. This invariably leads to more builds popping up that use it. Which invariably leads to people trying to figure out ways to make that niche more generic, and therefore more usable. A good example of this would be Fates Fortune. Most people would consider that a niche option: "increase Luck bonuses? you hardly ever get those, only this one race and/or class could make use of that". But then, as more and more material is printed, those Luck bonuses become more prevalent. Now, what was a niche option, becomes much easier to use for any build. The niche has become generically usable, but because it was originally made better than the generic option (but for niche situations), it's better than the normal generic option. And so it's deemed nerf-worthy.

And it's a vicious cycle that affects pretty much every game that involves choosing a limited set of resources from a vast sea of options. A game starts out with a small set, where nothing is especially shinier than anything else. Demand for more content causes increase in options, which are tacked on, but this causes some options to stand out more than others until they get hammered back down to the same level as everything else, which becomes increasingly harder to do as more and more options, and therefore more and more interactions between options, become available. It gets to the point that the developer can't release content without it having a bad reaction with something (or causing discontent for someone, since you can't please everybody), and then we get a new version instead.

I honestly don't see why anyone is surprised, or having heartburn over this; I would have thought people would be used to it by now. Note: I DO get why people get upset when they think something is over/under-nerfed; I'm not saying I don't get that. What I'm saying is errata shouldn't be surprising, and the fact that some people are pleased with it and some people aren't also shouldn't be surprising. You can express which side you are on, but you shouldn't be surprised that there are people on the other side.

The only fix I could ever see for this is by including niche options that are somehow unable to be used generically, but even then, some future option, that the developers maybe didn't foresee printing when they made the original niche option, could still end up opening the niche option up for less niche builds. I suppose extremely restricted options could be the norm, like "this option can only be chosen by X". But prerequisites like that already exist. The problem there is that there is always demand for being able to mix and match, so restricting that becomes unpopular. And such restrictions end up getting circumvented by mixing and matching (1-level dips are good examples of this).

TLDR: As a fan of the Brawler, unarmed combat, and grapple checks, I'm saddened to hear their options have narrowed.


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Charon's Little Helper wrote:


While that would be an effective death trap, I don't think it would qualify as a sanctuary. You probably wouldn't want to live there either.

It's interesting actually - the compromises that many ancient fortifications made so that they would actually be livable structures. They knew that they were a bit less secure that way, but there's a limit to what you're willing to put up with on a daily basis.

The latest episodes of Peldor are about this exact thing (and this entire topic really). The more impenetrable you make a location, the more of a hassle it is to frequent the location. If you have to jump through 100 hoops to enter/exit your lair, you're gonna get tired of jumping through those hoops, and probably eventually start cutting corners. That's why I said it's best to make an impenetrable fortress that you never plan to leave. Like dungeons and their bosses, or pharaohs and their pyramids; they weren't designed for people to come and go, they were designed to keep people out, and that's it.

You could ignore the RP element of it all, and just say there are 10,000 hoops to jump through to enter/exit your lair, and it takes a weeks worth of journeying, spellcasting, etc. to bypass/setup all of the obstacles, and your character is happy to do it. In reality, your character would go insane doing this over and over, or would have to already be insane to be this paranoid; to the point that your character shouldn't be under your control any more.

The entire problem with the subject in the first place is that, no matter what you do, no matter where you draw the line and say "ok, this is secure enough, it would take X amount of effort to get past all this" where X is what you consider to be an unreachable amount of effort, someone could come along and say "hm, it takes X amount of effort huh? I can can do X amount of effort."

Really the only way to be truly impenetrable is for there to not be anyone/anything else that would/could want to penetrate it. So the answer is to use the supposedly "infinite resources" to just destroy everything else in the multiverse, leaving your humble fortress in a vacuum in which it is completely safe.

:smurfatar:


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This makes me think of the movie Snowpiercer, about a train on a constant loop around the earth, because reasons.

One idea could be that the planet on which it is set turns very slowly, or is very big. So that the day/night cycle is extremely long. Spend too long on the day side and your roast, but spend too long on the night side and you freeze. So you have to constantly run from/towards the sun, depending on if you live on the rising or setting side of the planet. Maybe it turns at just the right speed so that there is a strip of biosphere along the edges, in which there is life, but as it slowly turns into the sun, the plants and other life slowly dies out as the beating sun gradually evaporates all the water and burns away all life until it's nothing but a blazing desert, until finally it circles around to the other side, where it cools off again, and the waters flowing in from the frozen side re-saturate the ground and new life, buried in seeds beneath the sun-baked earth, springs anew.

Could even have a cool West/East tribe type deal, where people speak of a mysterious tribe that lives on the other side of the planet, but no one who has ever tried to make the trek there has returned.


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Holy smurfs, I have an avatar now!


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SillyString wrote:


Whenever the GM or other players said "SERIOUSLY?" in real life, he just ranted about how he's only playing his character correctly, its a roleplaying game, blah blah blah, and he could shout pretty loud in real life too, everyone including me just rolled our eyes and let him, hence why when i suggested swapping characters to barbarian, the GM jumped on the idea. The problem player was bringing a sour tone to the whole table after all, but DAMN was he imposing and stubborn in real life.

This seems like a clear-cut case of someone being "lawful stupid". A player chooses how to play and portray their character, and a Paladin can be the "shining example of righteousness" type of paladin. One who recognizes that not everyone is as righteous as he, and so does not try to force their righteousness on others (assuming the others aren't down-right evil). Just because your character was a rogueish type with a certain set of skills that implies they aren't always on the up-and-up (i.e.: probably of chaotic alignment, most likey CN) doesn't give the Paladin the right to just immediately dismiss you. Paladins typically are non-tolerant of evil and just non-apporiving of chaos. Assuming your character didn't commit overtly evil acts and didn't offend whatever particular code the Paladin has, you should have been fine. When a player comes to the table with the intent of playing the "lawful stupid" paladin, just "because that's how paladins are", they are either purposely being disruptive or they haven't had the above comparison laid out for them. As has been pointed out a whole bunch in this thread, this game is first and foremost a social experience in which you have to be able to at least tolerate the other players and their characters. Paladins are included because they can be cool characters, but they shouldn't be RPed to the point of not fitting into the social construct of the rest of the party.

/rant


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I don't want to imply anything, but one thing I haven't seen mentioned (maybe I missed it) is this: maybe they're all trying to make some point to you? I can't imagine what slight or problem they have with you that would make them all plot this behind your back and treat you like an outsider, but it seems like too much of a coincidence for all the other players to make similarly "loner" characters, and all acting so shut-off from your character. That seems like coordinated intent to me.

Again, I'm not trying to imply you've done something to bring this upon yourself, but maybe they feel that way.


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How feasible is it to run a Dwarf Kineticist that never wants to take Burn damage?

I ask because I want to make a tanky character based on an Dwarf Earth Kineticist, but I still want to be able to utilize thinks like Diehard and/or Flagellant. But Burn makes them useless.

Does refusing to take Burn neuter the class too hard to make it worthwhile?


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Based off item creation estimates, I don't see why a "Bag of Abundant Ammunition" wouldn't be too hard to create/allow as a custom magic item. Spell level (1) x caster level (1) x 2,000GP x 2 (spell measured in minutes/level) x 2 (no body slot) = 8,000 gp. I'd even toss in a "handy haversack" effect in that it still only weighed 1/2 lb (based off a belt pouch). Such a bag could theoretically produce an unlimited amount of almost any ammunition of almost any material (add in the cost of rare materials to creation of the item, or just drop in special material ammunition as you gain it), so you could argue for a price reduction if it only produced shuriken.

If you have a caster in your group, add in the cost of a level 3 pearl of power (9,000 gp) so they can cast Greater Magic Weapon on your bag for you and you have a scaling weapon that costs 17,000 gp.

If you don't have a caster, would have to work it out with the GM to "enchant" the bag as if it were a weapon. Since Abundant Ammunition states that casting something on the bag, after Abundant Ammunition is applied, applies that effect to the ammunition produced, I wouldn't see any harm in allowing such a thing. It's just as expensive as the Ranger enchanting their bow except you start with an 8,000gp bag as your base weapon and they start with a bow that costs less than 1,000gp.


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In case you can't find it, as I didn't at first, if you click on Notes, then "Go to spreadsheet view", you can also download it as an Excel document.


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Assuming it is continuous:

1) Ring is created.
1a) Ring immediately activates upon creation.
1b) Anti-Magic Field is created.
2) AMF suppresses ring effect.
2a) AMF dissolves.
3) Lack of AMF causes ring to reactivate.
3b) Proceed to step 1b.

This results in, basically, a constantly shuttering AMF; a strobe-like AMF. It is both on and off. It is Shcrodinger's Anti-Magic Field.

I'd propose that it act somewhat like the Blink spell, in that any instantaneous magic (including activated magic items) in the area has a 50% chance of being affected by the field, and a 50% chance of occurring while the ring is in it's off-state, and therefore ocurring normally. Any spellcasting has a 50% chance of failure (separate from ASF). Any continuous magic effects that would NOT re-activate automatically if they left an AMF are shut off. Any continuous magic effects that WOULD re-activate after leaving an AMF have a 50% chance of being active at any given time. Attacking with a magic weapon? You have a 50% chance of gaining the bonus. Using your Str while wearing a Str-boosting belt? 50% chance of gaining the enhancement bonus.

Any one action only requires a single roll to determine if magic items are on or off for that action; so don't have to roll for every single magic item that is affecting your action.

Something like that. Sounds like a nightmare.


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As a Ghost in the Shell fan boy, I approve of this thread.


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I think Magic SHOULD do better than base skills. Magic is limited after all. That Bard can only use his spells so many times a day. A highly-trained Bluffer can Bluff all day long (within physical time limits of course).

Now granted, the whole idea of "Magic is limited to a certain amount per day, and should therefore be allowed to be stronger than things that aren't" (see God Wizard vs Fighter) flies out the window when the GM allows rests too often. A Wizard that is given the time to re-study as often as needed to always keep his spell slots fresh will be...well, a God Wizard. This is the reason high-level Fighters don't feel so shiny. The fact that they can swing their sword all day falls to the way side if the Wizard never runs out of spells.

That being said, I'm in the camp of: Bluffing works insofar as the target will believe what you told them, however, it's up the the GM to determine what the NPC does with their newfound information. I especially like the idea of following up a successful Bluff with Diplomacy. If you Bluff an NPC into thinking you're part of their group, that group might still have protocols you have to follow and probably responses for when protocols aren't followed; the guard is a good example of this. When trying to Bluff a king into turning over treasure, you have to realize that just because they BELIEVE you're on a great mission doesn't mean they are immediately ready to just do whatever you ask of them. The more dire you try to make the mission sound, in order to try to leverage more support for this "world-ending threat", the less likely someone is to believe. If you try to push your Bluff into such a state that you are expecting the King to hand over the keys to the treasury, the kingdom, and his wives and daughters chastity belts because your "cause is so great", I'm afraid that's where the GM should probably step in and say "that's too improbable, you can't make them believe that".

So, in essence, it's like two opposed graphs, where one starts out high and gets lower while the other starts out low and gets higher.

The results you want to get are inversely related to how improbable the lie you are telling is. Instead of getting greedy and trying to use Bluff as a magic key to all social interactions, you need to accept that settling for something towards the middle is best for game balance.


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Phoenix M wrote:
Rhad, just Google Vecna. Hand of or Eye of for all your necromantic quasi-deity needs.

Don't forget about the Head of Vecna ^.^


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If you want to boost your skills even more, you could drop one of your first level feats and take the Focused Study trait for Human. Instead of your normal bonus feat at first level, you get a Skill Focus of your choice, but then you also get another one at 8th level and then another one at 16th. Don't know if you will be getting to 16th or not, but that means you'd have 2 Skill Focus feats of your choice right now by giving up either Improved Initiative or Spell Focus. And you're only 2 levels away from them upgrading to +6 instead of +3. If a Human ever plans to take Skill Focus, this is typically the way to go since you get 2 extra free feats essentially. The only way I could imagine it not working is if you just really need certain feats earlier on in order to qualify for later feats at the right points.


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The current character I'm playing is Strength 22, large-sized, with the Muscle of the Society trait (+2 Str for purposes of carrying capacity).

I could almost carry the entire party and their gear on my back. I could definitely pull a wagon with the party in it.

Aside from that, our group doesn't normally care too much about carrying capacity. For the most part, our GM/DM has always assumed we were being legit about our carrying capacity, and as far as I know, all of our players have always done so. We haven't had very many campaigns where it came up.

Though we did have one time where the party had a barrel of holding with all the party loot in it. It fell down a shaft and shattered, spilling the contents, and we had to figure out how to get all of our loot out of the cave system we were in. One of the players spent an hour or two calculating weight-to-worth ratios, item priority, each characters weight capacity to figure out how to most efficiently divvy everything up and leave the least stuff behind. Then when he was almost done, we got the idea to fashion a rough sled/sledge from some adamantine bars we had in the barrel. I think he died a little inside that day.


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I've always assumed Barbarians were the kings of DPR, but I've never stopped to look at the numbers before. Weapon Training means a Fighter is keeping up with a Barbarian with regards to bonuses to att/dmg, and access to Specialization combined with bonus feats means a Fighter seems to pull ahead.

I agree that actual play experience may not always match DPR calculations, and as you stated, Barbarians have some tricks for getting in extra attacks, which can help them at least catch back up, if not pull ahead. This is almost always at the expense of something to the Barbarian though. This is also difficult to factor in when considering DPR calculations, which is why they aren't always reliable.


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I think that I get the general gist. Vital Strike chain has a use: it's useful for attacking while still being able to make tactical movements, or using your move action for something else, but full-attacking is where the DPR is. It's what I assumed, but I guess when I saw "optimized Vital Strike build" mentioned in other threads, I thought it was meant as "can compete with full-attack builds" and not "as optimized as a build built around Vital Strike can be". I now understand the pros and cons correctly though.

I would add that it does seem like coming by Pounce isn't as easy to do as some people seem to think, but not as hard as others seem to think. If you build around full-attacking, you should be prepared to either a) get Pounce, b) learn to kite enemies effectively, or c) take a hit to your DPR until you an close.

The problem I see with b), though is that some enemies can't be kited. Other "brute" builds, like multi-natural attack animals might fall for it, but higher level threats will have ranged options that they are willing to resort to.

I think I would be more interested in Vital Strike if it wasn't so constricted on its use. As was pointed out, it seems like a minefield of "you can't use Vital Strike with <this>" and "you can't use Vital Strike with <that>". When you get right down to it, it seems like a lot of feats to invest to make your first hit a little better. Because next round, you're already engaged and your full-attacking buddy is going to out perform you, because he spent all his feat slots on making all his attacks better, while you spent them making your one attack better.

As to the "3/4 BABs" can use it: that's more of what I was looking for. Builds that can utilize Vital Strike because they can't full-attack as well. That's the kind of pro/con comparison I was looking for. If the Fighter/Barbarian/Ranger wants to full-attack, what about the Rogue/Bard/Magus? The problem I see with 3/4 BAB builds is they usually have something else they want to be able to do, other than DPR. Rogues want to sneak and stop traps, Bards want to buff and/or heal, Magi want to be better at casting. What I'm getting at is it doesn't seem like even 3/4 BAB builds want to spare all the feats it takes to make Vital Strike useful; they'd rather use those feats on versatility, or whatever their non-DPR related role is. I suppose if you have a player that absolutely want's to use a 3/4 BAB class for some reason, but wants to be able to hit hard as well, maybe Vital Strike becomes a good option? Thoughts?


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Ive recently become interested in an Improvised Weapons build, and have found that there is some decent support in both Paizo and 3pp content, including races, feats, traits, and classes/archetypes that can effectively utilize improvised weapons. It doesnt even seem that feat intensive.

That being said, how legitimate can an improvised weapon build be when you can't get weapon enhancements? I see that the Monk of the Empty Hand can use ki to temporarily enchant their improvised weapons, but it is a steep ki expenditure, and only lasts a round. I realize that at lower levels, it won't matter as much, but at mid to higher levels, the gap obviously grows worse. Is there any way for such a build to keep pace, or are improvised weapon builds only viable at lower levels, where magic weapons don't have as much of an impact?


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I looked into that exact Race/Class combination for what I called a "Golemancer". The intent was to be able to make an army of Golems. Some feats you might be interested in:

Master Craftsman (free from Artisan)
Master Artificer
Craft Anywhere
Fast Item Creation
Frugal Crafting
Craftsman
Prodigy
Skill Focus

Traits: Hedge Magician, Artisan


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Probably not what you're looking for, but there's also the "stupid pacifist". Think big dumb brute that likes to "play" wrestle. He hugs his opponents until they "go to sleep". He calls a lot of people George.


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There is a drawback called Burned. Seems fitting.


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I want to build a dedicated spell-blaster build, that is as focused on electricity damage as possible, and gets immunity to it eventually, if possible.

Two different version I'm considering are:

1) Druid with both the Storm Druid and Storm Lord archetypes, and taking both the Air and Storm domains, thanks to the Storm Druids Wind Lord ability at 9th. This would provide me with plenty of selection of spells, and would allow me to fill in for when our healer isn't around (a possible concern)

2) Sorcerer with Elemental (Air) bloodline. I like this version, because it is a spontaneous caster, which I prefer, but it would be slightly less versatile due to its lower selection of spells. It gives me more versatility on what spells to choose though, since I turn them all into electricity (so I can take Fireball and still deal electrical damage). It does, however, have fewer spell-like abilities, as the Druid gets numerous abilities from it two domains and from the Storm Lord series.

Which is more highly suggested, if either? If neither, what would be the suggested build for an Electromancer?

Race

RETIRED (Half-Giant) Aberration, Construct, Elemental, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Plant

Special Abilities

Transmogrifist 16 / Metamorph 10 // Element Master of Earth 26

Occupation

Teacher: Functional Psychometabolism; Geokinesis 150, 152, 153

About Aandal


  • Max HP: 416 base 520 while metamorphed
  • Resists: Improved Evasion; Fast Healing 7; Deflect Element Kata; Tremorsense 30ft
  • Immunities:
  • Init: +6 +7 while metamorphed
  • AC: 45*: =10 + 7 Dex + 10 Wis + 6 Monk + 9 Natural + 1 Dodge plus current size mod *+4 vs AoOs
  • Movement: 110 Land; 90 Burrow

SAVES:

FORT: 27 -------|15 Base + 12 CON|
REF : 22 --------|15 Base + 7 DEX| Dex depending on size
WILL: 25 -------|15 Base + 10 WIS|
MISC: +2 vs Fire, Sleep, Paralysis, Stunning

COMBAT STATS:

Unarmed Strike: +34, 4d8+22 (+2 damage while focused)
Flurry: +39/+39/+34/+34/+29/+29/+24, 4d8+22 (+2 damage while focused)
Hit with two: 12d6+22 rend
On Crit: opponent is Shaken 1d4+15 rounds
Elemental Fist: if used, +6d6 damage (type chosen upon use: Fire, Cold, Acid, Electricity)

Earth Element: +36(+1 PBS), 13d6+10(+1 PBS), if no eye protection: Fort DC 33 or blind 6rnds, range 130ft
Boulder Toss: +36(+1 PBS), 13d8+10(+1 PBS), bull rush at CMB+13(+1 PBS), 30ft
Earth Golem: 1 rnd to complete, mindless, attacks as commanded until commanded to do otherwise.
Earth Prison: giant hand. CMB or acrobatics vs DC 33. HP: 36 (hardness as material)
Earth Shards: spikes erupt in 20ft radius, 13 rounds, DC 33 Reflex to avoid, area becomes difficult (See: Earth Katas Section)
Entrapping Shards: +36(+1 PBS), 130ft, ranged grapple(+1 PBS), CMD/CMB to break free. No damage.
Rock Spike: +36(+1 PBS) for one shot or +41/+41/+36/+36/+31/+31/+26, 1d6+23(+1 PBS) bludgeoning, 130ft.
Tremor Quake: 130ft radius, DC 33 Reflex or knocked prone

BAB +19/+14/+9/+4 Base Flurry: +24/+24/+19/+19/+14/+14/+9
CMB +34 plus current size mod (and powerful build)
CMD 51 plus current size mod (and powerful build)

Can attack through walls. See: Psionic Focus
Blind Fight: reroll misses due to concealment, invisible melee attackers gain no benefit.
+1 to hit and damage with ranged attacks within 30ft, No Penalty to ranged attacks into melee, ignore anything less than total cover or total concealment.
+4 Grapple, Maintaining grapple is a move action.
Switch to smallest possible size when doing ranged attacks
Size: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. (ADD to Attack, SUBTRACT from AC)
Misc: A creature can also add any circumstance, monk WIS, monk AC bonus deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.
Unarmed Strike Damage by actual size (including powerful build): Diminutive 1d10, Tiny 2d8, Small 3d8, Medium 4d8, Large 6d8, Huge 8d8, Gargantuan 12d8

Psionic Focus:

Move Action

While Focused:

  • Ranged Attacks have their range doubled.
  • +2 damage on unarmed strikes.

    Expend Focus to:

  • Ignore range penalties on one ranged attack.
  • Add 4d6 to one unarmed strike.
  • You can attempt to make a single ranged attack as a standard action against a target that is sheltered behind a wall, wall of force effect, or similar barrier. Your attack briefly skips through the Astral Plane to bypass the barrier. You must still have line of sight to the target.

  • RACIAL ABILITIES:


    • +2 Wisdom, +2 Strength, –2 Dexterity: Half-giants are tough and intuitive, but not too nimble.
    • Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race.
    • Medium: Half-giants are Medium creatures and have no bonuses or penalties due to their size.
    • Normal Speed: Half-giants have a base speed of 30 feet.
    • Low-Light Vision: Half-giants can see twice as far as humans in conditions of dim light. See Vision and Light.
    • Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.
    • Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger.
      Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.
      A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    • Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.
    • Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant’s level (minimum 1st). The DC for this power is equal to 10 + the power’s level + the half-giant’s Charisma modifier.
    • Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
    • Survivor: Half-giants gain a +4 racial bonus to Survival checks.
    • Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, and Ignan.

    CLASS ABILITIES:

  • Element Feat (Su): An element master must select an element feat at 1st level and may not choose a different element feat after. The element master must select from Air, Earth, Fire or Water.

  • Elemental Fist (Su): At 1st level, an element master can select Elemental Fist as a kata, even if he does not meet the prerequisites and every five levels thereafter, he increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).

  • AC Bonus (Ex): When unarmored and unencumbered, the element master adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a element master gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
    These bonuses to AC apply even against touch attacks or when the he is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

  • Flurry of Blows (Ex): Starting at 1st level, an element master can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if he does not meet the prerequisites for the feat). For the purpose of these attacks, the element master's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the element master uses his normal base attack bonus.
    At 8th level, the element master can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
    At 15th level, the element master can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
    An element master applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. He may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. He cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. An element master with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

  • Unarmed Strike: At 1st level, an element master as per monk gains Improved Unarmed Strike as a bonus feat, but at slightly less damage. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
    Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
    A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
    A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: element master. The unarmed damage values listed on Table: element master is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large element master Unarmed Damage.

  • Monk Bonus Feat: At 2nd level, 7th level, and every 4 levels thereafter, an element master may select a monk bonus feat. These feats must be taken from the following list:
    Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Style Feats, and Throw Anything.
    At 7th level, the following feats are added to the list:
    Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Style Feat or Mobility.
    At 11th level, the following feats are added to the list:
    Improved Critical, Medusa’s Wrath, Snatch Arrows, Style Feat or Spring Attack.
    An element master need not have any of the prerequisites normally required for these feats to select them.

  • Evasion (Ex): At 3rd level or higher, an element master can avoid damage from many area-effect attacks. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if he is wearing light armor or no armor. A helpless element master does not gain the benefit of evasion.

  • Fast Movement (Ex): At 5th level, an element master gains an enhancement bonus to his land speed, as shown on Table: element master. An element master in armor or carrying a medium or heavy load loses this extra speed.

  • Maneuver Training (Ex): At 3rd level, an element master uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

  • Ki Pool and Kata Magic (23) (Su): At 4th level, an element master as per monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in an element master's ki pool is equal to 1/2 his elment master level + his Wisdom modifier.
    As long as he has at least 1 point in his ki pool, he can make a ki strike.
    At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level.
    At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
    At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
    By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
    At 4th level, an element master gains Kata Magic and may by spending 1 point from his ki pool, to embue his kata attack with magic and may make one +1 attack per ki point spent.
    The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

  • Wholeness of Body (Su): At 8th level or higher, an element master as per monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

  • Improved Evasion (Ex): At 10th level, an element master's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

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  • Bonus Feats: A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.

    These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.

  • Detect Psionics (Ps): All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

  • Discipline Talents (Ps): Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.

  • Discipline Abilities: At 2nd, 8th, 14th, and 20th level, the psion gains special abilities related to his choice of discipline, as detailed below.

  • Discipline Talents (Ps): Choose two powers from the following list: synesthete and vigor.

    As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats.

  • Bonus Feat: At 2nd level and every five psion levels thereafter, you gain a bonus feat. You must choose a metapsionic feat, an item creation feat, or Expanded Knowledge. You must still meet all prerequisites for the bonus feat, including minimum manifester level requirements. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. You are not limited to the categories of item creation feats, metapsionic feats, or Expanded Knowledge when choosing those feats.

  • Metabolic Healing 7(Su): At 2nd level, as long as you maintain psionic focus, you gain fast healing 1 when you manifest any psychometabolism power on yourself. This fast healing lasts for a number of rounds equal to the level of the power manifested. The fast healing increases by 1 for every four psion levels thereafter.

  • Empowered Alteration (Su): Starting at 8th level, you can expend your psionic focus anytime you manifest a power of the psychometabolism discipline that has a range of Personal and a Target of you to have all numeric effects of the power increased by 50%. For example, when manifesting animal affinity, you could expend your psionic focus to gain a +6 enhancement bonus to Strength instead of +4. Powers modified in this fashion cannot also be altered by effects such as Empower Power.

  • Resilient Body (Su): At 14th level, once per day as an immediate action, you may negate a critical hit that would have hit you, and instead receive normal damage.
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  • Natural Shifter: Although metamorphs sacrifice their manifesting progression to gain increased capability of changing their form, their manifesting ability when manifesting the metamorphosis powers is unaffected. When manifesting the metamorphosis powers, the metamorph's manifester level is increased by 1. Once a metamorph reaches level 6, his manifester level is instead increased by 2. This manifester level bonus stacks with effects like wild surge or Overchannel.

  • Supernatural Shift (Su): One thing that sets metamorphs apart from their traditional manifester brethren is their ability to assume supernatural abilities of creatures when they utilize one of the metamorphosis powers. The metamorph gains the following menu options when manifesting the metamorphosis powers.

    -Abilities Menu A:
    --You gain darkvision out to 60 ft.
    --You gain the ability to breathe underwater.

    -Abilities Menu B:
    --Your natural attacks cause 2 points of ability damage to either Strength or Dexterity (chosen at time of manifesting). A successful Fortitude save (DC 10 + 1/2 class level + primary ability modifier) negates this damage.
    --You gain a fear aura. All creatures within a 30-foot radius that see you must make a Will save (DC 10 + 1/2 class level + primary ability modifier) or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by your aura again for 24 hours. This is a paralysis and a mind-affecting fear affect.

    -Abilities Menu C:
    --You gain a breath attack of your active energy type. This attack is a 30 ft. cone that deals 6d8 points of damage of your active damage type. A successful Reflex save (DC 10 + 1/2 class level + primary ability modifier) halves the damage.
    --You gain immunity against your active energy type.
    --Your natural attacks cause paralysis unless the target creature makes a successful Fortitude save (DC 10 + 1/2 class level + primary ability modifier). A target need only make one save per round, even if you hit with multiple natural attacks. The paralysis lasts 1d4 rounds.

  • Free Shift: Beginning at 2nd level, once per day, a metamorph can manifest metamorphosis, augmented up to his manifester level, without having to pay the power point cost. Every two levels thereafter, a metamorph can use this ability one additional time per day. The metamorph may not augment this power in any other way.

  • Alter Metamorphosis: Once a metamorph has reached 3rd level, he may spend a move action to modify one of his menu choices for any active metamorphosis power affecting him.
    At 6th level, the metamorph can alter one of his menu choices as a swift action instead of as a move action.
    At 9th level, the metamorph can alter all menu choices as a move action.

  • Quick Shift: A 5th level metamorph gains the Swift Shapeshifter feat as a bonus feat. If he already has the Swift Shapeshifter feat, he instead gains Master of All Forms as a bonus feat. If he already has both feats, he gains no benefit.

  • Major Metamorphosis: At 6th level, metamorphs add major metamorphosis to their list of powers known as a 6th level power. This power does not count against their limit of powers known, but may not be changed by effects such as psychic reformation. If a metamorph already knows major metamorphosis, she may instead choose any psychometabolism power of up to 5th level.

  • Extended Shift: Any time a metamorph of 7th level or higher manifests a metamorphosis power, he may expend his psionic focus to double the duration.

  • Shift Type: When a metamorph of 9th level or higher manifests a metamorphosis power, he can become one of the following types, with the associated Traits: aberration, construct, elemental (cold, electricity, fire, or sonic only), dragon, fey, humanoid (any subtype), magical beast, monstrous humanoid, plant. This does not grant him any special attacks or special qualities, it simply grants the Traits for that type. A metamorph may change this type through the use of Alter Metamorphosis as if it was a menu choice.

  • Permanent Shift: Upon reaching 10th level, a metamorph is able to permanently change his form. When manifesting one of the metamorphosis powers, the power's duration becomes “Permanent (D)”.

  • SKILLS:

    (Adjust physical skills for current size, values shown are as Medium)
    Acrobatics 35 26 +3 + 6 (Dex)
    Autohypnosis* 39 26 +3 +10 (Wis)
    Climb 8 + 8 (Str)
    Concentration +36
    Craft Sculpture 24 13 +3 + 8 (Int)
    Craft Weapon 24 13 +3 + 8 (Int)
    Escape Artist 35 26 +3 + 6 (Dex)
    Fly 6 + 6 (Dex)
    Heal 24 13 +3 + 8 (Wis)
    Intimidate 37 26 +3 + 8 (Cha)
    Know Arcana 8 + 8 (Int)
    Know Dungeon 8 + 8 (Int)
    Know Engineer 37 26 +3 + 8 (Int)
    Know Geography 8 + 8 (Int)
    Know History 24 13 +3 + 8 (Int)
    Know Local 8 + 8 (Int)
    Know Nature 24 13 +3 + 8 (Int)
    Know Nobility 8 + 8 (Int)
    Know Planes 37 26 +3 + 8 (Int)
    Know Psionics 37 26 +3 + 8 (Int)
    Know Religion 24 13 +3 + 8 (Int)
    Perception 39 26 +3 +10 (Wis)
    Perform 8 + 8 (Cha)
    Profession 10 +10 (Wis)
    Ride 6 + 6 (Dex)
    Sense Motive 39 26 +3 +10 (Wis)
    Stealth 6 + 6 (Dex)
    Survival 14 +10 (Wis) +4 Racial
    Spellcraft 37 26 +3 + 8 (Int)
    Swim 8 + 8 (Str)

    +26 skill pts from favored class

    EQUIPMENT:

    Earth Katas:

  • 'Earth' Element Feat: You can command and control the earth to move as if alive with the power of you will.
    Duration: Instantaneous.
    Range: 10 ft. per chakra level.
    Effect: You fire a blast of gravel earth at your opponent inflicting 1d6 points of non-lethal physical damage per chakra level plus charisma modifier. This is a ranged attack roll, no saving throw to resist this damage, though armor and other forms of physical damage resistance apply. If the target of this attack is not wearing eye protection he must also make a Fortitude saving throw (DC 10 + chakra level + cha mod) be blinded for a number of rounds equal to one-half your chakra level. Although you can use this power with multi-attack, you cannot attack the same target with this power more than once per round.
    All Earth Element Katas: Duration and range of these katas as per Earth Element Feat unless otherwise noted in description.

  • Boulder Toss Kata: You hurl a boulder at the target up to 30’. Make a ranged attack roll. If you hit the target, you deal (1d8 damage per chakra level) plus charisma modifier and the target is subjected to a bull rush attack. If you fail to bull rush target, you are not subject to any reactive rolls or effects. You gain a bonus on this bull rush attempt equal to your chakra level.

  • Deflect Element Kata: You can attempt to negate a ranged bending attack by preventing them from hitting you or your companions. Benefit: Once per round when you or a companion would normally be hit with an element master attack, you may attempt to deflect it so that no damage is taken from it. You must be aware of the attack and not flat-footed. You must be within 10’ + 5’ per every 3 chakra levels of the target. When you attempt to deflect a ranged element master attack counts as an immediate action and requires you to make an opposed check. (1d20 + chakra level vs. DC 11 + the attacker’s chakra level).

  • Earth Golem Kata: You may create a earth elemental from your chakra. This is not a summoned creature and is mindless if you drop concentration and will not act. The kata to create this elemental takes a 1 round to complete and the elemental remains for 1 round per chakra level. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. You may create an Earth Elemental (Small) at 3rd level chakra, a medium at 5th level, a large at 6th, a huge at 7th, and a greater at 8th

  • Earth Prison Kata: A giant hand of earth comes out of the ground and holds an opponent in place. Escaping from this ensnarement requires either a CMB check or Acrobatics check equal to (DC 10 + chakra level + cha mod). An ally (not the target who is immobilized) can destroy the ensnarement by inflicting damage equal to twice your chakra level plus charisma modifier.

  • Earth Shards Kata: You may use earth to create shards of small pikes in a 20’ radius for 1 round per chakra level. With a motion, you can cause powerful spikes to erupt through the surface. You fill the area with protruding spikes, anyone in the area gets a Reflex save (1d20 + reflex vs. DC = 11 + chakra level) to avoid the attack. The square also becomes difficult terrain. People who pass through the square use four squares of movement to avoid stepping on the spikes and taking 1d4 piercing damage plus charisma modifier. Those unconcerned by the spikes use two squares of movement to make it through. Subjects can make a Balance check to move at half speed (DC 20), or full speed (DC 25) without taking damage. A failure by 4 or less means they can't move any further for the round. A failure by 5 or more means they fall prone. Anyone damaged by a shard loses speed as though they had stepped on a caltrop.

  • Earth Walker Kata: You can move through the earth at a rate of (10 ft. per round times your Chakra level). In doing so, you create a 5’ square tunnel that you can either leave open (for allies to use) or collapse behind you.

  • Earthsight Kata: You gain Tremorsense 30’ and become sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground as long as you stand on a solid material. Loose material, such as sand, halves your tremorsense distance.

  • Entrapping Shards Kata: Prerequisite: Earth Shards Kata. You may use shards of rock with pinpoint accuracy and can pin an opponent to a hard surface. If you succeed in a ranged attack using the Earth Shards, you can initiate a grapple attempt instead of dealing damage. To break free, the victim must make an opposed CMB/CMD check.

  • Metal Mastery: Prerequisite: This may only be taken at 13th level. You may manipulate metal in place of earth in your katas. You may also manipulate the metal that is used in armor and weapons. If an individual is wearing the armor, you can slow the targets movement to a standstill or even crush them in their suits. As a standard action you can cause a subject or their limb within 10’ times your chakra level to become paralyzed and freezes in place. It is aware and breathes normally but whatever part is in metal cannot take any actions for a number of rounds (1 round per chakra level). Each round on its turn, the subject may attempt a new saving throw (1d20 + Will + any magical bonus the metal might have vs. 11 + Chakra level) to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature that is in armor may be paralyzed and cannot flap its wings and falls. A swimmer can’t swim and may drown. A concentration check is needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while keeping the target held, the DC is increased by 10. This kata also allows to the master to ‘crush’ metal causing damage to a target at an extreme risk to the element master. To accomplish damage to the target, the master must make the a concentration check at (DC = 10 + the target’s Will save plus any magical bonus the metal might have) success allows the element master to damage the target 2d6 times chakra level plus charisma modifier, failure results in the element masters own iron in his body reacts taking half the damage (No save) and the inability to attempt this kata on the same target more than once a day.

  • Elemental Fist: gain Elemental Fist feat.

  • Rock Spike Kata: Any of your earth attacks can inflict lethal damage and you can make a ranged attack with a range of 10’ increments per chakra level as a spike of rocks jet out from your square at the target. Whenever you would be granted a ranged attack, you may use a Rock Spike instead, including as part of a full attack action, with multi-attacks, or feats like Shot on the Run. Each spike deals 1d6 bludgeoning damage plus chakra level plus charisma modifier.

  • Shape Earth Kata: You manipulate the basic shape of packed earth, crystal or rock to look like something else (such as a sculpture) or create hand holds to climb gaining a +8, though specific detail is very hard. The Craft skill determines the exact quality of the object created. Simple sculpture that can be created with a Craft check of 10 or less can be made with a full-round action; however, for every 5 points the Craft DC increases, this form requires one additional round to activate. Sculpted rock has 10 Hardness and 20 Hit Points per inch of thickness. Sculpted clay has 5 Hardness and 35 Hit Points per inch. Craft (Weaponsmithing) can be used with Shape Earth to make weaponry and ammunition out of rock. This weaponry functions precisely as the base item, and can even be enchanted; one 5-ft cube creates material for eight medium-sized weapons, or up to four hundred pieces of ammunition.
    Appropriately sized earth creatures such as elementals can be altered with use of this kata, though it does not hinder them in any way.

  • Tremor Quake Kata: This power targets a 10' times your chakra level, not an individual. Everyone in the affected area must make a Reflex saving throw (DC 10 + chakra level + cha mod) or be knocked prone.

  • Wall of Earth Kata: You create a wall of earth 1 foot thick. The dimensions of this wall are up to you but the total height and length of the wall cannot exceed 5 feet times your chakra level. This wall has 5 hit points times your chakra level and opponents must either go around the wall or break through it. Targets on the opposite side of a wall of earth are granted cover (usually complete cover) and cannot be damaged until the wall is destroyed. Walls of earth suffer double damage from water-based attacks. A concentration check is needed each round at a DC 15, if in combat, attacks of opportunity still apply and if element master attacks while keeping up the wall the DC is increased by 10.
  • POWERS:

    HISTORY:

    Aandal would have studied with Master Quo in a small village outside of the jungle that had formerly held the temple where the earthbending monks had lived. He was sent away on an errand and when he came back, no Master Quo. The villagers didn't know where he went either. They only had stories of a group travelling in a skimmer and heading towards the cursed jungle. You would have had every reason to think that if he went that way he was as good as dead.

    During the time Aandal was away from the jungle, he would have traveled about, seeking new earth to commune with and using his abilities to defeat various menaces as any adventurer would.

    It would have been some time before the curse on the jungle was lifted. Still no sign of Master Quo. (He stayed with Aananda and Tamrin to help them with the next insane task....and after the defeat of the time demon still stayed, helped educate the triplets.) Aandal doesn't know about the time demon.

    Aandal doesn't know Aananda and Tamrin. There would have been times when they took the kids to visit other places and then Master Quo might have reconnected with Aandal then. But he would have kept the dragons and Aandal ignorant of each others' existence. Because the ways of Master Quo are inscrutable.

    The temple (located in the jungles to the south of Avalon) where this style was taught (where Aananda was raised) was destroyed between 30 and 50 years ago. There's some funny business with time. There was a time demon involved. Long story. Anyhoo, 30 years ago by Aananda's timeline, but more like 50 years by those who lived in that area. There was only one survivor, an old monk named Quo.

    If you were his student it would have been after the fall of the temple and before he reunited with Aananda on her way to face off with her evil brother. So about 40-50 years ago since that would put you inside the time dilation. You would have known about the fall of the temple and that a great evil had taken root inside the jungle where the temple had been, but Master Quo would have refused to speak of it further and made sure you couldn't ever go into the jungle. Training would have been done in secret as everyone lived in dread of the evil that inhabited the jungle in those days.

    The curse prevented people from leaving within a particular radius. And anyone who went into the jungle never came out. There was a pervading sense of dread in the area. The villages were required to send tribute to the jungle at regular intervals. No one knew what was in there. (Well, Quo did, but all he would have told you was that is was a great evil that was allowed to fester because the monks failed to stop it.)

    He would have noticed the time dilation when he left that area since outside of that place a few days ad passed, but for him it had been ten or twenty years.

    Master Quo died a few years ago. He was almost 200 years old, an extremely advanced age for a human, which is obviously understating things. He knows Quo is dead. He went back and found a grave.

    So your guy could be a student of the late Master Quo. Those earthbenders who have come to the school thus far have been completely lacking in training and trying to piece things together on their own. Since Aananda's schedule is generally pretty well packed, an earthbending master to teach these students would definitely be welcome. Psionics teachers are also needed so that's a good combo.

    CAMPAIGN NOTES:

    METAMORPHOSIS NOTES:

    See: Improved Metamorphosis (Feats)
    See: Empowered Alteration (Transmogrifist Class Abilities)
    See: Overchannel (feats) (Overchanneled to ML 29)
    See: Supernatural Shift, Shift Type, Permanent Shift (Metamorph Class Abilities)

    Metamorphosis current options:
    Range: Personal
    Target: You
    Duration: Permanent (D)
    Power Points 17

    DESCRIPTION

    As minor metamorphosis, except you gain two menu choices from the Enhancement Menu C and two menu choices from Abilities Menu C from major metamorphosis. As a swift action, you can change your menu choices while the duration of this power is in effect.

    While under the effects of this power, you can choose to become one of the following types, with the associated benefits: aberration, dragon, fey, humanoid, magical beast or monstrous humanoid. As a swift action, you can change what type you are while the duration of this power is in effect.

    Augment: You can augment this power in the following ways.

    ----For every 6 power points you spend, you gain one choice from Enhancement Menu C and one choice from Abilities Menu C. You may not choose the same option twice. Chosen 2x
    ----For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A from minor metamorphosis. You may not choose the same option twice.
    ----For every 4 power points you spend, you gain one choice from Enhancement Menu B and one choice from Abilities Menu B from metamorphosis. You may not choose the same option twice.

    Due to Overchannel-powered augmenting and the Improved Metamorphosis feat, I have 4 Enhancement Menu C choices, 4 Ability Menu C choices, and 1 option of an Enhancement Menu C OR Ability Menu C choice.

    Type: Elemental (Earth), switched at will between this and Humanoid (Half-Giant)

    Enhancement Menu Options:
    1. +9 enhancement bonus to Strength
    2. +9 enhancement bonus to Dexterity
    3. +9 enhancement bonus to Constitution
    4. Pick 2 choices from Enhancement Menu B from metamorphosis. You may not choose the same option twice.
    4A. Increase your size by three size categories (+6 size bonus to Strength, -6 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
    4B. Increase your base land speed by 20 feet.

    Ability Menu Options:
    1. You gain Fast Healing 7.
    2. You gain +9 natural armor bonus.
    3. You gain 60 temporary hit points.
    4. You gain a burrow speed of 90 feet.

    Floating Option:
    1. You gain the Rend ability. If you hit the same opponent with two natural attacks in one round, you deal additional damage equal to 3d6 + your Strength modifier. (Adjusted for Size becomes 12d6)
    Uses the size reducing option to counter his size increase option while moving about normally, but then uses a swift action to switch to Rend and increase size while in combat