Gralnir Raghan

Thorin Spellsplitter's page

69 posts. Alias of Grumbaki.


Race

Delayed Damage (28) NL (0) Wounds (0) HP (112) AC (36/20/28) Saves (14/13/15, +5 vs spells/SLAs) Initiative (+7) CMD (33/35 trip/sunder)

Classes/Levels

Healing (9/9) Surge (2/2) Share Will (1/1) DR 6/- Resist Fire (15) Vision (Darkvision 60ft, Low Light Vision, Truesight, Detect Magic) Immune (Charm, Possession, Compulsion, Detect Thoughts, Detect Alignment)

Gender

Dwarven Runecrafter (7)

Alignment

LN

Strength 28
Dexterity 26
Constitution 28
Intelligence 23
Wisdom 26
Charisma 19

About Thorin Spellsplitter

Offense and Defense:

Offense
* Move Action Shove. If it hits free action trip
* Standard Action Attack. If it hits immediate action trip at -2
* Swift action ranged sunder after making standard action, or ranged pistol shot

* Shove: +7 (BaB) +9 (Str) +1 (WF) +3 (Enchantment) -2 (PA) +1 (Trait) = +19
* B/P/S Damage: 9 (Str) +1 (Trait) +3 (Enchantment) +6 (PA) = +19
* vs Constructs: +4d6

* Punch: +7 (BaB) +9 (Str) +1 (WF) +3 (Enchantment) -2 (PA) +1 (Trait) = +19
* B/P/S Damage: 1d8+ 13 (Str) +1 (Trait) +3 (Enchantment) +6 (PA) = 2d6+23
* vs Constructs: +4d6

* Trip: +7 (BaB) +9 (Str) +1 (WF) +3 (Enchantment) +2 (Greater Trip) -2 (PA) -2 (Penalty) +1 (Trait) = +19

* Sunder (up to 120ft): +7 (BaB) +8 (Dex) +1 (Masterwork) +1 (Trait) +1 (Guidance) +2 (Greater Sunder) -2 (Gun Kata) +1 (WF) = +19
* 1d8 (base) + 3 (1/2 BaB) + 4d6 (blacksmith) +2d10 (sniper) +8 (Dex) = 1d8+4d6+2d10+11 damage

Combat Flow Chart
(1) Move Action Shove
(1a) if shove hits then trip
(1b) if tripped then AOO

(2) Standard Action Vital Strike
(2a) if vital strike hits then AOO
(3) Swift action gun kata -> sunder

[dice=Touch Attack]1d20+19[/dice]
[dice=B, P or S silver damage]19[/dice]
[dice=Electricity]1d6[/dice]

[dice=Trip if above hits]1d20+19[/dice]

[dice=AOO if enemy tripped]1d20+19[/dice]
[dice=Damage]1d8+27[/dice]

[dice=Attack]1d20+19[/dice]
[dice= Damage]1d8+22[/dice] +4 if enemy is prone

[dice=AOO if attack hits]1d20+17[/dice]
[dice= Damage]1d8+22[/dice] +4 if enemy is prone

[dice=Sunder Attack]1d20+19[/dice]
[dice=Sunder Damage reduce hardness by 3]1d8+4d6+11[/dice]

Ranged

[dice=Sunder Attack 120ft]1d20+21[/dice]
[dice=Sunder Damage with deadly shot reduce hardness by 3]1d8+4d6+2d10+8[/dice]

Defense
* HP: Lvl 1 (10) + Lvls 2+ (2, 4, 7, 2, 9, 10) +7 (FCB) +63 (Con) +5 (Guardian) = 112
* AC: 10 (Base) +6 (Dex) +8 (Armor) +4 (Shield) +2 (Deflection) +4 (NA) = 34/18/28
* Fort: 5 (Base) + 9 (Con) = +14
* Ref: 5 (Base) + 8 (Dex) = +13
* Will: 5 (Base) +8 (Wis) +2 (Resistance) = +15
- +5 saves vs spells and SLAs
* CMD: 10 (Base) + 7 (BaB) +8 (Str) 8 (Dex) = 33
- +2 vs trip
* Resist Fire (15)
* Healing: 9x times per day, 2d8+7
* Damage Resistance: DR6/- (3 + 1/2 BaB)

Race, Traits, Stats:

Dwarf
* Ability Score Modifiers: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
* Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
* Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
* Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.
* Superior Dwarven Make: There is much pride to be had in creating marvels, whether that be weapons and armor to complex machinery and marvels of technology. Dwarves which have made the technological leaps beyond the forge to the machine shop often enjoy piecing together perfectly fit gears into tight, interlocked patterns beneath fitted steel and iron casings. Dwarves with this racial trait gain the Tinker sphere as a bonus talent. This replaces weapon familiarity. [SUE]
* Tinkerer: Whereas most dwarves are known for their blacksmithing and grand creations, some prefer the crude or simple nature of creation. These dwarves gain the Artifice sphere as a bonus skill talent at 1st level, and a +2 racial bonus on all Craft and Profession checks related to metal or stone. This replaces defensive training, greed, and hatred. [SoG]
* Low Light Vision

Tinkerer Sphere
* Versatile Weapon (gizmo, minor): This modification is attached to a manufactured weapon. The attached weapon’s base damage types are changed to either bludgeoning, piercing, or slashing, which may be changed as a standard action.
* No Battery -> Modification: Modification: Retractable Cording (gizmo):
- This modification is attached to a weapon (except ammunition and siege weapons). This modification’s cord is worn by the user (such as wearing a bracer with the retractable cording attached). The cord’s length is up to 10 feet, + 5 feet per 2 gizmo levels, determined when crafted (referred to as the “cord length”; minimum 5 feet). The attached weapon cannot move further than the cord’s length from the user unless the modification or modification’s cord is destroyed, or unless another creature succeeds at a Strength check to snap the cord (DC 10 + 1/2 the gizmo’s level). This modification’s cord is not strong enough to bear weight (other than the attached weapon’s weight) and cannot be used as a rope or other similar object.
- The user may perform any the following as swift action (or each as a free action once per round):
(1) Draw Attached Weapon: The user may retrieve the attached weapon (if it is in your square or a square within your natural reach), returning it into a free hand. If the attached weapon is on your person and not in a secured container, returning this weapon to your hand is treated as drawing that weapon.
(2) Retrieve Weapon: The user may also retrieve the attached weapon from up to 10 feet, +5 feet per 2 gizmo levels (this maximum distance is determined when the modification is crafted, referred to as “cord length”; minimum 5 feet).
(3) Steal Back Weapon: If the attached weapon is in another creature’s possession, the user may make a steal combat maneuver check with a bonus equal to this gizmo’s practitioner modifier. A successful steal maneuver returns the weapon into the user’s open hand or an adjacent square).
* Modification: Arc Calibrator (gizmo): This modification is attached to a weapon, allowing it and its ammunition to curve around obstacles. Whenever the user makes a ranged attack with the attached weapon, or fires ammunition from that attached weapon, the user ignores up to 2 AC granted by cover less than total cover.

Careful Engineeer Gear Package Artifice Sphere
* +5 skill points
* Confident Craftsmanship [utility] When crafting mundane items, you count your progress in gold pieces instead of silver pieces. You never ruin any material if you fail your check by 5 or more. At 5 ranks in the associated Craft skill, you may multiply your check result by 2 when counting your progress; this multiplier increases by 1 at 10 ranks and every 5 ranks thereafter. Also, the time required to craft a trinket is halved (this excludes if the trinket is created in 1 round or shorter). Additionally, when creating a masterwork item using a Craft skill you have unlocked skill leverage for, you pay for the materials for the masterwork component normally but ignore them when calculating how much progress you need to finish (effectively, the masterwork component costs no time).

Traits
* Steel Soul: +1 saves vs spells and SLAs
* Heavy Hitter. You gain a +1 trait bonus on damage rolls made with unarmed attacks.
* Ancestral Weapon: Free silver gauntlet, +1 to hit with silver

Stats
19/18/18/18/17/16
Str: 19 +1 (Lvl 4) +6 (Template) +3 (Enchantment) = 29
Dex: 17 +3 (Enchantment) +4 (Template) +2 (Background) = 26
Con: 18 + 2 (Race) +8 (Template) = 28
Int: 18 +4 (Template) +1 (Age) = 23
Wis: 18 + 2 (Race) +4 (Template) +1 (Age) = 25
Cha: 16 -2 (Race) +4 (Template) +1 (Age) = 19

Enchantment Scaling
* Str +Dex: Lvl 7 (+3) Lvl 9 (+4) Lvl 13 (+5) Lvl 17 (+6)

Feats, Skills, Equipment, Familiar:

Feats
* Background: Steel Soul, Forge Ring
* Class: Poised Bearing, Gunsmithing
* Lvl 1: Weapon Focus Unarmed, Extra Combat Talent
* Lvl 3: Weapon Focus Pistol, Craft Wondrous Items
* Lvl 5: Craft Magic Arms and Combat Reflexes
* Lvl 7: Extra Combat Talent

Skills 6 (class) + 6 (int) +2 (background skills) = 14
* UMD: +15
* Climb: +18
* Diplomacy: +16
* Intimidate: +14
* Bluff: +14
* Sense Motive: +18
* Profession Blacksmith: +24 (with tools and familiar)
- Counts as craft weapons and armor, as well as Spellcraft for crafting
* Perception: +18 (+21 find traps)
* Knowledge dungeoneering: +16
* Knowledge engineering: +16
* Knowledge local: +16
* Appraise: +16
* Stealth: +18
* Disable Device: +23 (with tools, can disarm magic traps)
* Swim (5 skill points) +15

Equipment
* Cold Iron Gauntlet (+3 Shield Enchant, able to use as weapon bonus)
* Mithral Mind Buttressing Breastplate +1 with Armored Kilt:
- Armor Bonus: +6 AC -> +7 Enchantment -> +8 Kilt
- ACP: -1 Base, armor clad master -> -0
- Max Dex: +3 base -> +5 mithril -> +6 armor clad mastery
- Mind buttressing armor grants the wearer a +2 resistance bonus on Will saves and renders her immune to possession and mental control (including charm and compulsion effects like command and charm person). If it’s donned by a creature already under the influence of such an effect, the creature immediately receives another saving throw (if one was allowed to begin with) against the spell or effect. If the check is successful, the effects are suppressed until the creature removes the armor, after which they resume. This ability can be applied only to medium or heavy armor.
* Ring of Sustenance (2 hrs sleep, no food/water needed)
* Ring of Mind Shielding (The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.)
* Masterwork Backpack
* Masterwork Silver Pistol
* Sleeves of Many Garments
* 230 gold

Emissary Clockwork Familiar: takes the form of a monocle that connects to helmet. Comes down over eye when required, otherwise blends into helmet to be unobtrusive
* Toymaker (Ex) The blacksmith gains a familiar, as the wizard’s arcane bond option, using his blacksmith levels as wizard levels for this purpose, as well as Object Familiar (Ultimate Spheres of Power pg. 481) as a bonus feat, even if he does not meet the prerequisites.
* The blacksmith must select a Tiny animated object in place of a normal creature whenever he could select a familiar, and the familiar gains a toy-like appearance. The blacksmith can choose any special ability a normal familiar could grant its master (such as a fox’s +2 bonus on Reflex saves or a cat’s +3 bonus on Stealth checks) and gains that bonus as though his animated object familiar were a familiar of that kind.
* The blacksmith may use his reforge ability on his familiar, spending 1 hour to change its appearance, so long as it retains a toy-like appearance. When he does this, the blacksmith may reselect the special ability his animated object grants him as a familiar.
* +3 Profession Blacksmith
* Divine Guidance (Sp)
- An emissary can cast guidance at will.
- This replaces alertness.
* Share Will (Su)
- Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.
- This replaces share spells.
* Domain Influence (Sp or Su)
- At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day.
- Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- This replaces deliver touch spells.

Combat Talents:

* 7x (blacksmith) + 5x (technician) +4x (martial tradition) +2x (feats) +2 (template) = 20

Crushing Juggernaut
* Crushing juggernauts specialize in using their bulk and the mass of their heavy armor to grind their opponents into dust.
* Bonus Talents: Equipment (Armor Training) Sphere (Brute Sphere) Variable (Bonus brute sphere or equipment)

Indifferent Defender Guardian 2 talents
- Delayed Damage: You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool.
* Greater Delayed Damage
* Endure Pain: When you receive damage from your delayed damage pool, you take it as nonlethal damage. This nonlethal damage ignores any resistance or immunity to nonlethal damage you may possess.

Brute Sphere 4 talents
* Shove: As a move action, you may move up to half your speed and make a melee touch attack against a 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.
* Greater Shove: When you shove a target, that target suffers additional damage equal to 1/2 your base attack bonus. Additionally, you may augment your shove with feats and talents such as Power Attack despite it being a touch attack.
* Drop (manhandle): You may make a trip combat maneuver against the target as a free action that does not provoke an attack of opportunity. If you possess the Hammer talent, a successful trip allows you to use the ground to deal damage as if it were a wall.
* Slapper: You may use a natural weapon, unarmed strike, or weapon held in one hand to perform a shove, adding its bonuses to your shove’s attack roll and its enhancement bonus to your shove’s damage, as well as damage from appropriate special abilities such as flaming, holy, etc. In addition, whenever 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), the target gains the battered condition until the end of your next turn.

Hardened Palm Open Hand 3 talents
* Iron Fist: Your unarmed strikes ignore an amount of hardness equal to 1/2 your base attack bonus (minimum 1) (this stacks with similar effects). You can take this talent a second time, instead allowing your unarmed strikes to ignore an amount of hardness equal to your base attack bonus.
* Axe Kick: When making an attack action, attack of opportunity, or additional attack granted by a class feature or talent with an unarmed strike, you may add 1.5x your Strength bonus on the damage roll rather than just your Strength bonus (this talent does not apply to off-hand attacks or other attacks where a half Strength modifier is specified). On attacks targeting prone creatures, you instead deal 2x your Strength modifier on the damage roll for your unarmed strikes.
* Greater Trip: You gain a +1 competence bonus to your trip combat maneuver checks, as well as to your CMD vs. that maneuver. This bonus increases by +1 for 4 points of base attack bonus you possess. This bonus does not stack with the bonus to this maneuver provided by the Improved or Greater Trip feats.

Equipment Sphere 5 talents
* Gauntlet Shield: You may treat a cestus, gauntlet, or spiked gauntlet as a buckler, gaining the +1 shield bonus to AC as normal for a buckler. The weapon’s enhancement bonus to attack and damage also applies to the shield bonus granted by the weapon. You lose this bonus if you attack with the weapon or wield another weapon in the same hand unless you possess an ability to retain your shield bonus when making a shield bash attack, such as the Bashing Shield talent of the Shield sphere or the Improved Shield Bash feat. Making an attack with this weapon may count as making a shield bash if beneficial.
* Versatile Shield: When wielding a shield, you may add your shield’s AC enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.
* Armor Training: Heavy Armor Proficiency
* Gun Kata: While wielding a firearm, you can still make unarmed strikes with the hands used to wield it (these attacks do not provoke attacks of opportunity if you are not proficient with unarmed strikes); if you do, your unarmed strikes made with any hand wielding a firearm gain any enhancement bonuses to attack or damage rolls your firearm possesses (this bonus cannot exceed +5). When using the attack action to make a successful attack with your unarmed strike against a creature, or when you succeed at a melee attack with a double weapon that is part melee weapon and part firearm (such as the axe musket or dagger pistol) using the attack action, as a swift action you can make a ranged attack with a -2 penalty against the same creature with your firearm or the firearm portion of your weapon; this attack does not provoke an attack of opportunity.
* Mechanical Savant: When you make a successful ranged attack with an attack action, an attack of opportunity, or additional attacks granted by class features or talents while wielding a crossbow or firearm, you deal additional damage equal to 1/2 your base attack bonus (minimum 1).

Shield Sphere 2 talents
* Passive Blocker: You do not gain the active defense ability and cannot take (deflect) talents or other talents that require the use of active defense. You gain Deflecting Shield with this drawback.
* Bashing Shield: You do not lose your shield bonus to AC when making an attack with your shield. Additionally, you may make shield bash attacks with a buckler as if it were a light shield. Reduce the damage as if the shield bash was one size smaller when used this way.

Sniper Sphere 3 talents
* Precise Shot, Deadly Shot: As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack. In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon.
* Focusing Reload: You may regain martial focus whenever you use a move, standard, or full-round action to reload a weapon you are wielding (including nocking an arrow to a bow). If you can normally reload your weapon faster than a move action, you may choose to reload as a move action to gain this benefit.
* Targeted Assault: Whenever you make a successful ranged attack against a creature or object as an attack action, the target’s damage reduction, energy resistance, or hardness is reduced by an amount equal to 1/2 your base attack bonus (minimum 1) against that attack.
* Breaking Blast: Your ranged attacks deal full damage to objects.

Ruinous Rage Berserker 1 talent
* Greater Sunder: You gain a +1 competence bonus to your sunder combat maneuver checks, as well as to your CMD vs. that maneuver. For every 4 points of base attack bonus you have, this bonus increases by +1. This bonus does not stack with the bonus to this maneuver provided by the Improved or Greater Sunder feats. Associated Feat: Improved Sunder.

Templates:

1: Advanced (CR+1)
* increase natural armor by +2; Ability Scores +4 to all ability scores (except Int scores of 2 or less)

2: Indomitable Creature (CR +1) [SB:MBaCE]
* Indomitable creatures are unusually tough and resilient compared to others of their kind, able to deflect and ignore harm that others could not.
* The indomitable creature template is inherited and can be added to any create (referred to hereafter as the base creature). An indomitable creature uses the base creature’s statistics and abilities except as noted here.
* Challenge Rating: Same as base creature +1.
* Type: The creature’s type does not change. If this template is applied to a creature with the animal or vermin type, the creature’s type changes to magical beast. Do not recalculate its Hit Dice, base attack bonus, saves, or skill points.
* Armor Class: An indomitable creature increases their natural armor by +1 + 1 for every 4 Hit Dice it possesses. This stacks with the base creature’s natural armor bonus.
* Defensive Abilities: An indomitable creature gains the following defensive abilities:
Guardian’s Prowess (Ex): An indomitable creature uses its Hit Dice in place of its base attack bonus when determining the effects of its Guardian sphere delayed damage pool. In addition, an indomitable creature’s delayed damage pool does not bypass the indomitable creature’s damage reduction or resistance when it empties at the end of its turn. When damage is emptied from the indomitable creature’s delayed damage pool, apply the indomitable creature’s damage reduction and resistance to the total damage dealt, not to individual instances of damage (such that 35 physical damage being emptied from the delayed damage pool would be treated as a single instance of 35 physical damage, not the 3 separate attacks that contributed to it).
* Hardened (Ex): An indomitable creature gains an amount of DR/– equal to 3 + 1/2 the indomitable creature’s Hit Dice. If the indomitable creature possesses damage reduction from another source, the indomitable creature may add half the damage reduction gained from this ability to that other source of damage reduction, if to do so would be beneficial. For example, if the indomitable creature possesses DR/silver from another source that would reduce incoming damage, and be more beneficial than the DR/– from this ability, the indomitable creature uses its DR/silver plus half its DR/– against that incoming damage.
Insuppressible (Su): If the indomitable creature would be subject to a polymorph effect or other effect that would suppress their natural armor bonus, they retain the bonus natural armor granted by the indomitable creature template.
* Abilities: Str +2, Con +4. If the base creature’s Intelligence score is 2 or less (including mindless), the base creature’s Intelligence score becomes 3. A mindless base creature with this template gains skill ranks and feats as appropriate.
* Feats: An indomitable creature gains Extra Combat Talent as a bonus feat, selecting the Guardian sphere. An indomitable creature cannot select a drawback which removes the delayed damage pool ability; if the indomitable creature possesses a drawback which removes the delayed damage pool ability, it must buy back that drawback with the talent gained from the Extra Combat Talent feat.
* For every 4 Hit Dice the indomitable creature possesses, the indomitable creature gains Extra Combat Talent as a bonus feat, selecting a bonus talent from the Guardian sphere.

Class 1: Blacksmith:

Insights
* Lvl 2: Heat Forged: The blacksmith’s time spent working over a scorching forge has inured him to the effects of heat. The blacksmith becomes immune to nonlethal damage caused by heat, and gains fire resistance 10. This fire resistance increases by 5 at 5th level and every 5 levels thereafter
* Lvl 4 Armor Clad Mastery - The blacksmith learns to fight and maneuver in his armor better. While wearing armor, the blacksmith reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. The blacksmith also learns to move at his normal speed when wearing medium armor. This counts as the fighter’s armor training class feature.
* Lvl 6: Gunsmith: The blacksmith gains proficiency with all firearms, gains the Gunsmithing feat as a bonus feat, and may make sunder attempts at range when using a firearm, using his Dexterity in place of his Strength modifier when determining his combat maneuver bonus.

Maintenance
* Starting at 1st level, the blacksmith learns how to maintain and optimize his equipment and that of his party members by sharpening weapons, tightening armor straps, replacing padding, and performing other tasks that allow him and his companions to get the most out of their gear each day. Whenever the party has at least 8 consecutive hours of rest time (or the equivalent of 8 hour’s rest, such as 2 hour’s rest with a ring of sustenance or similar ability), the blacksmith can set aside a small period of time to perform these maintenance tasks without interfering with his normal rest to give him and a number of allies equal to 1 + his Constitution modifier (minimum 1) one of the following benefits for 24 hours, or until their next 8 hour or longer rest, whichever comes first. The blacksmith may select a different maintenance for each ally to be affected.
* Armor Maintenance (+2 Max Dex)

Thunderous Blows (Ex)
* Starting at 1st level, the blacksmith becomes particularly adept at striking crafted creations in exactly the right place and manner to damage them most effectively. When the blacksmith makes an attack action or attack of opportunity, he deals an additional 1d6 damage if making a successful sunder attempt or if attacking a construct or object (including animated objects). This damage increases by 1d6 at 3rd level and every two levels thereafter. The blacksmith never provokes attacks of opportunity for attempting the sunder combat maneuver, and whenever the blacksmith chooses to destroy an item held or worn by a creature with a sunder attempt any excess damage is applied to the item’s wielder. The blacksmith counts as having the Improved Sunder feat for determining prerequisites.
* At 3rd level, the blacksmith has learned how to swing his weapons in a way that shatters scales and claws as easily as manufactured armor and weapons. The blacksmith may make a special sunder attempt as an attack action, targeting a creature’s natural armor or natural weapons. If the blacksmith chooses to sunder the creature’s natural armor, on a successful check he deals damage to the creature equal to his normal weapon damage (bonus damage from thunderous blows is not applied when using sunder in this manner) and it takes a penalty to its natural armor bonus equal to the number of bonus damage dice granted by his thunderous blows class feature; a creature’s natural armor bonus cannot be reduced below 0 in this manner. Any amount of magical healing removes this penalty, as does a DC 15 Heal check, which can be made as a standard action.
* If the blacksmith chooses to sunder the creature’s natural weapon, on a successful check he deals damage to the creature equal to his normal weapon damage and it takes a penalty to attack rolls with that natural weapon equal to the number of bonus damage dice granted by his thunderous blows class feature for 1 round.

Skilled Craftsman (Ex)
* Starting at 2nd level, the blacksmith may use Profession (blacksmith) in place of all Craft and Spellcraft skill checks made to create, modify, repair, and enchant weapons, armor, and shields, and he gains a competence bonus equal to 1/2 his class level (minimum 1) on all Profession (blacksmith) checks. In addition, the smith learns to quickly repair damaged objects, restoring 2 hit points per class level he possesses to an object as a standard action that provokes an attack of opportunity. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. Magic items can be repaired by this ability, but the blacksmith’s class level must be equal to or higher than the caster level of the object. This ability does not affect creatures (including constructs). This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. This ability can be used to repair nonmagical weapons, armor, and shields that have been destroyed, as long as all the pieces are together in an accessible location. At 5th level, the blacksmith no longer provokes an attack of opportunity for using this ability.

Artisan Savant
* Starting at 3rd level, the blacksmith becomes proficient in creating powerful magic equipment, treating his class level as his caster level for crafting feats and abilities and using the appropriate Craft skill (weapons, armor, bows, etc.) for the check to complete the item. In addition, the blacksmith gains Craft Wondrous Item as a bonus feat at 3rd level, and Craft Magic Arms and Armor at 5th level.
* Note: If using Spheres of Power, you may exchange these feats for Craft Marvelous Items and Smith Magical Weapons And Armor, respectively.

Reforge (Ex)
* From 3rd level on, the blacksmith’s experience with crafting excellent equipment allows him to manipulate and rework magical equipment without damaging or sacrificing its magical potency. The blacksmith can spend 1 hour per total effective bonus (minimum 1 hour) of an enchanted armor, weapon, or shield (enhancement bonus plus permanent special ability bonus equivalents) at an operational forge to reforge the equipment into another equivalent item at no additional cost; weapons into weapons of another type, armor into a separate type of armor, and shields into weapons, armor, or other types of shields; a heavy shield can be converted into a light shield or vice versa, and a tower shield can be converted into any other type of shield, but bucklers, light shields and heavy shields cannot be converted into tower shields. When reforging, the blacksmith cannot exchange one piece of equipment for another that is not predominantly made out of the same dominant material; a greatclub can be reforged into a quarterstaff or spear, but not into a bastard sword, and a suit of platemail could be reforged into a breastplate or chain shirt, but not into a suit of leather armor. The new weapon or armor must be the same size or smaller as the original.
* In addition, the blacksmith can restore a magic weapon, armor, or shield that has been destroyed by a sunder attack or similar ability; if the blacksmith can acquire all the broken pieces of the equipment, he may restore it to its original complete condition, including all enchantments, with 8 hours of work at an operational forge.
* Author's Note: Reforge allows a blacksmith to change the type of item (i.e. longsword to greatsword, armor to armor, etc.). Reforge cannot alter the item's special abilities (i.e. you cannot change flaming to frost, etc.). When reforging an item with a special ability that can only be placed on specific categories of items (i.e. keen for weapons, mind-buttressing on armors), changing that item's form does not allow that special ability to apply to an "invalid" item (i.e. a bludgeoning weapon cannot benefit from keen, light armor cannot benefit from mind-buttressing). The resulting reforged item would retain the special ability, but would not grant that special ability's effects (effectively being "dormant").

Class 2: Technician (Runecrafting, not engineering):

Trap Specialist
* At 1st level, the technician gains the Trap sphere as a bonus sphere. If he already possesses this sphere, he instead gains one talent from that sphere.

Trapfinding
* A technician adds 1/2 his level on Perception checks to locate traps and on all Disable Device checks (minimum +1). A technician can use Disable Device to disarm magic traps.

Technically Minded
* At 2nd level, a technician gains a bonus to all Knowledge (engineering) checks equal to 1/2 his technician level, and takes half the usual time when using the Craft skill to repair an object.
* Whenever the technician uses the Disable Device skill, he reduces the required time by 1 step (2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action).

Danger Sense (Ex)
* At 3rd level, a technician gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 technician levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Trap Insight (Ex)
* At 3rd level the technician gains Heightened Awareness from the Scout sphere, whether or not he possesses that sphere. If he already possesses that talent, he may instead gain any one martial talent for which he qualifies.

Trapmaster (Ex)
* At 7th level, all uses of the Disable Device skill have their required time decreased by 2 steps instead of 1.
* When a technician disarms a trap through the Disable Device skill and beats the trap’s DC by 10 or more, in addition to being able to pass by the trap without activating it, he gains one of the following benefits as well:
- Trap Sphere: If the technician beats the DC by 10 of a trap from the Trap sphere, he may take control of that trap. The trap’s previous owner is no longer able to pass through the trap’s space unharmed, although any creatures who knew where the trap was placed still gain the usual bonuses against activating the trap. Additionally, the technician may upgrade the trap if it is inferior to his own and it is a trap he is able to create, changing its variables such as damage, and saving throws, to become as if he had been the one to place the trap.
- Magical Trap: When disarming a magic trap that allows specific creatures to pass without danger and beating the trap’s DC by 10 or more, the technician can modify which creatures are allowed to pass, such as adding his allies or restricting his enemies if he desires.

Tinker Specialist (Ex)
* At 1st level, the technician gains the Tinker sphere as a bonus sphere.
* This ability alters trap specialist.

Gadgets (Runes) (Ex)
* Technicians are experts at building things, be they improvised tools or unique mechanical marvels. These items, called gadgets, are built out of components the technician has prepared in his spare time out of commonly-found items; so long as the technician has access to a trap bag, he is assumed to have access to all the parts he needs to build his gadgets, and to have already prepared components beforehand to quickly create whatever gadget he needs.
* Creating and activating a gadget is a standard action, but may be reduced to a move action by expending martial focus.
* A technician can create a total number of gadgets in a day equal to 1/2 his technician level + his Intelligence modifier (minimum: 1). If a gadget calls for a saving throw, that saving throw’s DC is equal to 10 + 1/2 his technician level + his Intelligence modifier. A gadget must be used the round it is created, or fall apart back into its component parts, which does not expend the gadget.
- Always makes 7x healing gadgets

Inventions
* Inventions are usually improved versions of regular items, and can be made from both mundane or magical equipment. All inventions have the ability to be granted one improvement, +1 at 5th level and every four levels thereafter. Many inventions or improvements have requirements that must be met, be they materials or technical insights the technician must know.
* 3x Improvements from levels (2 improvements each)

* Lvl 1 Choice: Firearm (Runecrafted Gauntlet that fires shards of stone)
* Railgun (Requires Electric Insight) The firearm is powered by electricity and magnetism instead of blackpowder. The firearm no longer requires gunpower or blackpowder, meaning it can fire underwater or in other wet environments that would normally stop a firearm from functioning. Additionally, the firearm has its range increment multiplied by 3. This stacks with the multiplier from the improved rifling improvement.
* Improved Rifling: The firearm has its range increment doubled. This improvement can be applied multiple times. Each time it is applied, increase this multiplier by 1 (thus, if this improvement were taken twice, the firearm’s range would be multiplied by 3).

* Lvl 3 Choice: Armor (Runic armor)
- Attached Weapon: The armor includes a light or one-handed weapon that may be extended as a swift action, and retracted as a standard action. This weapon is attached to the armor and cannot be disarmed, but the hand needed to wield the weapon cannot be used for any other purpose when the weapon is extended.
- If the weapon is used to make an attack on the same round it is extended, the added momentum adds +1 damage to that attack, +1 at 5th level and every four levels thereafter. In place of a weapon, other items may also be attached in this manner, such as a wand or staff. The technician must supply the weapon or item to be attached.
- Mechanized Strength (Requires Steampower Insight) The armor is outfitted with gears, pistons, and pressure gauges to improve the wearer’s strength. The wearer gains a +2 enhancement bonus to Strength. This bonus increases by +1 at 5th level and every four levels thereafter.

* Lvl 7 Choice: Suit (Runes etched into clothing)
- Augmented Reflexes: The suit is outfitted with low-level electric equipment that improves the wearer’s reaction time. The wearer gains a +2 enhancement bonus to Dexterity. This bonus increases by +1 at 5th level and every four levels thereafter.
- Spring Loaded -> Dispenser (can hide firearm)

Insights (What powers his runes)
* Lvl 2: Electric Insight (may make following gadget) Shocker: The technician may attach a gadget to a target that fills them with low-grade electric shocks, debilitating them. Make a melee touch attack against a target. The technician may also throw the gadget as a ranged touch attack with a range increment of 10 ft. If successful, the target suffers 1d8 nonlethal damage per round for a number of rounds equal to the technician’s level. Each round the target suffers this damage, their muscles seize up causing them to be sickened and staggered. Either the affected target or another creature may remove this gadget as a standard action. The gadget cannot be used again after being removed.
* Lvl 4: Medical Insight (Ex) The technician may create a gadget that heals a target within his natural reach for a number of hit points equal to 1d8 + his technician level. At 5th level and every four levels thereafter, this gadget heals for an additional 1d8. The technician may also create a gadget that empowers a willing target within his natural reach. That target gains a +2 alchemical bonus to Strength, Dexterity, and Constitution for 1 minute per technician level.
* Lvl 6: Steampower Insight

Background:

What does a name matter to a person who is faceless? That question vexed him for as long as he could remember. From a young age, he felt like a shadow, moving through an uncaring world. He had interests, of course. But no true outlet for them. What he had wanted, more than anything, was to build. To use his hands. As a child it was what called to him, and as he grew older it is what brought him joy. But his parents were salarymen, barely making ends meet. The idea of having limited resources going to anything that was not putting food on the table was anathema to them.

A core memory from his childhood was that every year he would have his birthday, and he would ask for something. Something to build with. Be it blocks, a construction set, anything that he could display a modicum of creativity. And every year was the same. His parents would invest in his education and tell him that it was their gift to him. And in truth, it was a gift, for they could barely afford it. He knew this, and hated himself for the emptiness that he felt.

As he grew older, he studied, and he worked hard. What limited funds that they had went into his education, and he believed that if he kept his head down and worked hard at it, that of course he would get somewhere. That he would rise above what his parents accomplished through sheer determination. He went to university. He applied for dozens of jobs. And he eventually was hired at a major corporation. He thought that his life could finally begin.

What followed was a cruel reality check. It was a 996 work culture. 9am to 9pm, six days a week. And it was in a job that he knew was replaceable, with work that he increasingly saw as meaningless. But each day he was told how fortunate he was. By his supervisor. His coworkers. His parents. It was soul crushing in every way. He made enough to be "a success" but he never found meaning. And his friends? They would drink after work, often with their bosses. And the talk was always the same. More and more, he found himself dreading waking up.

Each day stretched into another. He would wake up and go to work. He would file papers. Write emails. Listen at meetings. Do the same thing as everyone else. And when the day was "over"? He would go out eating and drinking with his colleagues and boss, where they would all praise the company and their leadership. He would then come home, exhausted, having not had time to work out, relax, or meet anyone who wasn't in his company.

The company? It owned him. It owned his life. It owned his future. And it wanted to own his soul. The worst part of it was that he had nobody that he could talk to. Nobody to confine in. He once brought this up to his parents and was given a stern lecture about how ungrateful he was. What he learned was that he truly was alone.

The only relief from this was the one day off. A day he would spend in Ygddrasil. There, he found that he could be the person that he wanted to be. He could at least pretend to find meaning. That he could, in his mind, choose his own name. Do whatever he wanted. And talk to people about something that was not just...work.

After a few attempts, he finally settled on a race and a name. A dwarf named Thorin. He was drawn to the archetype of working hard and achieving something from it. Of determination leading to creating something that would last. Of working with his hands, of building! Other players used online builds to be strong, to chase the meta. He refused. Because he was tired of chasing the golden ring. What he wanted, more than anything else, was to be the person that he wanted to be, and to do what he wanted to do. Ygddrasil gave that to him.

It started off small. He would spend a few hours playing the game, and in doing so he was able to escape the life that he hated so much. This turned into more time, as he started talking with other players. Of spending time with people in a way where he was able to join a group when he wanted, and to leave when he wanted. It was liberating in a way that he had never experienced before.

This began to eat into his mental space. When commuting to work he would read about Ygddrasil. When at work he would daydream about logging into the game. At meetings he would think about his character and what he wanted to do. And after work, when he was forced to socialize with people he did not like? He would just go through the motions. He worried about being fired, until he realized that nobody cared. He was a cog. As unimportant as any other. So long as his work got done, that was enough. There was no true mobility, unless he played politics. The quality of his work mattered not.

And this led him back to the game. He began to "role-play." Of truly thinking about his character as a person. He created an elaborate backstory, including parents, clan, hold and home. He devoured every shred of lore he could find while creating an alternate persona. A persona of someone who worked hard and achieved lasting renown.

Where once he had worked hard in his studies and at work, he began working hard at the game. Every chance that he got he would log in, and he would work at it. He decided that as a dwarf he would master crafting. In time, he became almost like an NPC. The idea of questing didn't matter to him. Of being a hero. Of slaying dragons or joining raids. No, he decided that if he was to be a dwarf, then he had to first *be* one. And as such, he had to completely master the art of crafting.

Hour after hour he would log in, just to gather resources and to smith. In time, he began to make a profit off of this, selling wares to other players and NPCs alike. People laughed at him for wasting his time. But he did not care if they laughed. People had laughed at him his entire life, and he did not care. He was making something that others saw no value in. And it made him value it even more.

This, ironically, led to him adventuring. Because as a crafter at the highest levels, he needed rare resources. Resources that cost too much to buy from others. With a single minded determination, he decided that what he had to do was level up enough to survive in the areas where he could gather such resources.

To do this, he crafted a build. He decided that what he needed was to be strong enough to handle whatever monsters he found, agile enough to sneak past those that he couldn't, and durable enough to not have to retreat.

The going was rough. Again and again he died, and he changed and modified his build as it went. After getting disarmed one time too many, he decided to settle on a build that would solve that issue. He used his gauntlets as his weapons, and sunk an indorindate amount of gold and time into training in their use. He specialized in this, determined to never lose a weapon or shield again.

Back in the real world, this meant buying more and more in-game currency and items. He didn't care, as he no longer saw the real world as being real. Every day he told himself that he was working for Thorin. For Clan. For Hold. For his family and friends. That it was no different than grinding for resources. His supervisor praised him for his amazing work ethic and good attitude.

In this grind, he slowly attracted other players. It was a small group of other people who played dwarves. They called it a Clan. Their Clan. Clan Spellsplitter. They were all role-players, and as time went on their conversations became more and more "in-character." They stopped even acknowledging the real world. It was an unwritten rule that when in-game, one had to stay in-game.

This, in turn, led to him outfitting his "Clan members." They wore his armor and wielded his weapons. And in-character they praised him for it. It was, sadly, the happiest moment in his life.

A turning point for him came when his "clan members" came across a rune. It was rare, for dwarven runes were not something that were 'dropped' by most monsters. "In character" they talked about how wonderful it was to find something of their heritage, and mourned that it was just not cost effective to do it. This...spoke to him.

He decided, then and there, that he would learn rune crafting. It took too much time, they said. He didn't care. He had time. It took too much money, they said. He didn't care. That was what he worked for. It was not effective in combat. He didn't care! It made him want to do it even more.

It was slow going, at first. He had to research rune crafting. And he had to find a mentor. Even finding that was a quest within itself. This took him out of the Azerlisia Mountains, as he found that after dozens of hours, his mentor was held by the Dark Dwarves.

Him and his "clan members" adventured into the Abelion Hills, and fought their way through the slave armies of the Dark Dwarves. All to break in and rescue the NPC rune crafter. They cheered at what they accomplished. And he almost wept with joy.

What followed was even more slow going. Quest after quest. Hour after hour. He sunk it into rune crafting, with his real-life time and money going into it. For a week he cut back on food so that he could level up the skills.

When he finally made his first rune, there was an in-game celebration. His clan members gave him gifts. Crafting tools. Resources. Even a magical ring. It was made with runes, and had been found in a dungeon raid. He actually cried, because it was the birthday he had never had.

The ring itself, was simple. Made out of gold with runes of protection on it. It was "not as good" as other rings, because upgrading it required rune craft. It was thus hard even to sell to other players. But to him? It was his most cherished possession.

In time, he began to make his own runes. He put them on his clothing. On his armor. On his gauntlets. He was happy, even with the time commitment. Because he was living his life the way he wanted.

But all good things cannot last forever. His clan members began to slowly drift away. One got a promotion. Another got married. A third had a child. A fourth just couldn't afford to keep playing. And the fifth? He slowly just stopped logging on.

And as such, he slowly found himself being alone once more. He would log in, and more and more he was the only one there. He would role-play with other people, but it was just not the same as with his clan. The resources they had given to him had long since been used, but the ring? It reminded him of the only true friendships that he ever had.

He was crafting away when *it* happened. Like a few other people, he found himself *stuck* in the game. Which brings him to the here and now. A player stuck inside his avatar, who has long since stopped thinking about himself as a real live human being. He is who he wants to be. Living the life that he wants. And he fears more than anything being sent back into the world that he hates.

Appearance:

IRL Persona: Plain, tidy, middle-of-the-road appearance. Neatly trimmed beard, average height and build, unremarkable business casual clothes. Nothing flashy, nothing that draws attention—just “one of the crowd.” Routine, orderly, predictable.

IG persona: Designed to look like himself, only dwarven. Has the larger build he wanted but couldn’t grow due to corporate culture. Armor and clothing all crafted to look like an NPC. His goal was to make a character who blended into the world, looking as authentic as possible. In this, his gear of choice is a mitral breastplate, emblazoned with the insignia of the dwarven kingdom, a pair of silver gauntlets, and a thick leather kilt which holds assorted smithing tools. When walking through the streets of a city, there is little that would mark him as being any different from other dwarves that might be found in the crowd.

The only thing that stands out as being different is that he doesn’t use a regular weapon or shield. Rather, he fights with his gauntlets. This makes him look like he is unarmed. At least, that is, until combat begins. It is then that his gauntlets expand. With his right gauntlet, blades for slashing, piercing and blocking coming out. His left? It has been inscribed with runes that allow it to fire stone bullets, that strike with crippling force. In this manner, he is always armed, even if he does not look like it.

Background Perks:

“ For each 3 paragraphs of background you gain additional perks:

1 - extra trait: Ancestral Weapon

2 - extra feat: Steel Soul
- Standard dwarven feat

3 - extra +2 to an ability score (+2 Dex)

4 - gain a mount CR 3 or below
- Rather than having a mount (which doesn't fit his feel and is a lot of book keeping), I’d like to replace the CR 3 mount with a permanent +10 ft. enhancement bonus to movement speed. This fits the ‘tireless forge-worker’ and ‘warrior on foot’ image I’m going for.

5 - gain a crafting feat
- Forge Ring

6 - gain a wish
- "I wish that my armor, forged with care by mine hand and worn with pride to be bound to me in such a way that, with but a moment's focus, it leaps to my body no matter where it lies, and can vanish again to where I will it, provided it be a place I’ve seen or a space of my own."
- Call Armor (Su)) As a full round action, Thorin can cause his armor to instantly appear on his body. Alternatively, he can dismiss it as a full round action, causing it to vanish. Where the armor appears from or vanishes to can be anywhere he designates, but it must be a place het has seen on the same plane of existence where he is, or be in an extradimensional space he controls, such as a bag of holding.

7 - gain a magical ring no more than 8,000 gp (You must write the description, abilities, and background of the ring in your crunch as well)
- Ring of mind shielding

8 - gain a familiar or animal companion
- I'll take a familiar if I can replace the mount with +10ft movement speed. Otherwise, I'll grab a mount and use it as an animal companion.

9 - gain a super power
- Constant truesight and detect magic

10 - gain another 'Special' from another class, it cannot be a Special above 5th level.
I am fine if you want to conspire with other players to decide what you want to play... ;)”
- Pistol Training (Ex)

Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1..

Mythic Guardian 1:

Tier 1
* 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.

* Mythic Power (Su)
- 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)
- 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.

Guardian
* Absorb Blow (Su)
- As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
* Longevity (Su) Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties. You still continue to age, and you gain all the benefits to your mental ability scores.
* Mythic Power Attack
- When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2.
- In addition, the bonus damage from this feat is doubled on a critical hit, before it’s multiplied by the weapon’s critical multiplier.
- You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.

2: Adamantine Mind: Your mind is as hard as any armor, and is dangerous to engage. You gain a bonus equal to your tier on saving throws against mind-affecting effects. Whenever you succeed at a save against a mind-affecting effect, the creature attacking you with that effect must succeed at a Will save (at the same DC) or be stunned for 1 round.

Tier 3: Impervious Body (Su) You gain DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it’s taken, the DR increases by 5.

Tier 4: Armored Might (You treat the armor bonus from your armor as 50% higher than normal, to maximum increase of half your tier (minimum 1). For example, if you are 4th tier and wearing +2 breastplate, you treat the armor’s +6 armor bonus as +8 (50% of +6 is +3, limited to +2 by half your tier).)

Tier 5:Fearless (Su)
Few things in the world still inspire fear in you. You are immune to all fear effects from non-mythic sources. Fear effects from mythic sources count as mythic for the purposes of this ability.

Tier 6: Impervious Body

Tiers 7+8: Unbreakable Resilience (When you take this ability, choose either physical ability scores (Strength, Dexterity, and Constitution) or mental ability scores (Intelligence, Wisdom, and Charisma). You recover ability damage and drain to the selected ability scores at a rate of 1 hour per point of damage rather than 1 day per point. As a swift action, you can expend one use of mythic power to recover 1 point of ability damage to any of the three selected abilities. You can take this ability twice. The second time you select it, unbreakable resilience applies to all six ability scores.)

Tier 9: Impervious Body

Tier 10: Mythic Resolve (You’re imbued with power and grace that protects you. Whenever you attempt a saving throw, you can expend one use of mythic power to roll again. You can use this ability more than once and take the highest result of all the rolls. You can use this ability only after the initial roll is made, but before the results are revealed. Using this ability doesn’t require an action, and it can be used as long as you are conscious.)

Leadership: Clan Spellsplitter:

Cha Mod 4 + Level 7 + Great Renown 2 + 1 Fairness -2 Familiar + 2 Clan Holdings = 14
Cohort: Lvl 10
Lvl 1: 15x
Lvl 2: 1x

Made by Thorin and his friends when they had their small RP guild. These NPCs are all craftsmen with the Blacksmith class. Except for Kragg, a Lvl 10 techsmith (ie: runecrafter). He is a white bearded old dwarf, who runs the day to day operations of the clan forge. The clan holdings are located in the dwarven capital.