Othlo

William McCarty's page

No posts. Alias of Slyness.


Race

CG Paladin/Hedgewitch (12) | HP: 168(7) | AC: 30 | T: 29 | FF: 22 | F: +23 | R: +22 | W: +19 | CMD: 31 |

Classes/Levels

Init: 17 | Per: 19(Traps:+6) | Speed: 30' | Immune: Charm/Disease/Fear |

About William McCarty

-----Description:-----
William is a plain-looking human of average height. He is lean and has short, dark blonde hair. His only remarkable physical feature is his ice-blue eyes. He wears a long, dark coat and a wide-brimmed hat. On his hip rests a revolver made of a dark metal. Its handle contains a pale blue sapphire that is the eye of the raven that is carved into it. His demeanor is affable and charming, though he is quick-tempered if he feels slighted.

Background:

William is trying to be a good guy, but doesn’t find it easy.
William is incredibly loyal to his friends which is in conflict with the selfishness he is trying to change.
William is a gloryhound and responds favorably to praise, but not to criticism.
William's most prized possession is his revolver, Blackbird.
William used to be an assassin, working for a devil.

Goal (Player): Redeem his fiendish mount into a good creature.
Goal (Character): Achieve fame and glory.

Secret (Known): William used to be a bad guy, a very bad guy, working as an assassin.
Secret (Unknown): William doesn’t know that he is still being sought by the devil, Purphos.

Person 1: Bowdrey Copperbelly: She is a flirtatious gnome tinker of the Steamwalker parity who has helped William with the mechanical additions to his pistol, Blackbird.
Person 2: Shen is a monk, and one of a pair of brothers that helped him escape his contract and put him on the path to redemption.
Person 3: Purphos is a devil that wants to lure William back to his previous life as an assassin.

Memory 1: William’s mother died of illness when he was fourteen years old. His stepfather soon abandoned him to fend for himself.
Memory 2: The night that William supposedly died, he was offered a chance to live by signing a devil’s contract to become an assassin. He did not hesitate.
Memory 3: The day that he received Blackbird from his friend Shen, who believed in the goodness of William's soul.


-------------------------------------------------------------------
| Pic: 1 | Height: 5'8" | Weight: 140 lbs. | Alignment: CG |
-------------------------------------------------------------------
| Str: 9 | Dex: 27 | Con: 14 | Int: 10 | Wis: 12 | Cha: 24 |
-------------------------------------------------------------------
| Languages: | Common |
-------------------------------------------------------------------
| SP: 19 | DC: 21 | MSB: 12 | MSD: 23 | Conc: 19 |
-------------------------------------------------------------------
| Range: | 45' | 190' | 760' |
-------------------------------------------------------------------

-----Defense-----
| HP: 168 | CMD: 31 | Fort: +20 | Ref: +22 | Will: +19 |
| Armor: Unarmored Training(7) | AC: 30 | Touch: 29 | Flat-footed: 22 |
-------------------------------------------------------------------

-----Offense-----
| BAB: +12 | CMB: +20 | Initiative: +14(+3) | Speed: 30' |
| Melee: | None | Touch: +20 |
| Ranged: | Revolver(B/P)(18-20/x2) +22(1d8+10) | Crit: +12 damage | Touch: +20 |
-------------------------------------------------------------------

-----Trained Skills: 96(6+2+INT)(Spheres:27)-----
Acrobatics: +22 (Versatile Performance: Dance)
Bluff: +22 (12(Fencing:10) + Cha:7 + CS:3)
Craft: Trap: +10 (5(Traps) + Int:0 + CS:3 + Tools:2)
Disable Device: +31 (12 + Dex:8 + CS:3 + TF:6 + Tools:2)
Disguise: +11 (1 + Cha:7 + CS:3)
Escape Artist: +24 (12 + Dex:8 + CS:3 + Trait:1)
Fly: +22 (Versatile Performance: Dance)
Heal: +5 (1 + Wis:1 + CS:3)
Know: Arcana: +4 (1 + Int:0 + CS:3)
Know: Geo: +4 (1 + Int:0 + CS:3)
Know: Nobles: +4 (1 + Int:0 + CS:3 )
Know: Planes: +4 (1 + Int:0 + CS:3)
Know: Religion: +4 (1 + Int:0 + CS:3)
Perception: +19 (12 + Wis:1 + CS:3 + Star:3)(TF:6)
Perform: Dance: +22 (12 + Cha:7 + CS:3)
Prof: Gambler: +16 (12 + Wis:1 + CS:3)
Sense Motive: +16 (12 + Wis:1 + CS:3)
Sleight of Hand: +25 (12 + Dex:8 + CS:3 + Telesma:2)
Spellcraft: +4 (1 + Int:0 + CS:3)
Stealth: +23 (12(Scout) + Dex:8 + CS:3)
Use Magic Device: +11 (1 + Cha:7 + CS:3)
-------------------------------------------------------------------

-----Human Racial Traits:-----
Ability Scores: | Dexterity:+2 | Charisma:+2 |
FCB: +12 HP
Dual Talent: : Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
-------------------------------------------------------------------

-----Traits:-----
Reactionary: You gain a +2 trait bonus on Initiative checks.
Unshackled: You gain a +1 trait bonus on Escape Artist checks, and Escape Artist is a class skill for you.
-------------------------------------------------------------------

-----Feats-----
Associated Feats: | Point Blank Shot | Precise Shot | Rapid Reload | Snap Shot |

Gun Training(Revolver): Select one specific type of firearm and gain a bonus equal to your Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when misfiring with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.

Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Combat Reflexes(8): You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Ranged Feint: You can feint with a ranged weapon by throwing a thrown weapon or firing one arrow, bolt, bullet, or other piece of ammunition; this feint takes the same action as normal to feint, but depending on your weapon, you might have to reload or draw another weapon afterward. When you successfully use a ranged feint, you deny that enemy its Dexterity bonus to AC against your ranged attacks as well as your melee attacks for the same duration as normal. If your feints normally deny a foe its Dexterity bonus to AC against attacks other than your own, this applies only against others’ melee attacks.

Improved Initiative: You get a +4 bonus on initiative checks.

Extra Combat Talent(x7): Gain an additional sphere, or a talent from a combat sphere you possess.

Cantrips: You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
---You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target.
---You may clean, soil, or color up to 1 cubic ft of material per round.
---You may create floating lights the size of candle flames and move them up to 20 ft per round as a free action.
---You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects.
---You may open or close a door or container weighing no more than 30 lbs.
---You may chill, warm, or flavor 1 lbs. of nonliving material.
---You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles.
---You may lift objects weighing up to 1 lbs. and move them up to 10 ft per round.
---You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation.

Pulse: Extreme Luck(11/day): The best thing about being you… is everything. Events tend to work in your favor, even when you don’t deserve it. Once per game session, you may re-roll a failed die roll of any type. By expending 1 Pulse, you can allow one ally within line of sight to re-roll any failed die roll. By expending 2 Pulse, you may instead force an opponent within line of sight to re-roll a successful die roll of any type. You or the target must use the result of the new roll. Your Pulse Pool is equal to 1/4 your character level + your highest ability score modifier. A character’s Pulse Pool is restored to its maximum after a full night’s rest, although certain uses of Pulse or other in-game effects can permanently reduce a character’s Pulse Pool.

Mythic: Mythic Paragon: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn’t grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.
-------------------------------------------------------------------

-----Paladin(Dirt Spattered Angel/Warrior of Faith) Special Abilities-----
Martial Tradition: Mechanic

Aura of Good(Ex): The power of a paladin’s aura of good is equal to his paladin level.

Divine Grace(Su): At 2nd level, a paladin gains a bonus equal to his Charisma bonus on all Saving Throws.

Lay on Hands(Su)(6d6)(13/day): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Aura of Courage(Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if he is unconscious or dead.

Divine Health(Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
---Fatigued
---Diseased
---Cursed
---Blinded

Channel Positive Energy(Su)(6d6)(6/day)(DC:23): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy.

Divine Bond(Sp): Mount

Combat Training(Ex): A dirt spattered angel is considered a Proficient practitioner, gaining spheres and talents as appropriate. Dirt spattered angels use Charisma as their practitioner modifier.
---Special: If a character possesses both the combat training class feature from the dirt spattered angel archetype and the delayed combat training class feature from warrior of blind faith, they are considered an expert practitioner from 1st level, although they do not gain any additional talents from delayed combat training.

Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Stance of Triumph (Ex): Starting at 11th level, when the dirt spattered angel triumphs over a foe, she may raise her weapon high, inspiring nearby friends and allies; she may spend an immediate action when she defeats an opponent whose CR is at least half her character level (rounded down, minimum 1/2) to grant all allies within 10 ft. a morale bonus to attack and damage rolls equal to her Charisma bonus for 1 round. For the purposes of this ability, defeating a foe includes any action that kills, renders unconscious or helpless, ties up (as the option for pinned opponents), or banishes a foe.
-------------------------------------------------------------------

-----Hedgewitch (Astrology/Charlatan) Special Abilities-----
Casting(Charisma): A hedgewitch may combine spheres and talents to create magical effects. A hedgewitch is considered a Mid-Caster and may use either Intelligence, Wisdom, or Charisma as her casting ability modifier.

Somatic Casting(x2): 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.

Easy Focus: When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

Spell Pool(19): A hedgewitch 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 class level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Tradition Benefit(Astrology): You gain the Light sphere as a bonus magic talent.

Tradition Power(Astrology): You gain the ability to channel the power of celestial objects, projecting different celestial auras to aid your allies. You may only project a single celestial aura at a time. Projecting a celestial aura is a swift action, and its effects last until you dismiss it as a free action or you activate a different aura. The effects of your auras apply to all allies (including yourself) who are currently within 30 ft. In addition to any other benefits, all auras increase the light level within the area by one step to a maximum of normal light. This ability functions only while you are conscious, not if you are unconscious or dead.
---Moon: Moonlight is the light of revelry and lunacy, lending strange invigoration and vitality to all bathed within it. This aura provides a +1 bonus to Fortitude saves, and increases by +1 for every 5 hedgewitch levels you possess. In addition, the aura provides one temporary hit point, plus an additional temporary hit point for every two hedgewitch levels you possess. These temporary hit points automatically refresh at the start of your turn. These temporary hit points only persist on allies who remain within the area of this aura.
---Star: You call on a guiding star, its light illuminating your path and keeping you alert, fixated on the goal ahead. This aura grants a +1 bonus to Perception and initiative checks, and increases by +1 for every 5 hedgewitch levels you possess.

Tradition Secrets(Astrology):
---Heaven’s Reach(2): The radius of your celestial aura increases by 10 ft. You can take this secret up to two times, and the effects stack.
---Wax and Wane: You have greater control over the light of your celestial aura. As a free action you can adjust the light level it provides, increasing the level of light by up to two steps up to a maximum of normal light or shedding no light at all.
---Syzygy: You learn to mimic the alignment of the heavens, bringing to bear multiple celestial powers on a single point. You may project two different auras at a time instead of one.

Tradition Benefit(Charlatan)(Sing): You gain versatile performance, as the bard ability.

Tradition Power(Charlatan)(9/day): You gain a guile pool, containing a number of guile points equal to 3 + 1/2 your hedgewitch levels. This pool replenishes after roughly 8 hours of rest; these hours do not need to be consecutive.
---You may spend a guile point as part of any skill check to grant yourself a +2 bonus to that skill check. At 10th level, this bonus increases to +4.
---When successfully making an attack against a creature within 30 ft that is flat-footed or denied its Dexterity bonus to AC, you may spend a guile point as a swift action to deal sneak attack damage to that creature, as a rogue of equal level. This sneak attack may be affected by rogue talents, as usual.

Tradition Secrets(Charlatan):
---Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks. A rogue can use Disable Device to disarm magic traps.
---Trickery(Trap Spotter): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
-------------------------------------------------------------------

-----Sphere: Equipment-----
Firearm Proficiency: You gain proficiency with all firearms (except siege weapons) and the Gunsmithing feat.

Expert Reloading: Whenever you reload a ranged weapon with which you are proficient, you may decrease the required time. Associated Feat: Rapid Reload

Unarmored Training: Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities. This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

Critical Genius(Revolver): You may select 1 weapon with which you are proficient, treating that weapon as though its critical threat range was 19-20 and its critical multiplier as though it was x2 (even if it would normally be higher). In addition, when you confirm a critical hit with the chosen weapon while using the attack action, you deal additional damage equal to your base attack bonus; this additional damage is applied after other modifiers and is not multiplied by the critical hit. At +10 base attack bonus, the chosen weapon’s critical threat range is instead treated as 18-20.
-------------------------------------------------------------------

-----Sphere: Barrage-----
Barrage practitioners specialize in using ranged weapons to make fast shots, often from the middle of the melee itself. Practitioners of the Barrage sphere gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft. Associated Feat: Point-Blank Shot.

Barrage: As a special attack action, you may make two ranged attacks at your full base attack bonus -2. Beginning at 6 base attack bonus, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2 to -4. For every 5 points of base attack bonus you possess, when expending your martial focus you may increase this penalty by an additional -2 to make an additional extra attack.

Close Combat Specialist: When you have martial focus, you do not provoke an attack of opportunity when making a ranged attack. If you possess the Vigilant Sharpshooter talent, you may flank targets in your threatened area with your ranged weapons.

Vigilant Sharpshooter: As long as you have martial focus, you threaten all squares within 5 ft. of yourself with your ranged or thrown weapon. When making an attack of opportunity with a ranged weapon, you do not provoke an attack of opportunity with your ranged attack. Associated Feat: Snap Shot

Ceaseless Ammo: So long as you have at least 10 pieces of ammunition of a particular non-magical type, you may fire as many pieces of that ammunition as you desire without actually expending your ammunition. When the combat is finished, you cannot retrieve more pieces of ammunition than you had before the combat began; you always end the combat with the same amount of ammunition you started with. This is a supernatural effect.
-------------------------------------------------------------------

-----Sphere: Duelist-----
Blooded Strike (4 bleed): Whenever you use the attack action or an attack of opportunity to attack or disarm a creature, you deal an additional 1 point of bleed damage to the target on a successful attempt, +1 for every 4 points of base attack bonus you possess; this stacks with any other bleed damage you are capable of dealing. Practitioners of the Duelist sphere never provoke attacks of opportunity when attempting combat maneuvers against a target currently taking bleed damage.

Iai Slash (bleed): Whenever you deal bleed damage to a creature in the same round that you draw the weapon used to deal that damage, that bleed damage is doubled for 1 round. If a creature is reduced to 0 or fewer hit points by an attack modified with this talent, you may instantly sheathe your weapon as a free action.

Long Cuts(15 HP or Heal DC 30): The bleeding wounds you inflict are more difficult to close; it takes at least 5 points of healing at one time or a DC 20 Heal check to end bleed effects you cause. At base attack bonus +5 and every 5 points of base attack bonus thereafter, the amount of healing required and the Heal DC to stop bleeding from your effects increase by 5.

Ooze Ichor: You are able to deal bleed damage to behemoths, constructs, elementals, and undead, bypassing their normal immunity, though all bleed damage you deal to such creatures is reduced to half of what it would normally be, to a minimum of 1 point of bleed damage whenever you would successfully deal bleed damage to such a creature.
-------------------------------------------------------------------

-----Sphere: Fencing-----
When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice).

Fatal Thrust(3d6): Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess. A fencer may apply the effects of a single (exploit) talent to any fatal thrust.

Fast Feint: You may attempt to feint a creature as a move action. In addition, once per round when you succeed on a feint attempt against a creature, you may expend martial focus to move up to your speed. This movement does not provoke attacks of opportunity from the target of your feint. Associated Feat: Improved Feint.
-------------------------------------------------------------------

-----Sphere: Scout-----
Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice).

Scout: As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

Somnambulance: Your acute senses have been trained to their peak, making you difficult to catch unaware even while sleeping. You no longer increase the DC of Perception checks made while you are sleeping, and falling unconscious or going to sleep no longer causes you to lose martial focus. In addition, you are no longer considered helpless while sleeping as your heightened senses allow you to react to threats your conscious mind is unaware of.

Uncanny Dodge(x2): You gain the ability to react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if a creature successfully uses the feint action against you. You may take this talent twice; the second time you take it, you can no longer be flanked. This defense denies a creature the ability to sneak attack you by flanking you, unless the attacker is at least four levels higher or has at least 4 more Hit Dice than you. If you have already gained uncanny dodge from another source, such as the rogue talent, the first instance of this talent instead gives you the benefits of improved uncanny dodge.
-------------------------------------------------------------------

-----Sphere: Sniper-----
Snipers specialize in making single, deadly shots, often over great distances. Practitioners of the Sniper sphere can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll. Associated Feat: 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. Some talents are marked (snipe). These talents add additional effects when you perform a deadly shot. You may only apply the effects of one (snipe) talent to each deadly shot.

Perfect Shot: As long as you have martial focus, whenever you would suffer a miss chance due to concealment, roll the miss chance twice and take the most favorable result. In addition, as long as you have martial focus, you no longer automatically miss when rolling a natural 1 on a ranged attack roll; your attack must still hit the target’s AC as normal. At +10 base attack bonus, you can reroll a result of 1 on a ranged attack roll once per round.

Targeted Assault(-6): 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 against that attack.

Weapon Shot (snipe): On a successful deadly shot, you may make a free ranged disarm attempt against the target, using your original attack roll for the deadly shot as your combat maneuver check. You do not provoke an attack of opportunity for this combat maneuver, except as usual when making ranged attacks.
-------------------------------------------------------------------

-----Sphere: Trap-----
When you gain the Trap sphere, you gain 5 ranks in the Craft (traps) skill, plus 5 ranks per additional talent spent in the Trap sphere (maximum ranks equal to your total Hit Dice).

Dart (3d6): Trap fires a dart in a preset direction, dealing piercing damage or effects of an splash weapon, potion, or alchemical item.

Snare: Trap applies effect to creature who enters its space and fails a Reflex save.
-------------------------------------------------------------------

-----Sphere: Life-----
Cure(1d8+9): As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

Invigorate(9): As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level. Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

Restore: As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. If the condition targeted is part of an on-going effect, this suppresses the effect for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects. This accomplishes all of the following:
---Heals 1d4 points of ability damage to one ability score of your choice.
---Removes the fatigued condition, or lessens exhaustion to fatigued.
---Removes the sickened condition, or lessens nauseated to sickened.
---Removes the shaken condition, or lessens frightened to shaken, or panicked to frightened.
---Removes the staggered condition.
---Removes the dazzled condition.
---Removes the battered condition.
-------------------------------------------------------------------

-----Sphere: Light-----
Glow: As a standard action, you may cause an object or creature in Medium range to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects. Light talents listed with the (lens) tag are talents that do not create light, but instead bend it or alter its properties. The caster may place a lens as a standard action on any target within the same range as their glow. This requires a melee or ranged touch attack on unwilling targets. A lens lasts as long as you concentrate, but you may spend a spell point to allow a lens to remain for 1 hour per caster level without concentration.

Aiming Scope (lens)(+1): The target of this lens fires with more precision. They treat targets of their ranged attacks as being one range increment closer for all effects, such as when determining penalties for firing at a longer range. In addition, they gain a +1 competence bonus to all ranged attack rolls. For every ten caster levels you possess, the target ignores an additional range increment and their competence bonus to ranged attack rolls increases by 1.
-------------------------------------------------------------------

-----Sphere: Warp-----
Teleport: 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.

Bend Space: Bending space requires a standard action, and you must be touching the target or location to be affected.

Extradimensional Storage: You gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die, all contents of your extradimensional space appear in your square or the nearest unoccupied space.

Distant Teleport When you spend a spell point to increase the range of your teleport, the range increases to Long instead of Medium.

Emergency Teleport You may spend a spell point to perform a teleport as an immediate action. The range is decreased to 5 ft per 2 caster levels (minimum: 5 ft). If used to avoid an attack or area effect, this grants the target evasion and a dodge bonus to AC and Reflex saves equal to half your caster level. You cannot make a touch attack as part of this teleport, but you may affect another creature if you are already touching them.

Ranged Teleport You no longer need to be touching another creature in order to teleport them, although the creature must still be within Close range to be affected in this manner.
-------------------------------------------------------------------

-----Mythic Abilities: | Trickster | Tier: 1 |-----
Bonus Hit Points(12): Whenever you gain a tier, you gain 4 bonus hp, which stack with themselves but do not affect your overall Hit Dice or other statistics.

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 Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

Mythic Power (Su)(5/day): 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. 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.

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.

Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
-------------------------------------------------------------------

-----Legendary Item: Blackbird (Revolver)-----
Range: 70' (20' + IS:20' + Duster:30')
Misfire: 0
Reload: Free action
Capacity: 6

Mythic Bond: A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

Legendary Power(4/day): All legendary items contain a pool of power—at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether or not that creature is mythic. These uses of legendary power can be expended only to activate the legendary item’s abilities. If the item’s bearer isn’t bonded to the item, she can expend the item’s legendary power only to use its legendary surge ability.

Legendary Surge: All legendary items have a legendary surge ability, similar to a mythic character’s surge ability. It can be used only on specific rolls or checks based on the nature or purpose of the legendary item. The legendary surge ability allows the bearer to add the result of a d6 to the appropriate type of roll or check. A mythic bearer can use her surge die type in place of the d6. If she’s bonded to the item, she can increase that die type by one step.
---Weapons: Attack rolls and combat maneuver checks made while using the weapon.

Inestimable Beauty: Your item is a matchless masterwork, so beautiful to behold that all who see it agree they have never seen its equal. Your item gains the impervious quality as if it were a weapon with an enhancement bonus equal to one-half your mythic tier (minimum 1). In addition, its beauty is so enchantingly perfect that when you wear or wield it you can use bardic performance (distraction or fascinate), using your mythic tier as your bard level and functioning with these performances as though you had a number of ranks in a relevant Perform skill equal to twice your mythic tier. You can expend one use of the item’s legendary power to use enthrall or hypnotic pattern with a caster level equal to your Hit Dice plus your mythic tier. If you expend two uses of legendary power, you can use the mythic version of enthrall or hypnotic pattern.

Powerful: An item with this ability has two additional uses of legendary power per day. This ability can be taken up to three times. The item must be a minor or major artifact to take this a second time, and a major artifact to take this a third time. This is a persistent ability.

Returning: The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can be taken a second time, allowing the item to cross planes to return to the bonded creature. The item must be a major artifact to take this ability again.

Improved Firing Mechanism: A firearm with an improved firing mechanism reduces its misfire rate by 1 (minimum 0).

Improved Sight: A firearm with an improved sight gains a +20 foot circumstance bonus to its range increment.
-------------------------------------------------------------------

-----Telesma(Pale Sapphire Eye) Abilities:-----
Ability Scores: | Intelligence 10 | Wisdom 10 | Charisma 10 | Ego 10 |
Language: Telepathy
Personality: Mischievous(+2 Sleight of Hand)

Mutual Locator: The Telesma and its owner know each other’s location so long as they’re in the same realm.

Spirit Senses: The Telesma is a creature of the spirit realm. It can see the Ethereal Plane clearly, and sees the Material Plane just as a being on the Material Plane might see the Ethereal Plane... hazily.

Control Portal: The Telesma and its owner, when working in tandem, can locate portals with a DC 20 Knowledge (planes) check. The distance to the portal increases the DC by 1 if the portal is outside a 30-foot radius, by 2 if it’s outside a 300-foot radius, by 4 if it’s outside a 1-mile radius, and by 6 if outside a 10-mile radius. Portals farther away than 75 miles can’t be sensed. Success on this check reveals the location and general direction to reach the portal, as per the find the path spell. When the chosen is within 30 feet of the portal, they can visually perceive it as shimmering, liquid glass caught in moonlight. It looks transparent, but obscured on the far side. Activating the portal requires the expenditure of 1 Hero Point and 1 minute of concentration. Some portals are harder to open than others, and heroes usually find them while fleeing from some army of formless horrors. A portal stays open for 24 hours, usable by anyone who has a strong enough soul not to get bounced out or utterly destroyed by the forces of the Maelstrom, before it closes again.

Localization: In a new realm, characters suffer a –2 penalty on all social checks for the first 1d4 days that they’re there. The Demigod can choose to have the Telesma grant him the ability to speak all languages, as per the tongues spell, as well as subtly alter their physical appearance slightly to fit in more easily, as per the spell disguise self. Finally, the Telesma grants its Demigod the ability to tap into a latent, subtle informational network inherent to the realm, allowing the chosen to make untrained Knowledge checks on realm-specific topics with a DC of 20 or less at a –2 penalty (as opposed to being completely clueless). Another benefit is that the Telesma picks up on the way local people talk, allowing its owner to communicate as per the tongues spell. It takes a couple of minutes to kick in when first arriving in a new place, after which the telepathic link to the Telesma keeps the translation pretty smooth while in that realm. This function costs no Pulse to utilize and is always active.

Masking: Even better, the Telesma can also make the character look like a person native to his new realm. This ability costs no Pulse to activate, but requires a full round to manifest. The Demigod’s face and body change slightly to give him a thicker or more slender frame, darker or lighter skin, local facial features, etc. This won’t change his race or make him more than 10% taller or shorter, and it won’t make him look like a different person. The effect is subtle enough that most people won’t even notice it – subconsciously, they simply treat him as a local when he’s using this ability. Even clothes and equipment can be masked to blend in: a futuristic Demigod’s laser rifle might be masked by the illusion of being a bow in the eyes of the locals of a fantasy realm, for instance. Masking costs nothing, and it’s one of the most important functions of a Telesma.This ability generally functions as disguise self, but provides a +15 bonus to the Disguise check.

Telesma Growth: Telesmae evolve along with their owners – indeed, many believe it’s that constant contact with a Hero that allows the Telesma to change and grow and improve in the first place. However it happens, Telesmae can’t only become smarter but also more powerful, exhibiting new abilities and fine-tuning old ones. This growth happens even before the character is aware of the true nature of the gemstone he never seems to lose. Starting at 11th level, and every 3 levels thereafter, his or her Telesma gains an ability.
---Assistant: Your character’s Telesma can concentrate on maintaining his spells for them, allowing the Hero to maintain two concentration spells at the same time without additional penalty.
-------------------------------------------------------------------

-----Automatic Bonus Progression-----
3rd: Resistance:+1
4th: Armor:+1 | Weapon:+1
5th: Deflection:+1
6th: Cha:+2
7th: Dex:+2
8th: Resistance +2 | Toughening +1
9th: Armor +2 | Weapon:+2
10th: Deflection:+2 | Resistance:+3
11th: Cha:+4
12th: Dex:+4
13th: Cha/Wis:+4/+2 | Dex/Con:+4/+2 | Resistance:+4 | Toughening:+2
14th: Armor:+3 | Resistance:+5 | Weapon:+3
15th: Armor:+4 | Cha/Wis:+6/+2 | Weapon:+4
16th: Deflection +3 | Dex/Con:+6/+2 | Toughening:+3
17th: Armor:+5 | Deflection:+4 | Cha/Wis/Int:+6/+2/+2 | Dex/Con/Str:+6/+2/+2 | Toughening:+4 | Weapon +5
18th: Deflection:+5 | Cha/Wis/Int:+6/+4/+2 | Dex/Con/Str:+6/+4/+2 | Toughening:+5
19th: 3 Legendary gifts
20th: 5 Legendary gifts
-------------------------------------------------------------------

Other Gear: | Farsight Duster(16k) | Improved Firing Mechanism(10k)(Legendary Gunslingers) | Improved Sight(10k)(Legendary Gunslingers) | MW Artisan Tools(Traps)(55) | Concealable Thieves’ Tools(190) | Trap Bag(15) | Gunslinger's Kit(26) | Gunsmith's Kit(15) | Ammunitionx90(135) | 13,893g |

Progression Ideas: