About The Destined Attendant
Name: The Destined Attendant
Daily Spells and Powers:
Bramble Armor: 6/6 rounds
Ki Pool: 12/12 Ki
Martial Focus: Active
Mythic Power: 5/5
Spell like ability (Aid): 1/1
Spell like ability (Bless): 1/1
Spell like ability (Cure Serious Wounds): 1/1
Spell like ability (Detect Evil): 1/1
Spell like ability (Neutralize Poison): 1/1
Spell like ability (Protection from Evil): 3/3
Spell Pool: 18/18 points
Stunning Fist: 6/6
Wooden Fist: 8/8 rounds
Defense: 28: 10 + 6 Dex +9 Wis +1 Monk AC +1 Dodge +1 Size (Martial Kineticist)
Flat Footed Defense: 22
Touch Defense: 28
DR: 6/Adamantine (bypassed by huge): +5 Half-Celestial (magic) + 1 Natural
Critical Defense Bonus: +21: +6 DR + 6 Dex +9 Wis
Wound Points: 28
Wound Threshold: 14
Vigor Points: 56 = 10 +10 +9 +10 +6 +6 Levels +5 Mystic
Fort +9 Ref +11 Will +11
Special Defenses: Immunity to Disease; +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; SR 19; Evasion; Stalwart; +2 to Save vs Enchantment spells and effects; +2 to saves vs magic, spells, spell-like abilities, and sphere effects.
CMD: 37: 10 +6 BAB + 7 Str + 6 Dex + 9 Wis -1 Size
Attack Action: Unarmed Strike (B, P or S) +15 +15 (2d6+8/19-20 x2)
Full Attack Action: Flurry of Blows Unarmed Strike (B, P or S) +13 +13 +8 (2d6+10/19/20 x2)
+15 To Hit: +6 BAB + 7 Str + 1 WF +1 Size
CMB: +12: +6 BAB +7 Str -1 Size
STR 22 (+6) : 16 + 2 Race +4 Template
DEX 20 (+5): 16 +4 Template
CON 16 (+3): 14 +2 Template
INT 12 (+1): 12 -2 Race +2 Template
WIS 24 (+7): 17 +2 Race + 4 Template +1 Level 4
CHA 12 (+1): 10 + 2 Template
Move (Land): 85 feet: 30 Race (Base) + 30 Mythic (Base) + 10 Enhancement +15 Competence (with martial focus) (105 feet with Haste)
Senses: Darkvision 60 feet, Low-Light Vision
Powers and Abilities:
Bramble Armor: As a free action unarmed strikes melee attacks without reach against cause 1d6 + 3 piercing damage to attacker.
Combat Reflexes: Make AoO when flat footed, Make up to 8 additional AoO per turn
Combat styles: Dragon, Jabbing, Pummeling: Start Combat with one style active, Can activate one style with a swift action. Can have two active styles at a time. Switch Styles as a free action
Counterbalance: When an opponent in melee range misses, spend martial focus as an immediate action to attempt a trip.
Counter Punch: Ready an attack action for when an enemy makes an attack roll to get the attack with a +4 damage bonus before enemies attack. Can add up to 2 additional triggers.
Defensive Move: Once per round designate an opponent. Movement doesn’t provoke AoO from that opponent.
Energy Weapon: As a standard action Unarmed Strike gains flaming (or other elemental trait) and does 3 extra damage for concentration +2 rounds. Can spend one spell point to apply two elemental traits. Can spend 1 spell point to last 6 minutes.
Enhance Equipment: As a standard action Unarmed Strike or Natural Armor gain +3 Enhancement bonus for concentration +2 rounds. Can spend one spell point to apply both. Can spend 1 spell point to last 6 minutes.
Fleet Charge: As a swift action spend one mythic power to move up to movement and make one attack at +1 to hit, bypassing any DR.
Flurry of Blows: Extra attacks during a full attack action. Can use 1 Ki as a swift action to add 1 more.
Focusing Breath: As a move action regain your martial focus and end the battered condition.
Haste: As a standard action gain Haste (1 extra attack in full attack, +1 to Hit, AC and reflex save, 30 feet enhancement bonus to all move types) for concentration. As a free action can spend 1 spell point to last 5 rounds. Can chose allow 2 bonus AoO instead of the extra attack.)
Impossible Speed Spend on Mystic Power to add 10 feet to base speed for one hour.
Invisibility: As a standard action become invisible for concentration +2 rounds. Can spend 1 spell point to last 3 minutes. Acts as Greater Invisibility for all intents and purposes except that bonus to stealth is +3.
Ki Pool: 12: 9 Wis + 3 Monk, As a swift action can add 1 attack to flurry of blows, increase ground speed by 20 feet or gain +4 dodge to AC for one round.
Mystic Maneuver (Trip): Spend 1 spell point as a swift action to make a trip attempt with +3 to CMB.
Physical Enhancement: As a standard action gain +2 Enchantment to Con, Dex or Str for concentration +2 rounds. Can spend one spell point to enhance two abilities. Can spend 1 spell point to last 6 minutes.
Raging Combatant: Spend 1 Spell point as a standard action to Rage for 6 rounds as per a barbarian (+4 Str, +4 Con, +2 to Will Saves, -2 Defense, fatigued for 2 rounds per round raging at end.)
Run: Run at 5 times movement speed.
Shift Time: As a swift action spend one spell point to gain an extra move or standard action, or as a free action spend one spell point to gain an extra swift action. Extra action is lost the following turn.
Shoulder Roll: Once per round, when an attack is declared, use AoO to gain +2 dodge to defense. If the attack misses, may make an immediate attack.
Size Focus: As a move action change size by up to 2 categories for 8 rounds ignoring penalties to ability scores. Can dismiss as a free action. Can spend 1 Spell point to use as a quick action.
Smite Red/Black: 1/day
Spell like abilities: Bless, Aid, Detect Evil, Cure Serious Wounds, Neutralize Poison all 1/day; Protection from evil 3/day. CL: 6
Spell Pool: 18: 9 Wis + 6 Mage Knight +3 Casting Tradition
Staunch Resistance: As a standard action gain +3 Enchantment to one save for concentration +2 rounds. Can spend one spell point to enhance two saves. Can spend 1 spell point to last 6 minutes.
Stunning Fist: 6/day, DC 22, stun for one round or fatigue
Surge: As an immediate action spend one mythic power to add 1d6 to a d20 roll after seeing roll.
Surprise Strike: As a swift action expend one use of mystic power to make an attack within 30 feet. Target is treated as flat footed regardless of what normally prevents and bypasses any DR.
Tear Flesh: When dealing unarmed strike damage as an attack action, may spend a swift action to cause 2 bleed and reduce natural armor by 2 for the duration of bleed.
Teleport: As a standard action teleport with up to a heavy load to any location within 30 feet. Can spend 1 spell point to teleport as a move action. Can spend 1 spell point to extend range to 130 feet.
Teleport Beacon: Designate a spot, object or creature as beacon. For three hours can spend 1 spell point to teleport to the beacon as long as it is on the same plane.
Wooden Fist: As a free action, unarmed strikes do +3 damage for the round.
Combat Stamina Campaign Bonus Feat (1)
Unarmed Combatant Monk Class Feature (1)
Stunning Fist Monk Class Feature (1)
Dodge Monk Level One Bonus (1)
Pummeling Charge Master of Many Styles Level One Bonus (1)
Weapon Focus (Monk Weapons) Level One Feat (1)
Pummeling Style Level One Feat (1)
Combat Reflexes Monk Level Two Bonus (2)
Jabbing Master Master of Many Styles Level Two Bonus (2)
Jabbing Style Level Two (2)
Improved Initiative Level Two (2)
Dragon Style Level Three (3)
Extra Magic Talent (Energy Weapon) Level Three (3)
Deft Maneuvers Mage Knight Level Four Bonus (4)
Extra Magic Talent (Staunch Resistance) Level Four (4)
Extra Magic Talent (Quick Teleport) Level Four (4)
Dragon Ferocity Level Five (5)
Martial Focus (Monk Weapons) Level Five (5)
Powerful Maneuvers Monk Level Six Bonus (6)
Wildcard Style Slot Master of Many Styles Level Six Bonus (6)
Combat Style Master Level Six (6)
Greater Trip Level Six (6)
Mythic Titan Strike Mythic Tier One
Gift for Magic (Time) (magic): Choose a sphere. You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your HD.
Indomitable Faith (faith): You gain a +1 trait bonus on Will saves.
Reactionary (combat): You gain a +2 trait bonus on initiative checks.
Vain (drawback): Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.
66: 48 Ranks + 12 Background + 6 Favored Class Bonus
*Acrobatics +15 (+25 to jump): +6 Balance +6 Ranks +3 Class (6/10 from Athletics)
Appraise -2: -2 Reason
Autohypnosis +5: +5 Willpower
Bluff +0: +0 Appearance
*Climb +9 (+13 in forests and jungles): +5 Stamina +1 Rank +3 Class (1)
*Craft (Calligraphy) +2: -2 Reason +1 Rank +3 Class (1) B
*Diplomacy +10: +2 Leadership +5 Rank +3 Class (5)
Disable Device NA
Disguise -3: +0 Appearance -3 Witchmarked
*Escape Artist +8: +4 Aim +1 Rank +3 Class (1)
Fly +6: +6 Balance
*Handle Animal +6 (+10 with apes and monkeys): +2 Leadership +1 Rank +3 Class (1) B
Heal +9: +9 Intuition
*Intimidate +4: +0 Appearance +1 Rank +3 Class (1)
*Knowledge (Arcana) +13: +4 Knowledge +6 Rank +3 Class (6)
Knowledge (Dungeoneering) NA
Knowledge (Engineering) NA
Knowledge (Geography) NA
*Knowledge (History) +13: +4 Knowledge +6 Rank +3 Class (6) B
Knowledge (Local) NA
*Knowledge (Nature) +13: +4 Knowledge +6 Rank +3 Class (6)
*Knowledge (Nobility) +8: +4 Knowledge +1 Rank +3 Class (1) B
*Knowledge (Planes) +13: +4 Knowledge +6 Rank +3 Class (6)
Knowledge (Psionics) NA
*Knowledge (Religion) +13: +4 Knowledge +6 Rank +3 Class (6)
*Perception +18: +9 Intuition +6 Rank +3 Class (6)
*Perform (Dance) +5: +0 Appearance +2 Rank +3 Class (2) B
*Profession (Cook) +13: +9 Intuition +1 Rank +3 Class (1) B
*Ride +10: +6 Balance +1 Rank +3 Class (1)
*Sense Motive +18: +9 Intuition +6 Rank +3 Class (6)
Sleight of Hand NA
*Spellcraft 2 : -2 Reason +1 Rank +3 Class (1)
*Stealth +19 (+23 in forests and jungles): +6 Balance +6 Rank +3 Class +4 Size (6)
*Survival +13: +9 Intuition +1 Rank +3 Class (1)
*Swim +8: +4 Stamina +1 Rank +3 Class (1)
Use Magic Device: NA
Common, Grippli, Sasquatch, Sylvan, Vanaran
Forest Walker (Ex): Orang-pendaks gain a +4 bonus on Climb and Stealth checks in forests and jungles.
Simian Empathy (Ex): Orang-pendaks gain a +4 racial bonus on Handle Animal and wild empathy checks with apes and monkeys.
Tear Apart (Ex): Orang-pendaks have powerful upper bodies and gain a +2 racial bonus on Strength checks to break or burst an object. This bonus also applies on combat maneuver checks to sunder with their unarmed attacks.
Low-Light Vision: Orang-pendaks can see twice as far as humans in conditions of dim light.
Own Two Feet (Ex): Orang-pendaks are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.
Type: The half-celestial’s type changes to outsider (native).
Armor Class: Half-celestials Natural armor improves by +1.
Defenses/Qualities: A half-celestial gains darkvision 60 ft.; immunity to disease; +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to CR + 11 (maximum 35).
Speed: Unless the base creature flies better, the half-celestial flies at twice the base creature’s land speed (good maneuverability).
Smite Evil (Su): Once per day, as a swift action, the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until target is dead or the half-celestial rests.
Spell-Like Abilities: A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD (or the caster level of the base creature’s spell-like abilities, whichever is higher). (See Powers for the abilities)
Monk Class Features:
Weapon Proficiencies: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk 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 monk 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, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk’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 monk uses his normal base attack bonus.
At 8th level, the monk 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 monk 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).
A monk 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. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk 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, a monk gains
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: Monk.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.
At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.
A monk need not have any of the prerequisites normally required for these feats to select them.
Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk 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 a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training (Ex): At 3rd level, a monk 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.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk 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.
By spending 1 point from his ki pool, a monk can do one of the following: Make one additional attack at his highest attack bonus when making a flurry of blows attack, or increase his speed by 20 feet for 1 round, or give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Favored Class Bonus: Skill rank (6)
Master of Many Styles Archetype Features:
Bonus Feat: At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not need to meet the prerequisites of that feat, except the Elemental Fist feat. Starting at 6th level, a master of many styles can choose to instead gain a wildcard style slot. Whenever he enters one or more styles, he can spend his wildcard style slots to gain feats in those styles’ feat paths (such as Earth Child Topple) as long as he meets the prerequisites. Each time he changes styles, he can also change these wildcard style slots.
Fuse Style (Ex): At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. He gains a bonus on attack rolls equal to the number of styles whose stances he currently has active. Furthermore, he can enter up to three stances as a swift action.
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.
Streetfighter Archetype Features:
Proficiencies: Street fighters are proficient with simple weapons, as well as light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
Martial Tradition (Decisive Fist): Disciples of the decisive fist prefer to end fights with one powerful punch. These inspired combatants coil up like a spring, choosing the perfect moment to disrupt their foes with a brutal blow.
Bonus Talents: Equipment: Critical Genius; Boxing sphere; Open Hand sphere; Equipment: Unarmed Training
Combat Training (Ex): A street fighter is considered an adept practitioner, gaining spheres and talents as appropriate. Street fighters use Wisdom as their practitioner modifier.
Martial Arts: At 1st level, the street fighter gains the Boxing and Open Hand combat spheres as bonus talents. If the street fighter already possesses one or both of these base spheres, he may instead choose any one combat talent he qualifies for from the associated sphere.
Flurry Strike (Ex): Starting at 1st level, whenever the street fighter uses the attack action to attack with an unarmed strike or a monk special weapon, he may make one additional attack with an unarmed strike or monk special weapon as a free action. The street fighter must decide whether or not to use this ability before making the first attack roll for her attack action. Attacks made using this ability apply the street fighter’s full Strength bonus to the damage roll, regardless of whether the weapon is wielded with two hands or with an off-hand. This extra attack cannot be used with the extra attack granted by the Dual Wielding sphere.
Mageknight Class Features:
Casting (Wisdom): A mageknight may combine spheres and talents to create magical effects. A mageknight is considered a Low-Caster. She may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Casting Tradition: Somatic Casting (Twice), Witchmarked (Glowing Eyes), Bonus Spell Points
Somatic Casting:You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
Witchmarked: Some aspect of your characteristics is a dead giveaway about your magical nature. This could be any purely cosmetic modification or sensation that is hard to hide such as a vestigial tail (or tails), glowing eyes, an aura visible to the naked eye or the stench of death clinging to you. The intensity of this trait grows proportional to your power. You take your caster level as a circumstance penalty to Disguise checks. Anyone who sees you and/or beats your Disguise check is able to identify you as magical and may make a Knowledge (arcana) check DC: 20 - your caster level (minimum DC 0) to learn your caster level and what base magic spheres you possess.
Bonus Spell Points: +1 per odd level in a casting class (1, 3, 5, etc.)
Spell Pool: A mageknight gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A mageknight gains a magic talent at 1st level, 2nd level, and again at every even level thereafter.
Resist Magic (Ex): A mageknight gains a natural resistance to magic as she focuses on its use in combat. A mageknight gains a +1 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects. This bonus increases by an additional +1 for every 4 levels thereafter, to a maximum of +5 at 17th level.
Mystic Combat (Su): At 2nd level and every 4 levels thereafter, a mageknight gains a new way to enhance her physical abilities through magic.
Mystic Combat Level 2 (Raging Combatant): As a standard action, you may spend a spell point to enter a rage for 1 round per level. This is similar to a barbarian’s rage, granting a +4 morale bonus to Strength and Constitution, a +2 morale bonus to Will saves, and suffering a -2 penalty to AC. You are under the same restrictions with skills, spells, and sphere abilities as a barbarian, but you may use mystic combat abilities as normal. You are fatigued afterward as a barbarian. You may end a rage prematurely as a free action.
Mystic Combat Level 6 (Mystic Maneuver: Trip): Select one combat maneuver. You may spend a spell point to perform this maneuver as a swift action that does not provoke an attack of opportunity, with a bonus to your CMB equal to 1/2 your mageknight level (minimum: 1). You may select this mystic combat multiple times. Each time it is selected, choose a different maneuver.
Stalwart (Ex): At 3rd level, a mageknight can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. A helpless mageknight does not gain the benefit of the stalwart ability.
Combat Feat: At 4th level and every four levels thereafter, the mageknight gains a bonus combat feat of her choice, chosen from those for which she qualifies.
Herculean Scion Archetype Features:
Domain Power (Plant) (Su): The divine ichor coursing through the herculean scion’s veins grants them power normally reserved for the servants of their godly ancestor. The herculean scion gains the powers of a domain of her choice, using her mageknight level in place of her cleric level.
Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.
Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Divine Heritage (Ex): A demigod’s body receives magic more readily; a herculean scion uses her class level as her caster level for enhancements that solely target herself. This stacks normally with caster levels gained from other sources.
Resizer Archetype Features:
Size Focus (Su): At 1st level, a resizer may change his size as per the Size Change talent of the Alteration sphere as a move action, treating his class level as his caster level for the magnitude of the effect. This change lasts for 2 rounds plus 1 round per class level or until dismissed as a free action. This is a polymorph effect, but a resizer may choose to reduce the number of traits he gains from shapeshift by one to retain use of this ability without interfering with the shapeshift.
Agile Strength: At 2nd level, a resizer ignores penalties to ability scores when changing size.
Quick Change: At 3rd level, a resizer may spend a spell point to use his size focus ability as a swift action.
Spheres of Might:
Athletics Sphere (Streetfighter Martial Talent Level Three)
Coordinated Movement (Athletics Sphere): Whenever you take the withdraw action, you regain your martial focus.
Run Package (Athletics Sphere): You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running. Associated Movement Mode: Ground. Associated Skill: Acrobatics. Associated Feat: Run.
Swift Movement (Streetfighter Martial Talent Level Four): When you have martial focus, while using movement modes associated with the packages you possess, you gain a competence bonus to your speed of +10 ft. When using the (leap) package with this ability, apply the bonus to the maximum distance you may travel while jumping and to your base speed when determining the bonus to Acrobatics checks made to jump granted by your speed even if you are not trained in the (run) package. For every 5 ranks you possess in the skill associated with a movement type, your speed with that movement type increases by an additional 5 ft.
Boxing Sphere (Streetfighter Class)
Counter Punch (Boxing Sphere): 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
For every 5 points of base attack bonus you possess, you may select an additional trigger from this list.
Shoulder Roll (Decisive Fist Martial Tradition): 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.
Open Hand Sphere (Streetfighter Class): Open Hand practitioners are unarmed fighters who deal additional damage with their unarmed strikes as described in the unarmed strike practitioner table. With three or more open hand talents, the Destined Attendant’s unarmed strikes are made as one size category larger.
Savage Combatant (Drawback): You do not gain the sweep ability. You must take Tear Flesh as the bonus talent gained from taking this drawback.
Air Cannon (Streetfighter Martial Talent Level Six): You can make unarmed strikes with such force that it creates howling winds. As a standard action, you may expend your martial focus to create a cone of air. This deals bludgeoning damage equal to twice your base unarmed strike damage die to all creatures within a close range cone (25 ft. + 5 ft. per 2 base attack bonus). Targets are allowed a Reflex save for half damage.
Counterbalance (Decisive Fist Martial Tradition): Whenever a creature within your threatened area misses you with a melee attack, you may expend your martial focus to perform a trip attempt against that creature as an immediate action that does not provoke an attack of opportunity. If the creature’s attack roll was penalized by an ability such as Power Attack, that creature’s CMD to resist this trip attempt suffers an equal penalty.
Focusing Breath (Streetfighter Martial Talent Level Two): As a move action, you may regain your martial focus and end the battered condition, if you have it.
Tear Flesh (Savage Combatant): You may deal bludgeoning, piercing, or slashing damage with your unarmed strikes, rather than only bludgeoning damage, chosen each time you make an unarmed attack. Whenever you deal unarmed strike damage to a target as an attack action, you may spend a swift action to rip the damaged creature’s flesh; the creature takes 1 bleed damage and has their natural armor reduced by 1 (minimum 0) for as long as they are suffering this bleed damage. For every 6 base attack bonus you possess, the bleed damage and natural armor reduction caused by this talent increase by 1.
Spheres of Power:
Enhancement Sphere (Mageknight Level Two Magic Talent)
Bodily Enhancement (Drawback): You cannot enhance equipment and objects with your enhancements, only creatures. You must choose an (enhance) talent with the bonus talent gained by this drawback.
Consciousness Linked (Drawback): Your enhancements are linked to you even after you spend a spell point to have them continue without concentration. If you fall asleep, are stunned, or fall unconscious, all of your enhancements immediately end.
Personal Magics (Drawback): You may only target yourself and your own equipment with your enhance ability. You cannot take the Ranged Enhancement talent, and any magic (except for the Bestow Intelligence, Lighten, and Animate Object talents) bestowed on an object ceases to function when wielded by another creature.
Dual Enhancement (Mageknight Level Six Magic Talent): Whenever you use an enhancement that gives you multiple options, you may spend a spell point to select two options. For example, you could use Physical Enhancement to provide a bonus to Strength and Constitution simultaneously.
Energy Weapon (Extra Magic Talent Feat): You may enhance a weapon, granting it the corrosive, flaming, frost, or shock special weapon qualities. The weapons deal an extra point of damage for every 2 caster levels possessed.
Enhance Equipment (Enhancement Sphere): 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.
Enhancement (Enhancement Sphere): 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.
Greater Enhancement (Mageknight Level Four Magic Talent): When using the Enhance Equipment enhancement, increase the enhancement bonus granted by 1. This means you can grant an item a +6 enhancement bonus if your caster level is high enough.
Lingering Enhancement (Personal Magics): When you enhance an object or creature, the enhancement remains for 2 rounds after you stop concentrating.
Natural Enhancement (Consciousness Linked): You may enhance a creature with enhancements that normally only apply to weapons or armor. If it applies to weapons, it applies to one of the creature’s natural weapons, as well as its unarmed strikes; if it applies to armor, it applies to any natural armor bonus that the creature possesses (creatures without natural armor are considered to have a natural armor bonus of +0).
Physical Enhancement (Bodily Enhancement): You may enhance creatures, granting them a +2 enhancement bonus to either their Strength, Dexterity, or Constitution scores. This increases to +4 at 7th caster level and +6 at 14th caster level.
Staunch Resistance (Extra Magic Talent Feat): You may enhance creatures, granting them a +2 bonus to one saving throw. This bonus increases by +1 at 5th caster level, and every 5 caster level thereafter (to a maximum of +5 at 20th level).
Illusion Sphere (Mageknight Level One Magic Talent)
Disappearance (Drawback): You cannot create illusions or tricks, except to make things disappear, fade or be suppressed. You must select Blur, Invisibility, Muffle or Silence talent as your bonus talent granted by this drawback
Personal Illusion (Drawback): Your illusions are directly connected to your body. The range of your figments and tricks that target an area is reduced to 0 ft, you may only target squares that you currently occupy and must spend an immediate action any time your location changes to direct all figments and tricks you are currently maintaining to move with you.
To use tricks that target unwilling creatures or objects you must first make a successful melee touch attack. The duration of tricks targeting creatures or objects immediately ends the round you are no longer maintaining physical contact with the target.
If you have the mass glamers talent you may use glamers on other creatures and objects so long as the glamer is also applied to yourself. The range of glamers used in this way becomes touch and to maintain a glamer on another creature you must remain in physical contact with that creature.
Illusion (Sensory: Sight) (Illusion Sphere): As a standard action, you may spend a spell point to create a silent visual illusion within range for as long as you concentrate, to a maximum of 1 minute per caster level.
Invisibility (Disappearance): You may make things disappear. As a trick, you may add 1/2 your caster level to Sleight of Hand checks made to palm a small object or hide a light weapon
You may also place an illusion on a creature or object that makes it harder to see. Rather than make a Will save to disbelieve, creatures must make Perception checks to detect the hidden creature or object. Objects have a flat Perception DC equal to 10 + their size bonus + your caster level, while creatures gain a bonus to their Stealth checks equal to your caster level. In addition, since they are invisible, creatures may make Stealth checks even while being observed and do not require cover to retain or initiate Stealth. Even when detected by another creature, an invisible creature gains a +2 bonus to attack rolls against sighted targets and ignores their Dexterity bonus to AC. Attacks against the invisible creature have a 50% chance they will simply miss, even if the attack has targeted the correct square. Making a creature or object invisible also hides its magical aura from such effects as detect magic or the base Divination sphere divine ability.
Lingering Illusion (Personal Illusion): When you create an illusion, the illusion remains for 2 rounds after you stop concentrating. You may also spend a spell point to allow the illusion to remain for 1 minute per caster level without the need for concentration. When an illusion isn’t maintained through concentration, it performs whatever set of actions it was last commanded to do, and cannot move beyond Medium range of where it was placed. Giving an illusion a new series of programmed activities is a move action.
Time Sphere (Mageknight Level One Magic Talent)
Accelerator (Drawback): You cannot use the slow alter time effect. You must select a (time) talent with the bonus talent gained through this drawback.
Personal Time (Drawback): You may only target yourself when using alter time abilities that target creatures. You cannot gain the Ranged Time or Group Time talents.
Haste (Time Sphere): You grant the target the ability to make an extra attack at its highest BAB whenever it makes a full attack action. This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so it cannot be used to cast a second sphere effect or otherwise take an extra action in the round. You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration.
When using the haste ability, you may choose to grant the target an extra attack of opportunity instead of an extra attack on their full attack actions. For every 5 caster levels you possess, you grant the target one additional attack of opportunity. All other costs and restrictions of the haste ability apply as normal.
Improved Haste (Personal Time): When you use haste on a target, that target also gains a 30 feet enhancement bonus (to a maximum of twice the subject’s normal speed) to all forms of movement. The target also gains a +1 bonus to attack rolls, as well as a +1 Dodge bonus to AC and Reflex saves.
Shift Time (Accelerator): You may spend a spell point to grant the target the ability to immediately take a standard, move, or swift action if they choose. Any target who takes an action with this ability loses that action for their next turn. You may use this ability on yourself and only yourself as a swift action, or a free action if you choose to take a swift action with this ability. You cannot use this ability as a swift or free action in this manner if combining it with the Group Time talent. A creature cannot benefit from Shift Time more than once per round.
Warp Sphere (Mageknight Level One Magic Talent)
Personal Warp (Drawback): You may only target yourself with your teleport ability. You cannot gain the Unwilling Teleport or Group Teleport talents. You cannot gain this drawback if you possess the Bender drawback.
Quick Teleport (Extra Magic Talent Feat): When teleporting yourself or a group that includes yourself, you may spend an additional spell point to teleport as a move action instead of a standard action. You cannot make a free touch attack as part of a quick teleport, but you may affect another creature if you are already touching them.
Teleport (Warp Sphere): You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.
Teleport Beacon (Personal Warp): You may designate a touched spot, object, or creature as a personal dimensional beacon, which lasts for one hour per caster level. You may spend a spell point to teleport yourself to your teleport beacon regardless of how far away it is, so long as it is on the same plane. If your teleport beacon is a creature or object, you may instead teleport your teleport beacon to you. You must use the Unwilling Teleport talent to do this with an unwilling creature, and they are allowed a saving throw as normal.
You may take this talent multiple times. You may have a number of active beacons at any one time equal to the number of times you have taken this talent. If you possess multiple teleport beacons and the Group Teleport talent, you may use the Group Teleport talent to teleport multiple teleport beacons at once, as if you were touching all affected targets. All affected teleport beacons must be teleported to the same location (you, or an unaffected teleport beacon of your choice).
Base Mythic Abilities
Hard to Kill: 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.
Mythic Power: 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: 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.
Champion’s Strike: Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
Trickster Attack: Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
Defensive Move (Ex): Once per round, you can designate one opponent. Unless you attempt to move through that opponent’s space, your movement (including standing up from a prone position) doesn’t provoke attacks of opportunity from that opponent. If you move through the opponent’s space, you can still attempt an Acrobatics check to do so without provoking an attack of opportunity. You can take this ability more than once. Each additional time you select it, you can designate one additional opponent when you move.
Tier 2: Str, Imprinting Hand, Mythic Sustenance
Tier 3: Mythic Power Attack, Fleet Warrior, Legendary Item
Tier 4: Str, Maximized Critical, Fickle Attack
Tier 5: Mythic Improved Critical, Precision, Mirror Dodge
Tier 6: Str, Enhanced Str, Legendary Item
Tier 7: Mythic Improved Unarmed Strike, Precision, Enhance Wis
Tier 8: Str, Mythic Sight, Mythic Sight
Tier 9: Mythic Stunning Fist, Precision, Fickle Attack
Tier 10: Str, Perfect Strike, Legendary Item