One of the abilities of the artifact is to drain vitality and strength (Con, Str) when it deals damage. I want the players to have to roll a Con saving through or take some ability damage. Is there anywhere where someone had laid out the different saving throw DCs based on party level and how hard you want the saving throw to be for a quike graph or something?
"no, drives and ambitions aren't necessarily the same as emotions." I agree, what I am looking for is the source of the drives, with out emotion. "From the description in hero labs they have an innate sense of jealousy and malice, but do not feel pleasure or happiness. It also says they hide the hatefulness that lurks at their core. From the sound of it they do feel emotions just the negative ones. Their Epithet is Spitespawn. You motivation is to prevent other from experiencing what you cannot." Awesome! Thanks for pointing that out that adds a lot! Dastis, thank you for that list, I'll be mulling it over!
My brother is planning to run a campaign where we play evil characters, and I am greatly looking forward to the idea of playing a Tiefling Rogue with the Div Bloodline. I recall reading somewhere (I believe it was the blood of fiends book?) that these Tiefling don't experience emotion, so my problem with this character is, where does the drive come from? All the PCs and NPCs I've ever made were able to experience emotion on some level and therefore, coming up with drive for something was not a problem at all, but now I am going to be playing someone who CANNOT experience these things. I know he is going to be a cold hearted killer, who never looks back, never regrets, but....the drive, I can't figure that one out. Any ideas. And any interesting things I can throw into this character to make him more memorable?
In my campaign the shadowfel (shadow realm) and the mortal realm are starting to fuse together, and soon my players will be entering this realm. The mortal realm is still dominant, but the shadowfel is starting to absorb it into its realm, creating a part of the mortal world known as the shadowlands. I have some indeas What are some things i can do to push this setting, and some encounters I can use as well. -Vampire castle coming up obviously.
Running a Black Dragon Lair in my next session. Need some help figured out his lair. So far i Have:
What else could I add to make it fun and memorable for my players. Not really looking for things about the dragon I guess, I got that figured out, just want to make the lair interesting also. That is where I'm looking for more ideas, but dragon tactic advice is welcome too.
Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait. What exactly does this do? I am not sure I understand what a character with this would gain.
Hazrond wrote:
Sorry for late response to all of this but yes, The paladin and an NPC asked for this, My character agreed to it before we could get input from the other characters. We Have a fighter in the group who is indifferent and a Monk who has sided with me in the past.
Sorcerer, +12 diplomacy, level 6, destined and impossible bloodline don't have level three spells because of my archtype. Buffing and combat magic. However, we tend to not use diplomacy one eachother, we find it more interesting to have to actually convince our characters vs making them agree cause I can roll high
Okay let me clear two things up that you guys keep mentioning. Evil character's are allowed, as long as they do not act as a wrench in the parties cogs (which my character as yet to do). Also I double checked with everyone after the session last week to make sure I wasn't disrupting their fun by "battling" with the paladin and they all enjoyed it and have joined in in most of the conflicts between our character's. My character wants to work with the party, the problem is that the Saladin doesn't want to work with my character. No one has a problem with this, it isn't hurting the game so no need to worry about that. What I am looking for is a way to manipulate a paladin to my advantage
I've already been manipulating people he is trying to get information from to not trust him. We are currently in a city dedicated to Erastil and they kicked my out of the party for one week to do things there way, with help from the village elder, I guess what I'm looking for is a way to kick his ass in an rp sort of way so he will almost be trapped working for me
From my character's perspective, he is the party leader, however there is one character in he party who is contradicting everything he does, simply because my alignment is different from his, how should I handle this paladin, who hates my character simply because I am lawful evil? Even when my ideas could have come from this paladin, he gets everything he can do to stop me because I am evil. We are playing iron God's, he worships serinrea. Thanks!
I'm Hiding In Your Closet wrote:
The reason I want to be a leather wearing is because every time we have an arcane caster in our party it is cloth and mage armor, which is a logical thing to do, but I am getting tired of that feel so I decided to make my character different from that, even though it might not be the strongest build in the world, it is how i see my character. I'm Hiding In Your Closet wrote:
Thank you for this. Some of it I already had but the ones I left in the quote will help me out a lot making my character stand out!
James Gitsham wrote: Secondly as a worshiper of Brigh you will be at odds with the Technic League as Brigh is about spreading knowledge with others whereas the Technic League are very secretive and hoard their knowledge, to the point where they hunt down others who have acquired "their" knowledge (see the plot points of a couple of the early Season 6 PFS scenarios). Hm, then maybe I want to influltrate the technic league and steal some of their information and secrets. I could even be involved with the pathfinders, hopping to get the information to them. That could be fun
So I didn't want to double post but I'm past my edit time : / Anyway, I don't wanna plan my character TOO far in advance because my DM is known in our group for characters dying often, (in the caves two of us almost died in one round), but I still wanna have an idea of where I'm going with him so here is what I have so far with feat selection: Keep in mind my character is still level 1 Bonus human: Toughness
Being there are 5 players and we are receiving gold for four of us i decided to take a lot of crafting feats to help the team out with magic items, so it would be until level 9 that i start getting some stronger feats with meta magic and stuff. Ideas of what i could do mechanically or Roleplaying to make this interesting? What kind of contruct should i construct
I'm playing Iron Gods with my group and I decided to play a Taldan impossible sorcerer who is worshipping Brigh. He came to the town (torch?) hopping to start finding evidence in nurima (?) of alien life and one day join the technic league and creating in the name of Brigh. I'm going to get to read over the section in the adventure path that talks about the brigh religion but what kind of advice can you guys offer in playing him, both in a role-playing say (how do taldans act, what can I do to roleplay my impossible blood line, how can I mix these into my religion?) and how can. Build him. I'm going to get arcane leather training and some crafting feats, and if my DM is okay with it, the contruct feat as well, but what else can I do to be effective? -Thanks! I'm posting off my phone so sorry for typoes and such. I'll post an idea of what I want him to look like with feats and such when I get to a place where I can.
Everyone in this group has not played any pathfinder at all with the exception of myself and the groups sorcerer (who has played 2-3 sessions). I know that this group isn't going to be a trouble group cause they are just here to have fun (for now, hopefully they will love Pathfinder for more than just a good time with friends). What are some pit falls with this AP that I should look for and things that I could do that helped your game? I myself have read through the first two adventures and some of the third. I have DMed the first book and a half of the adventure path. -Thanks
About Nona RastabanNona Rastaban
Background:
Eleanor (Nona) Rastaban was born in 4644 in the city of Storasta on the winter solstice. She had a series of birthmarks across her chest that resembled the constellation the Stair of Stars, which formed a line that pointed toward the North Star, Cynosure, thought to be the home of the Goddess Desna. At the time, the auroras seemed to be concentrated along the Stair, giving it a rainbow hue. The winter solstice being one of the two holiest days for the Sarkorans, this was viewed as an omen. Various oracles pronounced different opinions about the significance of the birth, some seeing it as a sign the child would lead the remnants of lost Sarkoris to victory over the demon armies while others said it foretold the beginning of the end of the nation. Eleanor's father, Salmus Achyon, was one of the most respected religious leaders at the time. He protected his daughter from all expectations, telling the community to let her choose her path without the weight of speculation about her birth.
Those oracles who said Eleanor's birth portended disaster were vindicated six years later, when the demon armies descended on the city and sacked it, driving Salmus and his daughter from the city to become refugees, eventually ending up in Mendev. Prejudice and fear made the Sarkorans feel unwelcome in Mendev, so Salmus' clan traveled the region as a band of mercenaries, looking for a place to settle and hoping for news that the crusades had turned back the demons so they could return to Sarkoris. As Eleanor was growing up, she proved to be quite capable as a shaman, having a particular affinity for the spirits of her ancestors. When she came of age, she married, had children, and served her community as a healer and diviner. Once she became a grandmother, she spent more time as an advisor to the mercenary band, eventually accompanying them on missions, aiding them in battle and healing them afterwards. She began to be seen as a leader. Then things took a turn and she found herself in the thick of fights. She began to mature as a spellcaster and seer, as well as a savvy supporter of others in battle. Her spells became more powerful and effective. She and her coyote familiar were common sights in the midst of battle. Eventually, when other battle veterans fell, she became the leader of shrinking band of mercenaries. Her group received a request to help the government of Taldan by crossing the border into Galt to defend an orphanage. It turned out the orphanage was hiding a sect of demon worshippers and the center of an attempt to open a second Worldwound. Nona had researched such things and suspected that the first Worldwound could have been stopped with a ritual that turned the energy that created the rift back on itself. She and her mercenaries entered the orphanage, fought past the demons and faced a powerful demon, a Vavakia. Against all odds, aided by some supernatural entity, the demon was killed, allowing entry into the rift that was just forming. A lilitu demon was presiding over a ritual that centered on a purple crystal. Nona and her band intimidated her into teleporting away and the remaining host of demons were too scared to attack without a more powerful ally. Nona advanced to the platform with the crystal and chanted the words of the ritual she had identified years before as a way to stop the rift as it was forming. The last act was to destroy the crystal. This was almost prevented the the arrival of a demon lord and some attendant mariliths. Despite this, the crystal was destroyed with the help of a Galtese named Cydric. Nona and two of her mercenaries, a cleric and a paladin, escaped before the rift closed. One of the mariliths lost its head when the rift closed around its neck. Since then, Nona and her band have continued to battle demons and visiting Sarkorian ruins trying to locate artifacts and information that can allow the Worldwound to be closed. She arrived in Drezen once she learned it had been liberated and sought an audience with Irabeth to offer her aid. It was about this time that she found an enchanted object at a ruined city at the border, just inside what had once been Sarkoris, now just the Worldwound. It was a beautiful silver headband with a butterfly motif over the forehead. She tested it with her knowledge of spells and magic and with the aid of magic and determined it was meant as an enhancement to the wearer's intellect. She communed with her ancestors and who said the item was created by an ancient sage of Sarkoris. When she put it on, after a day wearing it, her head filled with information about the geography of the land. Thereafter, she always seemed to know the lay of the land even if she had never traveled an area before. Appearance:
In her youth, Nona was not a physically imposing figure, short statured, physically fit, but not especially strong or nimble. She was quite beautiful, with lustrous black hair, a pretty face, a comely figure, and light brown eyes. After raising a family and serving her people in various capacities, she developed white hair and a face still lovely but lined with age and wisdom. Her health declined after the normal aging process, but her mind remained sharp, wise, and charismatic. Through events associated with her mythic ascension as well as her shaman spirit, have resulted in her being physically as she was in her prime, but with an aged face. She is always accompanied by Zia, her coyote spirit familiar. She wears a magical breastplate, some magical jewelry and a belt that enhance her strength and intelligence. She carries a battle aspergillum filled with holy water, a morningstar, and a MWK heavy crossbow, but her primary melee weapon is a Sansetsukon, a three-section staff sometimes used by monks. This appears in her hands from nowhere and disappears again when no longer needed.
She has a cloak made out of a snow leopard pelt (cloak of resistance +2) and a loose dress made of deerskin, with fur lined boots. Small charms dangle from many places on her garments, along with a spell component pouch. Nona Rastaban
Defense
HP 99 (10d8 + 42)
Offense
Spell-like Ability CL 10th
Owl's Wisdom: all spell DCs are +2, Concentration +2,
Below are determined while preparing spells.
Statistics
Attribute Dice bots:
[dice=Wisdom]1d20 + 6[/dice] BAB +7/2 CMB +10 CMD 22 [dice=Stabilize]1d20 + 5[/dice], Doesn't die until -16. Feats Alertness (when within 30 feet of familiar), Combat Casting, Dazzling Display, Dodge, Dual Path (mythic), Great Fortitude, Greater Spell Focus (evocation), Mythic Spell Focus (Evocation), Spell Focus (evocation), Spell Penetration, Toughness Traits Omen (faith), Scholar of Ruins (Race) Skills Diplomacy +8, Fly +3*, Handle Animal +8, Heal +10, Intimidate +20, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +7, Knowledge (Geography) +20, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +16, Knowledge (Nobility) +7, Knowledge (Planes) +13, Knowledge (Religion) +13, Perception +7 (+9 within 30 feet of familiar), Ride +3*, Spellcraft +18, Survival +21, Use Magic Device +5 *includes -3 ACP Owl's Wisdom: +2 to all Wisdom based skills. Skill Dicebots:
[dice=Diplomacy]1d20 + 8[/dice] [dice=Fly, ACP]1d20 + 6 - 3[/dice] [dice=Handle Animal]1d20 + 8[/dice] [dice=Heal]1d20 + 10[/dice] [dice=Intimidate]1d20 + 20[/dice] [dice=Knowledge (Arcana)]1d20 + 7[/dice] [dice=Knowledge (Dungeoneering)]1d20 + 8[/dice] [dice=Knowledge (Geography)]1d20 + 20[/dice] [dice=Knowledge (History)]1d20 + 7[/dice] [dice=Knowledge (Local)]1d20 + 7[/dice] [dice=Knowledge (Nature)]1d20 + 16[/dice] [dice=Knowledge (Planes)]1d20 + 13[/dice] [dice=Knowledge (Religion)]1d20 + 13[/dice] [dice=Perception]1d20 + 7[/dice] [dice=Perception, Alertness]1d20 + 7 + 2[/dice] [dice=Ride, ACP]1d20 + 6 - 3[/dice] [dice=Sense Motive, default]1d20 + 6[/dice] [dice=Spellcraft]1d20 + 18[/dice] [dice=Survival]1d20 + 21[/dice] [dice=Use Magic Device]1d20 + 5[/dice] Languages Common, Hallit, Abyssal SQ Hexes (Fortune, Intimidating Display, Wisdom of the Ages, Ghost Blade), Spirit Ability (Ancestor's Council), Greater Spirit Ability (Ancestral Weapon), Spirit Animal (Coyote), Mythic (Hard to Kill, Mythic Power 9, Surge 1d6, Marshal's Order: Rally, Path Abilities: Longevity, Menacing Presence, Confidence, Recuperation), Profane Gift (Belana) Gear +2 Defiant (demons) Agile Breastplate, Battle Aspergillum, Belt of Giant Strength +2, Cloak of Resistance +2, Cold Iron Crossbow Bolts (10), Crossbow Bolts(10), Headband of Vast Intelligence (Knowledge (Geography)) +2, Heavy Crossbow, Holy Water, Morningstar, Ring of Protection +3, MWK spear (x5), a set of marked sticks or bones worth at least 25 gp (for read weather), Incense for various spells worth 1750 gp, Polished silver (for Akashic Communion), Harrow Deck, Diamond Dust (spell component, worth 1500 gp), Scrying Mirror. Cash: 161 gp Profane Gift:
Those who receive her gift (of mobility) gain the following boons:
--A profane bonus of +3 to one attribute score [Strength] --The ability to cast greater teleport twice per day as a spell like ability, but self only, akin to how the average demon teleports --Belana has constant status on you --Belana can communicate with you telepthically as long as you are on the same plane --You can telepathically "call" her, but it is up to her to respond, she also does not hear the call if she is on a different plane Race Abilities (Human):
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Charisma) Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level.(Toughness) Heart of the Wilderness (Source Advanced Race Guide pg. 72, Advanced Player's Guide pg. 23): Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled. Languages: Humans begin play speaking Common and their ethnic language (Hallit). Intelligence bonus: Abyssal. Traits:
Omen: Category Basic (Faith) You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action Scholar of Ruins: Source Ultimate Campaign pg. 62, Taldor, Echoes of Glory pg. 14, Advanced Player's Guide pg. 332
Campaign Trait: TBD Feats:
Bonus Feat: Human Toughness Source PRPG Core Rulebook pg. 135 You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). 1st level
Bonus feat from Familiar so long as master is within 30 feet of familiar
Level 3
Level 5
Bonus Feat at gaining of first mythic tier
Mythic Feat at Tier 1
7th Level
Bonus Feat from taking shaman hex Intimidating Display
9th Level
3rd Mythic Tier Feat
Shaman Abilities:
Class Skills The Shaman's class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis). Skill Points at each Level: 4 + Int modifier. Weapon and Armor Proficiencies: A shaman is proficient with all simple weapons, and with light and medium armor. Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance. To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier. Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook). Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion. Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again. Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (see Spirits on page 37), which grants a number of abilities and defines many of her other class features. At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform. Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced. Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook). Hex: A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise. Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier. Wandering Spirit (Su): At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit. Wandering Hex: At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.
Shaman Spirit: Ancestors:
A shaman that selects the ancestors spirit has wise eyes and thick white or silver hair. Fine wrinkles line the shaman’s face, becoming more obvious when she smiles or glowers. When she calls upon one of this spirit’s abilities, her hair glows as though lit from within, rustling of its own accord. Spirit Magic Spells: unseen servant (1st), spiritual weapon (2nd), heroism (3rd), spiritual ally (4th), telekinesis (5th), greater heroism (6th), ethereal jaunt (7th), vision (8th), astral projection (9th) Spirit Ability: A shaman who chooses the Ancestors spirit as her spirit or wandering spirit gains the following ability.
Greater Spirit Ability: A shaman who chooses the Ancestors spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit. Ancestral Weapon (Su): As a standard action, the shaman can summon an appropriately-sized simple or martial weapon with a +1 enhancement bonus from her family’s history. She is always considered proficient with this weapon. At 15th level and 19th level, the weapon’s enhancement bonus increases by 1. At 11th level, the weapon gains the ghost touch weapon property. The shaman can use this ability for a number of minutes per day equal to her shaman level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears 1 round after leaving the shaman’s grasp. Nona's ancestral weapon is a Sansetsukon, also called a three-section staff. This weapon is divided into three 2-footlong segments chained together, allowing the wielder greater flexibility than a normal staff and allowing the weapon to be swung rapidly to create a defensive block, wrap and catch weapons, or harness momentum via a whipping motion for powerful strikes. Hexes:
2nd Level
Wisdom of the Ages (Su): The shaman can call upon her ancestors for lore and guidance. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks. [This is a ancestors spirit hex.] 4th Level
8th Level
10th Level
Mythic Abilities:
Path Marshal with Dual Path Hierophant Basic Mythic Abilities Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2 [Con]. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you’ve already increased or a different ability score. Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again e every 2 tiers thereafter. 1st Tier: Duel Path (Hierophant), 3rd Tier: Mythic Spell Focus (Evocation) Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score. [Note: see Human Racial Ability Heart of the Wilderness for other changes to rules around going negative and stabilization rolls.] Mythic Power (Su): (9 points) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. Surge (Su): (1d6) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round. Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day. Mythic Path:
Marshal/Hierophant (Dual Path: Marshal was the initial path chosen, with Hierophant options added.)
Bonus Hit Points: Whenever you gain a marshal tier, you gain 4 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics. Marshal Features As you gain tiers, you gain the following abilities. Marshal’s Order: Select one of the following abilities. Once chosen, it can’t be changed. 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. Hierophant Divine Surge: Select one of the following abilities. Once chosen, it can’t be changed. Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast. Path Abilities (May be chosen from either Marshal or Hierophant Path ability lists)
Level Up and Mythic Tier details:
All levels: Class Shaman (no archetypes) Hit Die Rolls made in the Recruitment Thread Starts at age 69 with Abilities adjusted: STR, DEX, and CON -3, INT, WIS, CHA +2 Starting Abilities: STR 9 DEX 13 CON 8 INT 10 WIS 18 CHA 16 Adjusted by aging: STR 6 DEX 10 CON 5 INT 12 WIS 20 CHA 18 1) HP: 8 (1st level max) +3 (toughness feat) -3 (CON penalty) +1 (Favored Class): 9 Spirit: Ancestors Familiar Coyote (+2 Reflex Saves)(Fox Stats), grants Alertness feat to Master while within 30 feet Feats: Toughness (Human bonus), Great Fortitude (1st Level feat) Traits: Omen (faith), Scholar of Ruins (Race: Human), Campaign TBD Skill Ranks: 4 (class) +1 (Int) = 5: Kn (Nat), Kn (Pla), Kn (Rel), Spellcraft, Survival Starting Wealth: 130 Purchases: Armored Coat, Battle Aspergillum, Holy Water, Morningstar, Quarterstaff, Light Crossbow, Crossbow Bolts (10). Cash 6 2) HP added: 4 (dice) -3 (Con) + 1 (FC) = +2, Total 11
3) HP added: 8 (dice) - 3 (Con) + 1 (FC) = +6, Total 17
4) HP Added: 9 (roll) + 1 (toughness) - 2 (con) + 1 (FC) = +9, Total 26
5) HP: 4 (dice) + 1 (toughness) - 2 (Con) + 1 (FC) = +4, Total 30
6) HP: 4 (Dice) + 1 (Toughness) - 2 (Con) + 1 (FC) = +4, Total 34
Mythic Tier 1
7) HP: 8 (roll) + 1 (toughness) = +9, total 67
Mythic Tier 2
8) HP: 8 (roll) + 1 (toughness) = +9, Total 80
9) HP: 7 (roll) + 1 (toughness) = + 8, Total 88
Mythic Tier 3
10) hp: 6 (roll) + 1 (toughness) = +7 total 99
Celestial Companion cast on Zia: The target gains SR 10 against spells and spell-like effects produced by evil creatures. The target also gains a +1 sacred bonus on saving throws and DR 5/evil or silver. Creatures under the effects of this spell often take on a celestial appearance, such as golden feathers or a radiant aura, but they are not truly celestial creatures.
Familiar:
Zia Coyote NG Tiny Animal Init +2 Senses low-light vision, scent; Perception +8 Defense
Offense
Statistics
Special Abilities
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures. |