The Unfailing Pillar's appearance shifts depending on the environment and the local peoples. Among the fairer races, his orcish features diminish and become subdued. Among his own kind and other savage peoples, something closer to his true form emerges. In either case, he emits a palpaple aura of unflagging strength.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Saving Throws and dex-based skill checks - All) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
1) Competence bonus equal to half your level on Disable Device checks and Escape Artist checks made to escape bindings, shackles, and other restraints
2) Your attacks against bindings, chains, and manacles bypass hardness up to half your level. This includes weapons with chains (such as flails, nunchaku, and spiked chains), a kyton’s armor and weapons, chains animated by animate objects, and so on.
Unyielding: A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Change Size: As enlarge person. Duration indefinite.
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +2 resistance bonus on saving throws.
Physical Enhancement: You gain a +2 enhancement bonus to Strength.
Enhance: As a standard action, you may enhance a creature or object within Close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that doesn’t want to be enhanced (or an item in a creature’s possession that doesn’t want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. When you gain the enhancement sphere, you gain the following enhancement:
Enhance Equipment: You may enhance a weapon, suit of armor, or shield, granting it a +1 enhancement bonus. This bonus increases by 1 for every 5 caster levels possessed, to a total of +5 at 20th level. This does not stack with any enhancement bonus already possessed by the item.
Deep Enhancement: When you spend a spell point to make an enhancement last 1 minute per caster level without concentration, it lasts for 10 minutes per caster level instead.
Invigorate: As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.
Cure: As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).
Restore: As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.
This accomplishes all of the following:
• Heals 1d4 points of ability damage to one ability score of your choice.
If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.
Break Enchantment: Your cure ability heals an additional 1d8 hit points. Your restore ability removes all magic from the target that has a duration. This may be used against curses including cursed equipment, although it does not remove the curse from the equipment, but instead suppresses the effect long enough for the item to be removed. You must succeed at a magic skill check against each magical effect in order to remove it. You may choose not to remove certain effects if you so desire (for example, you may target only harmful effects and not beneficial ones). This counts as using the break enchantmentor remove curse spell against those spells and effects that specify they can only be removed through those spells. This has no effect on instantaneous effects.
Ward: As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wardsremain in the location they were created, even if you move.
When you gain the Protection sphere, you gain the following ward:
Barrier: You may create a ward that stops attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).
A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side.
If you maintain your barrier through concentration, its HP is renewed each round on your turn.
Aegis: As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis.
Deflection: You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels.
Armored Magic (aegis): You may create an aegis that wraps the target in protective barriers, granting them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.
Telekinesis:As a standard action you can use telekinesisto lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.
Sustained Force: You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).
Hostile Lift: You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained. If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air.
Bludgeon: When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose).
Divided Mind: You may lift multiple targets at once (up to 1 + 1 per caster level) whose combined size does not exceed your maximum telekinesis size. You may treat these objects as one effective object for the purpose of bludgeoning a creature, or you may make multiple bludgeons per round (although you cannot make more attacks in a round than would otherwise be allowed with your BAB and any respective feats if you possess the Flair or Dancing Weapon talents). If you spend a spell point to use Hostile Lift or Sustained Force, it may apply to as many of these objects as applicable. You may also spend a spell point when using the Steal or Telekinetic Maneuver talents to affect multiple targets at once (up to one additional target per 2 caster levels, minimum: 1), although you cannot affect an individual target more than once per round with any combat maneuver.
• Expert Guard:For each tension a striker spends on this tension technique, she gains a +1 circumstance bonus on all saves until the beginning of her next turn
• Fiery Offense: For each tension a striker spends on this tension technique, she gains a +1 circumstance bonus to attack and damage rolls made with unarmed strikes until the beginning of her next turn
• Light Step: The striker spends a swift action and selects a single creature, all movement she makes until the beginning of her next turn does not provoke attacks of opportunity from that creature
• Stalwart Form: For each tension a striker spends on this tension technique, she gains DR 1/- until the beginning of her next turn; this damage reduction stacks with similar damage reduction
• Timely Dodge: For each tension a striker spends on this tension technique, she gains a +1 dodge bonus her armor class until the beginning of her next turn
* Violent Miss: Whenever a strong style grappler attempts a grapple check and fails, she deals bludgeoning damage equal to her practitioner modifier as a free action. Any creature dealt damage by this tension technique takes a -2 penalty to their CMD against the next grapple check made by the strong style grappler as long as it is made before the end of her next turn.
Tension Boost (Ex): A striker gains 1 tension at the start of her first turn in combat (including surprise rounds). Tension still caps at 7.
Painful Grapple (Ex): Whenever a strong style grappler successfully initiates or maintains a grapple, she deals 2 bludgeoning damage to the creature whom they grappled. At 6th level and every three levels afterwards, this damage increases by 1.
Martial Flexibility (swift action, 6/day) (Ex) As a Swift action, gain a combat feat for 1 min. More gained for greater actions.
As a free action at the start of each turn, choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.
All practitioners of the Berserker sphere gain the following ability:
Brutal Strike: As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.
Each brutal strike may be modified by a single (exertion) talent.
Bloody Counter: As an immediate action, when a creature targets you with a melee attack, before the attack roll is made you may allow the attack to automatically strike you (although the roll is still made to determine if the attack threatens a critical hit). After the damage is determined, you may make a brutal strike targeting that creature as a free action that may be taken even when it isn’t your turn, if it is in range. If the creature attacking you is battered, you may resolve your attack action prior to their attack being resolved.
All practitioners of the Boxing sphere gain the following ability:
Counter Punch: You may ready an action to make an attack with a light melee weapon against the next enemy who makes a melee attack roll against you before the beginning of your next round; this attack is treated as an attack action for the purposes of talents as well as the Vital Strike feat and occurs before the attack that triggers it, gaining a +2 competence bonus to damage rolls. For every 4 points of base attack bonus you possess, this bonus increases by +2. Using this ability does not change your place in the initiative order.
You can apply a single talent with the (counter) tag to a counter punch.
Whenever you ready a counter punch, you can decide on an additional trigger for your prepared attack from the following list; if the trigger is met, the readied attack qualifies as a counter punch(if an action would also provoke an attack of opportunity, you may choose in which order you wish to resolve your attacks):
• A hostile creature making an attack roll
• A hostile creature attempting a combat maneuver
• A hostile creature moving from their square
• A hostile creature using a spell or a spell-like ability
• A hostile creature drawing a weapon
• A hostile creature speaking
For every 5 points of base attack bonus you possess, you may select an additional trigger from this list.
Shoulder Roll: Once per round when a creature declares a melee attack against you, you may spend an attack of opportunity to add a +1 dodge bonus to your AC against that attack. This bonus increases by +1 for every 4 points of base attack bonus you possess. If the attack misses you, you may immediately make an attack against that creature with a light weapon. If you possess the Heavy Counter talent, you may instead make this attack with a one or two-handed weapon.
All practitioners of the Brute sphere gain the following ability:
Shove: As a move action, you may move up to half your speed and make a melee touch attack against an adjacent creature. If successful, the target takes bludgeoning damage equal to your Strength modifier (or whichever attribute was used to make the check) and gains the battered condition until the end of your next turn.
You may perform a shove in place of the attack granted by a charge, although this does not grant the extra movement.
When you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), you may apply the effect of one (manhandle) talent you know to that creature. (Manhandle) talents cannot be applied to maneuvers performed as a free action.
Focused Might: Whenever you successfully perform a shove, you may regain your martial focus.
Gain ranks in the Intimidate skill equal to your total Hit Dice; whenever you gain a Hit Die (such as when you gain a level) you gain an additional rank. If you already have ranks in the Intimidate skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining this sphere, such as through the armiger’s customized weapons class feature.
Boast: As long as you have martial focus, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver, you may perform a boastas an immediate action. Talents with the (boast) descriptor grant additional options for your boast. Each boastmay only use one of these talents. Some boastsaffect other creatures; a creature must be able to see or hear you and have an Intelligence score (not Intelligence (-)) to be effected. Boastshave a range of Close (25 ft. + 5 ft. per 2 points of base attack bonus you possess).
When you gain the Gladiator sphere, you learn the following boast:
Prowess (boast): You may roll the next weapon attack you make before the end of your next turn twice and take the better result.
Demoralization: Some talents in this sphere have effects that allow new ways to make Intimidate skill checks to demoralize enemies or grant new options against demoralized foes. These talents carry the (demoralization) descriptor.
When you gain the Gladiator sphere, you learn the following (demoralization) ability:
Strike Fear (demoralization): As a full-round action, you may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of you who can both see and hear you. You may choose to take a -10 penalty on the check; if you do so you do not have to expend martial focus. Associated Feat: Dazzling Display.
Steel Braggart [boast]: You gain DR/- equal to half your ranks in Intimidate (minimum 1) until the start of your next turn. This damage reduction stacks with any other damage reduction you possess.
All practitioners of the Wrestling sphere gain the following ability:
Grab:As a swift action, you may attempt to graba target as a melee touch attack. If you are already holding a target, such as via the Scale Foe Athletics talent or via a successful grapple, they are also considered grabbed. Grabbedcreatures are considered battered. If you do not grapple an opponent or perform a similar technique such as Scale Foe by the end of your turn, the grabautomatically ends.
Any time you initiate or maintain a grapple, you may apply 1 (slam) talent as an immediate action in addition to the normal benefits of initiating or maintaining a grapple.
Last Chance Grapple: Whenever you attempt to initiate a grapple as a standard action and fail, you may expend your martial focus to make another grapple attempt against the same creature as a swift action without provoking an attack of opportunity.
Unarmored Training: Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +2 armor bonus to your AC. This bonus increases by +1 for every 2 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 2 ranks in the Acrobatics skill they possess.
Skaar, the Unfailing Pillar, is an ancient god of strength, independence, and later hope. Though he has roots in the orc pantheon, like the elven goddess Calistra, he had worshipers among many peoples and went by different names to each of them. It's important to note that he's a god of strength but not a god of war. His servants were dreamers, loners, visionaries, and heroes.
The Unfailing Pillar was born out of the primordial chaos of creation alongside the rest of the orcish pantheon such as Dretha, Nulgreth, and Zagresh but from the very beginning he stood apart. He began much like them, raping, pillaging, and making war through the darkest parts of the worlds he held power on but quickly he discovered a shallowness that made such a way of life unbearable. Where was the strength in walking a path that generations had tread before you? And what glory was there in destruction compared to the infinite possibility of creation? Skaar shook the growing malaise by staying true to the logos that defined his divine essence by forging a new path and inspiring others to do the same. Where his brothers and sister-gods goaded their bestial progeny on to violence and savagery, Skaar taught that there was no glory in meaningless bloodshed and that conquest without true adversity was no accomplishment. It's a little known fact that it was Skaar that nurtured ambitious young orcish minds during the Age of Darkness, encouraging them to seek the surface alongside their longtime rivals and their Quest for the Sky. It's unfortunate that his brothers and sisters turned those dreams toward war and mutual destruction.
Skaar's defiance in the face of what his brothers and sisters demanded from their kind made him few friends among the orc pantheon and, as a result, he often walked the planes alone visiting and mingling with other cultures. His was a perilous path but he found worshipers among every people he touched from young dwarves in their halls of stone that sought support in breaking free from a culture mired in inflexible tradition to the fey-touched gnomes that came to know him as a god of innovation and discovery. Through the ages anyplace living creatures sought confirmation in beliefs that left them isolated their prayers eventually reached him and Skaar often reached back providing strength and will when mortals needed it the most.
But no man or god is an island and Skaar's teachings did not forbid the building of friendships. The origin of many of these godly partnerships was his legendary appetite. He was known to drink with Torag and his sons in their ancestral keeps (even building a friendly rivalry with his mightiest son Trudd), wrestle with the giant-gods among the mountain peaks, and even spend time in the Savored Sting's bedchamber making passionate love on more than one occasion as his boundless appetites were not limited to simple food and drink.
Skaar solidified his position as a pariah among his pantheon when Rovagug came to the height of his power and threatened to devour all of creation. Where his brother and sister gods allied themselves with the Rough Beast or simply stayed out of his way, Skaar stood with the coalition of deities determined to stop him. The Unfailing Pillar personally defeated several of Rovagug's hateful spawns, crushing them to pulp with his bare hands and scattering their foul remains across the cosmos. He witnessed Hadraniel when he struck the blow that crippled Rovagug long enough for Sarenrae to seal the monster away deep within Golarion's heart. It disappointed Skaar to see Hadraneil's darkening after Rovagug's defeat and he parted ways with the former god of Valor, Knowledge, Protection, Glory with the belief that he would need to find his own truth in the aftermath of the averted apocalypse.
Despite his varied (if sometimes awkward) associations, at some point the Unfailing Pillar offended the wrong tradition or tread too far alone. He found himself under attack, his power and divinity at risk. It's unknown who or what was behind the attack but Skaar fought back with all of his might. It’s unknown if he was ultimately overcome with superior force or undone by treachery but Skaar was finally defeated, his divine power stripped away, and the mortal shell that remained tossed aside.
Favored Weapon: unarmed strike
Holy Symbol: a winding path toward a horizon and a rising sun
Sacred Animal: bull
Sacred Color: green
Grow strong in mind, body, and spirit so that you are free to forge a path outside of what has been tread before you. Trust yourself to recognize the truth of this path without forgetting that your truth ends where another's begins. Where these two truths cannot both exist trust yourself to know where the line must be drawn and trust your strength to walk it. Dare to accomplish great things outside of what's expected from you and do not let fear of failure or whatever enemies you might make along the way keep you from trying. Know that not all dreams come true but that there's power in the dreaming - power that can never be taken from you.
Even at the height of his power Skaar had few permanent structures dedicated to his worship. What few existed were an odd mix of sports gymnasium, public hall, and study. The majority of each was dominated by a sprawling space littered with weights of metal and stone shaped for use in building one's strength as well as sandy pits for wrestling and mock combat. At the rear of these temples a simple library was maintained in which the lore relevant to the temple's people were kept - as Skaar valued strength of body and mind. The Unfailing Pillar had worshipers among dozens of different peoples but the bulk of those that claimed him as their patron were the savage orcs. His clergy were often undecipherable from traveling warriors or mercenaries but could always be found offering guidance to fledgling rebellions, helping young star-crossed lovers meet in secret, or pointing brave pioneers in the right direction.
While an audience observes, perform an act of great strength or endurance without aid from any other creature. If the performance is unsuccessful, commit yourself publicly to attempting the same act tomorrow and invite others to bear witness. If no audience is available, proudly tell the tale of the performance for the heavens to hear.
Skaar is a mix of Marvel's Hercules for the hedonism/philandering, strength, and good-natured brawling; Elistree as the beacon of not-evil among a pantheon leading their people towards endless war and destruction; And a bit of Dark Tower's Roland for the 'making friends everywhere he goes despite being a somewhat of a dark loner' angle.
Skaar will be a brawler/skald/oracle [nature]. He'll be a bruiser but also have plenty of mechanics to represent empowering and inspiring others. He'll grab the giant template but he'll need a way to become medium sooner rather than later because being large all the time is awkward. I'll figure out more of the details if he's chosen.
You'll have a hard time finding a player as consistent as me. I was recently hospitalized and I still managed to get a few posts in! I've been a fixture on the Paizo boards for a while now (44k posts) and I'm active in several games as both a player and a DM. I was co-DM for a Skull and Shackles PBP on these forums that played through all six books in a four months - one of three AP PBPs on these forums to ever finish. I'm also DMing a CoT game that's in the final battle of book six, co-DMing a Second Darkness PBP that's made its way to book four in only 14 months, and am DMing a RotRL game that's near the end of book four. In short, I'm an active, committed, regular poster that knows what it takes to keep a game moving and healthy for the long haul. =P
I'm also an involved player and I'm happy to help out in other ways outside of game such as managing spreadsheets for loot tracking, combat maps, or whatever else.