Alurad Sorizan

Walton Martion's page

40 posts. Alias of CtotheZ.


Full Name

Walton Martion

Race

LG Medium Human Cleric 9 Mythic 2| HP: 73 | AC: 24 FF: 16 Touch: 20 CMD: 18 | Initiative +7 |Perception +15 | Fort +8 Reflex +6 Will +11 | Move 20’

About Walton Martion

Walton Martion
Cleric 8
N Medium Humanoid
Diety: Iomedae
Traits: Reactionary, Touched by Divinity (Hierophant)
Languages: Common

Vitals/Defense:

Perception +15
HP: 73
AC: 24 (Dex +3, +2 breastplate +8, +1 blinding heavy steal shield +3)

Fort +8 Reflex +6 Will +11 (+2 sacred bonus on saves against insanity or confusion effects.)

Offense:

(BAB +6/+1 CMB+6)

-Light Crossbow +9/+5 1d8 (19-20, ×2)
10 bolts
- +1 Longsword (Keen) +7/+2 1d8+1 (16-20, ×3)
-Dagger +7/+2, 1d4 (19-20, ×2)
-Spiked Gauntlet +7/+2, 1d4 (20, ×2)

Feats & Abilities:

Armor: Light, Medium, Shield
Weapons: Simple, Longsword (Favored Weapon)

Domains: Law (Archon), Sun (Revelation)
Aura

Touch of Law: Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.(6/8)

Guided Eyes: Perception is always a class skill for you. In addition, whenever you make a skill check to see through a disguise or find something that is hidden or concealed, you gain a +4 sacred bonus on the check.

Alternate Racial Trait: Human Dual Talent Dexterity

Feats:
Spell Penitration
Greater Spell Penitration
Selective Channel
Leadership
Extra Channel

Dragon Scale:

Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon.

Mythic Path Tier 2:

Touched by Divinity (Hierophant): You begin play with a silver holy symbol of your deity for free. In addition, choose 1 domain associated with your deity. You gain the use of that domain's first level domain spell as a spell like ability once per day.
Domain: Sun (Light)
Spell: Faerie Fire

Mythic Power tier 2 ((3+ 2×tier points (7/7 points) +4 hp per tier)

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Hierophant:
Divine Surge: Inspired Spell
Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.

Path Ability: Faiths Reach, Contingent Channel Energy

Faith's Reach (Su) (Mythic Adventures pg. 34): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.

Contingent Channel Energy (Su) (Mythic Adventures pg. 33): You can simultaneously expend one use of mythic power and one use of your channel energy ability to delay your channel energy so that it comes into effect under some condition you dictate. The conditions needed to bring the channel energy into effect must be clear, although they can be general. In all cases, the channel effect occurs instantaneously when the prescribed circumstances occur. For example, you could create a trigger that uses your channel positive energy if you are reduced to 0 or fewer hit points. If you prescribe complicated or convoluted conditions, your contingent channel energy ability could fail to trigger. The ability triggers based solely on the stated conditions, regardless of whether you want it to. You make all decisions about the ability when you expend the use of mythic power, according to what you can normally do with your channel energy ability; if you wish to exclude targets, you must name them at that time. You can have only one use of this ability waiting to be triggered at a time; if you use this ability again, the previous use expires. This use also expires after 1 day per tier if it hasn't been triggered. This use of channel energy can't be regained until after the contingent channel energy ability is triggered or expires.

Righteous Medals:

Righteous Medal of Clarity: This circular blue medal depicts a pair of feminine gray eyes surrounded by a circular silver lightning bolt. It is awarded to a hero who recovers vital information of great use against the Worldwound and delivers this intelligence to the crusaders. This medal is associated with Intelligence and grants a +2 sacred bonus on saves against insanity or confusion effects.

Spells:

(DC 15+ Spell lvl)
(Channel Energy 5d6, 0/8 per day, DC 15)
[Dice= Caster level vs SR] 1d20+8+4 [/dice]

Lvl 0
Create Water
Detect Magic
Light
Stabilize

Lvl 1
Barbed Chains
Barbed Chains
Murderous Command
Protection from Evil
Shield of Faith
Sure Casting
Domain: Detect Secret Doors

[Dice= Barbed chain 1] 1d20+6+5 [/dice]
[Dice= Slashing] 1d6 [/dice]

[Dice= Barbed chain 2] 1d20+6+5 [/dice]
[Dice= Slashing] 1d6 [/dice]

[Dice= Barbed chain 3] 1d20+6+5 [/dice]
[Dice= Slashing] 1d6 [/dice]

DC 16 will or shaken [dice] 1d4 [/dice] rounds.

Lvl 2
Blinding Ray
Boneshaker
Burst of Radiance
Protectionfrom from Evil, Communal
Protectionfrom from Evil, Communal
Domain: See Invisibility

Lvl 3
Dispel Magic
Blindness/Deafness
Blindness/Deafness
Align Weapon, Communal
Domain: Prayer

Lvl 4
Blessing of Fervor
Blessing of Fervor
Restoration
Domain: Orders Wrath

Lvl 5
Burst of Glory
Flame Strike
Domain: True Seeing
* Notes spell as used

Gear:

+1 Breatplate emblazoned with symbol of Iomedae
+1 Blinding heavy steel shield emblazoned with symbol if Iomedae
MW Buckler
Boots of Elvenkind
Belt of Mighty Con +2
Pearl of Power lvl 2
Wand of Spiritual Weapon (16 charges)
Wand of Blindness/Deafness (8 charges)
Wand of Silence (8 charges)
Ring of Climbing
Clerics kit
Wand of Cure Light Wounds (38 charges)
Wand of Cure Moderate Wounds (6 charges)

3516 gp

Stats:

STR 10(+0) DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 20 (+5) CHA 16 (+3)

(+2 CHA at Mythic Tier 2)

Skills:

Acrobatics (+8) Appraisal* (+0) Artistry* (+0) Bluff (+2) Climb (+0) Crafting* (+0) Diplomacy* (+2) Disable Device (+3) Disguise (+2) Esacape Artist (+3) Fly (+3) Handle Animal (+2) Heal* (+15) Intimidation (+2) Knowledge Arcana* (+0) Kowledge Dungeoneering (+0) Knowledge Engineering (+0) Knowledge Geography (+0) Knowledge History* (+0) Knowledge Local (+0) Knowledge Nature (+0) Knowledge Nobility* (+0) Knowledge Planes (+0) Knowledge Religion* (+12) Linguistics (+0) Perception* (+15) Performance (+0) Ride (+3) Sense Motive* (+5) Sleight of Hand (+3) Spellcraft* (+7) Stealth (+3) Survival (+5) Swim(+0) UMD (+2)

* notes class skill