About Rilkus Ironhand
To Hit: +5 (BaB) + 9 (Str) +1 (Enchantment) +1 (Weapon Focus) = +16
Damage: + 13 (Str) + 1 (Enchantment) +9 (Power Attack) = 1d6 (Base) + 2d6 (acid) + 23
Sword: Shaman spell list
Str: 18 + 2 (race) + 4 (template) + 2 (Mythic) +2 (ABP) = 28
* Emphatic Diplomat: Wis to Diplomacy
* Clever Wordplay: Int for Intimidate
* Second Chance: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse
* Drawback: Suffer -1 Bluff, Disguise and Stealth, also the save DC of any illusion you create is 1 lower than normal.
Fragile (When he fails a Fortitude save, he is staggered for 1 round.)
Fractured Mind (When he fails a Will save, he is confused for 1 round.
Psychic Spasms (When he fails a Reflex save, for 1 round he can’t take attacks of opportunity or immediate actions and loses his Dexterity bonus to AC, on ranged attack rolls and attack rolls made using finesse weapons, and on ability checks and skill checks.)
Light Blindness (He has the light blindness special ability)
Stone Growths (He can’t wear armor (including magic armor) fashioned for humanoid creatures. Armor made to fit him costs twice as much.)
* Mental Armor (He generates a protective field (as mage armor, improved by ABP) while conscious. If its mental armor is removed, he can restore it as a swift action.)
* SLA (Telekenisis at-will, wisdom main stat)
* Telepathy (He has telepathy with a range of 100 feet as a supernatural ability and detect thoughts as a spell-like ability, usable at will.)
* Psychic Sense “Echolocation” (He has blindsense with a range of 30 feet and gains Blind-Fight as a bonus feat)
* Rugged (DR 5/-)
* Natural Armor (2)
Telekenisis at-will: Wis modifier:
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.
Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Objects and creatures that miss their target land in a square adjacent to the target.
Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell.
If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Mythic Augmented Telekenisis:
The duration of this spell changes to 1 round per level. You may spend a move action to use the sustained force or combat maneuver effects of the spell.
When using sustained force, you can move a number of objects up to your tier. These must be in the same square and together must weigh no more than the weight limit of the spell.
Using the violent thrust effect ends the spell, but the weight restriction increases to 50 pounds per caster level (maximum 750 pounds).
Feats, Equipment, Skills:
* Campaign: Mythic Power Attack
Automatic Bonus Progression
Elementalist Shifter Earth And Air Aspects (5):
Earth and Air Aspects
* Trackless Step
Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.
Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).
Spirit Bonus: Your spirit bonus applies on attack and damage rolls with natural weapons and on skill checks relating to animals and plants.
Seance Boon: Your natural armor bonus to AC increases by 1.
Favored Location: Native terrain of the animal type being invoked.
Influence Penalty: You become wild and savage, taking a penalty equal to your spirit bonus on caster level checks, Charisma– and Intelligence-based ability checks, and skill checks.
Taboos: Choose one: you must not speak (except with animals and plants); you must not wield manufactured weapons; you must not eat anything you did not kill or harvest yourself.
Totem Transformation (Lesser, Su): You gain any of the following abilities possessed by the animal you select as your animal spirit: bite (1d6 for a Medium druid), 2 claws (1d4 for a Medium druid), darkvision, improved land movement speed (up to a +20-foot enhancement bonus to the druid’s base land movement speed), low-light vision, scent, and swim (up to 30 feet).
Pack Leader (Intermediate, Su): When you summon animals that match your animal spirit, they gain a +2 bonus on attack rolls, damage rolls, and saving throws.
Wildstrike (Greater, Su): You can allow your animal spirit to gain 1 point of influence over you as a swift action to allow an animal or plant (including your companion) within 30 feet that can see or hear you to immediately take an additional standard action.
Wild Heart (Supreme, Ex): You gain a +4 bonus on saves against enchantment and mind-affecting effects, and immunity to effects that affect only humanoids. Once per day, you can cast any summon nature’s ally spell you can cast spontaneously as a standard action without expending a spell slot.
This ability replaces wild shape.
Hard to Kill
Tier 1 Sustained by Faith
Tier 2 Tongue of the Land
Legendary Item: Scimitar of the Land:
Tier 1: Intelligent Item (Goal is his focus) Shapechange