Corsair

Wreck's page

785 posts. Organized Play character for Seth86.


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Grand Lodge

Actually. Perfect. Gives me lots of time =^^=

Grand Lodge

Yup yup. Green mincing machine is ready to go!

I just need to double check his sheets to make sure his GP is correct... but i believe his sheet otherwise is correct.

So will be able to play. Would u allow me to add equipment if game is already underway? Only at home this weekend. So cant check sheets till then

Grand Lodge

Im open to play this.

And if he plays, you will have the privaldge to put Wreck on Lvl 12 =^^=

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

2 weeks... and now 4pm... but i have internet back... just in time for the long weekend to try and catch up to everything i missed.

Thanks for not leaving me in the dust :P

DJR: 1d20 + 24 ⇒ (13) + 24 = 37

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck will go where he is needed, with the main assault would be best, maximize the damage

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck will switch his golembane gem for his amulaet of NA+1. Also, new stats, AC26 (28vs evil),cold iron damage is 3d6+26. If we want to have a lot of damage. Im thinking a flank attack will work in our favour

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

that would help... thanks. Will update everything tomorrow. New stats etc ;) look forward to cut into the big baddie

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

enlarge woth a potion of bull str? Oh yes! =^^=

"Wreck okay with it! Wreck have potion to make him strong. So a large strong Wreck will hit hard!"

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck looks at the 'Basta person
"Wreck good at hitting hard. Wreck understand well."

He nods in agreement

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

love being TN :P

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck watches the exchange, knowing full well from previous missions and adventures, unless people need to be frightened, he best not speak. IT was not his strong point, and was told this numerous times. He was glad, cause his new friends seemed to have handled the situation very well. Wreck was happy. And it showed as he grinned from ear to ear. Friends were good. Wreck was glad he was helping them

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

"Wreck confused. Too much talking. Wreck no understand... what Wreck do? "

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)
Galdur XXI wrote:
Cursing himself for forgetting Galdur plans to grab the non-magical cold iron hammer he picked up back in that Sanos mission. "Cold iron is best, unless you have the divine connections that Omrax does,"

Cold Iron; Ghost Touch, Great Axe =^^=

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck goes on a full attack againt the one infront of him, hacking into him (Teal/green)

Attack 1: 1d20 + 18 ⇒ (16) + 18 = 34
Attack 1: 1d20 + 13 ⇒ (5) + 13 = 18
Attack 1: 1d20 + 8 ⇒ (16) + 8 = 24

Damage 1: 1d12 + 23 ⇒ (12) + 23 = 35
Damage 3: 1d12 + 23 ⇒ (6) + 23 = 29

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Hey people. My pc is finally up and running.... felt like forever. will catch up by Sunday. Weekend a bit tight, plus need to reinstall everything on my PC, thank goodness for Steam and Origin. So most games are okay :P

Sorry for taking so long

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

parts ordered. Hope at latest thursday. Bot me if i miss my turn.

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

My pc died... ram/motherboard. Ordering new parts i hope, this weekend. hence my quietness. Wreck will charge as soon as he has an opening.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

"Wreck still feel a bit sick, but Wreck can still fight!" he says with a grin.
"Things with wings? Wreck get bow then..."
He switches to his bow

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck looks around confused
"So things are not bad like last things? Wreck no hurt them then? Wreck just want to make sure"
He looks at his companions, he did not want to cause trouble for them, even if these look like the ones that tried to kill them the first time he saw them

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

16/18 con. So at max he would be 113

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck will drink a potion he's been saving for times like this "Wreck hopes this helps..." He drinks the contents Lesser Restore: 1d4 ⇒ 3 Also, he has a wand that can be used on him currently can't access website. Data signal too slow. Can someone just manage his stats for me for today? Back at pic tomorrow

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

to omerax but out of combat :P

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck stumbles back, out of the area. The shark did quite the number on him.

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

37/124hp... ouch. This includes 5 con damage...

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck takes a step forward and sarts to hack into every enemy around him, attacking the shark thing third
This excludes bonuses from other members
Attack 1: 1d20 + 18 ⇒ (18) + 18 = 36
Attack 2: 1d20 + 18 ⇒ (7) + 18 = 25 No Dex bonus to armor
Attack 3: 1d20 + 18 ⇒ (20) + 18 = 38
Confirm: 1d20 + 18 ⇒ (11) + 18 = 29
Attack 4: 1d20 + 18 ⇒ (3) + 18 = 21
FS: 1d20 + 15 ⇒ (1) + 15 = 16

Damage 1: 1d12 + 23 ⇒ (3) + 23 = 26
Damage 2: 1d12 + 23 ⇒ (6) + 23 = 29
Damage 3: 3d12 + 69 ⇒ (7, 2, 10) + 69 = 88
Damage 4: 1d12 + 23 ⇒ (1) + 23 = 24

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

power out. Will post properly when we have power again

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

ouch! 16dmg and 11hp from con. 97/124

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck simply moves forward slowly

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Acro: 1d20 ⇒ 6 armor training ftw! No negatives :P

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck follows their lead. His axe at the ready for danger

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Perceprion: 1d20 ⇒ 15

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Sorry. Power was out for almost 24hr... and can't charge phone. Back now, hope to catch up soon

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

"Map has funny pictures" the half orc remarks as he stares at the map.

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Dot

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

yup. in for p3

DJR Intimidate: 1d20 + 23 ⇒ (3) + 23 = 26

Whoohoo lvl11

now... either improved vital strike or maybe improved surprise follow through... still not sure

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

"Wreck had good fight!"

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

well. Wreck can actually attack before Alan. So here goes.
Attack 1: 1d20 + 17 ⇒ (11) + 17 = 28
Attack 2: 1d20 + 12 ⇒ (20) + 12 = 32
Confirmation: 1d20 + 12 ⇒ (2) + 12 = 14
Damage 1: 1d12 + 23 ⇒ (2) + 23 = 25
Damage 2: 1d12 + 23 ⇒ (12) + 23 = 35
Save: 1d20 + 9 ⇒ (8) + 9 = 17

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

After this one im at lvl11. But ready for 3rd part

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Reflex: 1d20 + 9 ⇒ (1) + 9 = 10 ouch
74/113

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

no worries. =^^=

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

if all that goes... one dead cleric... or who ever he charged and attack. I did roll. Just add the damages you think are relevant to the scenario

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

okay. If he gets the okay...
Wreck charges the priestess
Charge: 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39
Damage: 1d12 + 23 ⇒ (6) + 23 = 29

And standard
Vital Strike: 1d20 + 17 ⇒ (19) + 17 = 36
Damage: 2d12 + 23 ⇒ (4, 12) + 23 = 39

this excludes any bonuses his allies gives to him

Charge Threat: 1d20 + 17 + 2 ⇒ (13) + 17 + 2 = 32
Vital Threat: 1d20 + 17 ⇒ (5) + 17 = 22
Charge Crit Damage: 2d12 + 46 ⇒ (8, 10) + 46 = 64
Vital Threat: 2d12 + 46 ⇒ (6, 2) + 46 = 54

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

"So Wreck can attack her then? Make her dead?" If a yes, he will charge her as his surprise action

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Here still =^^=

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

"Wreck happy to help" as he helps those on the ground up
"Wreck here to help others. Even if others are ghost things."

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

"Wreck think we look inside. But Wreck not sure... Wreck dont want to break more of house..."

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

"Wreck can read very little, but strange pictures and shapes? No."

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

"Why did dwarf magic man try to eat own finger? Wreck confused. Is that why Wreck needed to smash stone thing?"

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

vital strike included? 2d12+23 or if i dont need to roll for a full attack 2d12+46

-Posted with Wayfinder

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

1 of two. If told to smash the altar, he will, otherwise, grapple the self eating person ;)

-Posted with Wayfinder

Race

| HP: 845/845| AC: 73 (58 Tch, 55 Fl) | CMB: +63, CMD: 108 | F: +39, R: +31, W: +54 | Init: +28 | Perc: +38, SM +38

Classes/Levels

| Speed 80ft, Swim 140ft | Active conditions: None.

Gender

Female CN shark lord atlantean

About Qeetan'Chachol Shaaldanarth

Background:
Much about Qeetan's past is shrouded in mystery for she is as old as the Age of Myth. Qeetan was an Atlantean, born when Atlantis was still a normal island, yet she wasn't like her peers, for she could hear the storm talking to her. She was considered mad and cursed and thus was shunned.

When the Olympian Gods decided to punish her society for their hubris and arrogance, it was Qeetan who was called to sink Atlantis. She did not do it for anger or revenge, but instead because she knew that if the gods acted themselves, all of Atlantis would perish... and also because they promised her what she longed the most: to be united with the angry storm she dreamed with every night.

And so she did. She drunk from Posseidon's blood and became one with the sea and its storms. She surrounded her former home with massive waves and sent Atlantis to the bottom of the ocean, but she did not destroy it. Secluded beneath the waves, Qeetan then acted as both their jailer and their protector, keeping the seething Gods from finishing their revenge. Angry for being deceived, the gods cursed Qeetan, turning her into a hybrid of human and shark, a mutant.

As the ages passed, Qeetan did not die and eventually the Gods turned their anger away from Atlantis, allowing her to swim away into unknown seas...

Qeetan'Chachol Shaaldanarth
Female advanced mutant sublime animal lord atlantean kheshig (khorchin, style master) 20 // warlord (veiled lord) 20
Champion//Worldsinger tier 1
CN Medium outsider (aquatic, native, shapechanger)
Init +28; Senses blindsense 30ft., keen scent, low-light vision, underwater darkvision 120ft.; Perception +38
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 73, touch 58, flat-footed 55 (5 deflection, 8 dodge, 10 Dex, 15 natural, +15 Wis, +10 untyped)
hp 845 (20d10+645), fast healing 15
Fort +39, Ref +31, Will +54
DR 3/-, 10/bludgeoning and silver; Defensive Abilities hard to kill, i will survive, lesson learned, superstition, uncanny dodge; Immune disease, magic aging, positive energy; Resist acid 10, cold 10, electricity 10, fire 10, negative energy 10
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Speed 80 ft., swim 140 ft.
Melee katana +54/+49/+44/+39 (2d6+26/15-20/x3)
Melee unarmed strike +54/+49/+44/+39 (1d10+24/15-20/x3)
Melee bite +48 (1d8+18/15-20/x3 plus 1d6 bleed), 2 claws +48 (1d4+18/15-20/x3)
Ranged spear +44/+39/+34/+29 (1d8+19/x3) [20 ft. range]
Special Attacks bloodied strike, chord of power, dual boost 3/day, fatal thrust +5d6, greater rage 58 rounds/day, panache (15), mark of the hunted, mythic power 5/day, opportune parry and riposte, storm blade, stormstrike, sudden attack, surge (+1d6), tactical assistance, tactical flanker, veiled lord 16/day, vital striker, warlord's gambit
Maneuvers and Stances
Boost - Decree of Death, Decree of Purity, Endless Current, Fin in the Water, To the Skies, Wrath of the Kraken
Counter - Decree of Silence, Flowing River, Mantis Shrimp Retaliation, Moment of Mastery
Stance - Flowing Water Stance, Lesson II: Control, Mithral Lightning Stance, Shifting Water Stance, Stance of the Frenzied Shark, The Caged Sun [7], Torrent in the Water
Strike - Blade of the Silver Sea, Disrupt Essence, Electric Pinwheel, Endless Dance of Death, Leviathan Annihilation, Mithral Wave, Shatter Spell, Stigmata of Storm
Veils (60/63 essence, 4 storm essence)
Belt - guardian sash [3 + 2], kazekatta (steel core) [7 + 2], mermaid's tail [0 + 2]
Blood - blood rush [7]
Body - hope [6 + 3], sigil of wrath [6 + 3], still waters clear skies (bloodsilk wrappings) [7 + 3], superior reflexes [3 + 3]
Feet - dancer's wraps (everyman's charm) [7 + 1], sprinter's boots (flint-and-steel trimming) [7 + 1]
Storm - the flash flood [3], the hurricane [3]
Spell-Like Abilities (CL 20th; concentration +35)
At Will - charm animal (DC 26, sharks only), control water, create water, rising water
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STATISTICS
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Str 40 (+15), Dex 30 (+10), Con 40 (+15), Int 25 (+8), Wis 40 (+15), Cha 40 (+15)
Base Atk +20; CMB +63; MSB +20; CMD 108; MSD 30
Feats Argent Fin, Combat Reflexes, Combat Stamina, Combat Tenacity, Discipline Focus (mithral current), Double Slice, Extra Rage Power (blood taker), Extra Rage Power (raging storm), Extra Rage Power (superstition), Fuse Styles, Giantslayer, Greater Two-Weapon Fighting, Greater Vital Strike, Improved Critical (natural), Improved Mystic Assault, Improved Vital Strike, Leaden Hyena Fomentation, Leaden Hyena Style, Leaden Hyena Treachery, Mixed Combat, Mystic Assault, Mythic Improved Critical, Mythic Power Attack, Mythic Vital Strike, Seize the Opportunity, Skill Focus (Swim), Surging Shark Breach, Surging Shark Style, Surging Shark Torrent, Titan Breaker, Toughness, Twin Veil (belt), Twin Veil (body), Twin Veil (feet), Two-Weapon Fighting, Vital Strike, Unarmed Combatant
Spheres Athletics (swim; untrained athlete drawback), Berserker (adrenaline junkie), Duelist (bloody slasher drawback), Dual Wielding, Fencing (virtuous drawback), Open Hand (hardened palm drawback), Veilweaving (inflexible essence and rigid veils drawbacks)
Talents Ankle Strike (exploit), Aquatic Stalker, Axe Kick, Bind Belt Chakra (bind), Bind Body Chakra (bind), Bind Feet Chakra (bind), Bind Obscure Chakra (bind), Daevic's Tradition (tradition), Debilitating Injuries (bleed), Entwinned Allocation, Extra Essence, Fast Draw, Greater Trip, Huntsman Training (discipline), Iron Fist, Long Cuts, Marauder (adrenaline), Mighty Conditioning, Obscure Chakra, Ooze Ichor, Read Foe, Scar Tissue, Shape Additional Veil (x3), Snap Kick, Unarmed Training (discipline)
Traits Natural Essence, Steel Body, Unorthodox Method (spark of battle)
Skills
Acrobatics +33 (20 ranks, 3 class, 10 Dex)
<> berserking: +10 competence
Climb +28 (10 ranks, 3 class, 15 Str)
<> berserking: +10 competence
Diplomacy +42 (20 ranks, 3 class, 15 Cha, 4 racial)
Handle Animal +38 (20 ranks, 3 class, 15 Cha)
Fly +30 (20 ranks, 10 Dex)
<> berserking: +10 competence
<> rage: +(-8->8)
Intimidate +38 (20 ranks, 3 class, 15 Cha)
Knowledge (history) +31 (20 ranks, 3 class, 8 Int)
Knowledge (local) +31 (20 ranks, 3 class, 8 Int)
Knowledge (martial) +31 (20 ranks, 3 class, 8 Int)
Knowledge (religion) +28 (20 ranks, 8 Int)
Perception +38 (20 ranks, 3 class, 15 Wis)
Perform (dance) +55 (20 ranks, 3 class, 15 Cha, 2 circumstance, 5 competence, 10 insight)
Sense Motive +38 (10 free ranks, 10 ranks, 3 class, 15 Wis)
Stealth +30 (20 ranks, 10 Dex)
Survival +38 (20 ranks, 3 class, 15 Wis)
Swim +62 (20 ranks, 3 class, 15 Str, 10 Dex, 8 racial, 6 feat)
<> berserking: +10 competence
Armor Check -0
Languages Aboleth, Aklo, Aquan, Atlantean, Celestial, Common, *, *, *, *
SQ ageless, amphibious, aquatic adaptation, arsenal of power, battle prowess, casting tradition, channel the storm, change shape, clarified sight, dominion, dual stance, dual tactical presence, empty hands, essence eruption, eternal guard, focused study, force of personality, fusion martialist, improved essence capacity, improved stormshaping, legion mastery, martial tradition, orichalcum in the blood, positive energy affinity, quicksilver song, raging storm (borne aloft, fluidity, lightning rod, mist form, this sparks joy, zephyr's flight), shifting style, stormbinding, stormshaping, strong life force, styleful combatant, tactical presence (gladiator's, indomitable, rallying), twinveil storm, veilsworn strike, warlord's presence, weatherproofring, with this sword
ABP deflection +5, mental prowess (+6 Wis, +4 Cha, +2 Int), physical prowess (+6 Str, +4 Con, +2 Dex), resistance +5, toughening +5
Favor Class Bonuses: 2 Akashic Feats, 4 Combat Feats, 2 essence
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EQUIPMENT
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Weapons kazekatta with effortless lace [+5 furious impact martial legend (mithral current) sunsilver katana with versatile design (natural) and greater stormbinder's crook], still waters clear skies [+5 dueling furious leveraging martial legend (mithral current)], storm blade [+1 furious]
Worn hypnotic tattoo
Slotted
-Belt: improved catalyzed treasure (steel core), lesser akashic catalyst (+ belt of stubborn resolve)
-Body: greater akashic catalyst, improved catalyzed treasure (bloodsilk wrappings)
-Chest: greater corset of delicate moves
-Feet: improved catalyzed treasure (everyman's charm), improved catalyzed treasure (flint-and-steel trimming), least akashic catalyst
-Headband: headband of havoc
-Neck: amulet of mighty fists (training [greater unarmed strike])
-Ring: ring of freedom of movement, ring of spell turning
-Wrists: bracers of the glib dancer
Wands, Rods, Etc
Backpack
-Consumables:
Belt Pouch 36,250gp

Magic Items:

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SPECIAL ABILITIES
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Ability Scores and Secondary Stats:
Strength: 10 (base human) or 19 (base shark) +4 (animal lord) +2 (sublime) +4 (advanced) +4 (mutant) +6 (ABP) +1 (lvl up) = 40
Dexterity: 18 (base human) +2 (race) or 16 (base shark) +4 (animal lord) +2 (sublime) +4 (advanced) -2 (mutant) +2 (ABP) = 30
Constitution: 10 (base human) or 17 (base shark) +4 (animal lord) +8 (sublime) +4 (advanced) +4 (ABP) +3 (lvl up) = 40
Intelligence: 14 (base human) or 1 (base shark) +4 (animal lord) +4 (sublime) +4 (advanced) -6 (mutant) +3 (age) +2 (ABP) = 25
Wisdom: 10 (base human) or 16 (base shark) +4 (animal lord) +4 (advanced) +4 (mutant) +3 (age) +6 (ABP) +3 (lvl up) = 40
Charisma: 17 (base human) or 6 (base shark) +4 (animal lord) +8 (sublime) +4 (advanced) +4 (ABP) +3 (age) = 40

Initiative: +28 (10 Dex, 18 insight [sprinter's boots])

AC: 73 (5 deflection [ABP], 10 Dex, 8 dodge [3 blood rush, 5 still waters clear skies], 15 natural [10 templates, 5 ABP], 15 Wis [superior reflexes], 10 [superior reflexes, the caged sun])
<> +12 insight vs. critical confirmation
<> +3 dodge vs. AOO
<> berserking: -2
<> rage: -2

Touch: 58

Flat-footed: 55

Fortitude: +39 (12 base, 5 [ABP], 15 Con, 7 [the caged sun])
<> +15 morale vs. death, exhaustion, fatigue, or poison effects
<> rage: +7 competence vs. spells and spell-like abilities

Reflex: +31 (6 base, 5 [ABP], 10 Dex, 3 [blood rush], 7 [the caged sun])
<> rage: +7 competence vs. spells and spell-like abilities
<> rage: +15 dodge vs. lightning strikes

Will: +54 (12 base, 5 [ABP], 15 Wis, 15 Cha [force of personality], 7 [the caged sun])
<> +15 morale vs. compulsion, death, or fear effects
<> rage: +4
<> rage: +7 competence vs. spells and spell-like abilities
<> rage: +(2->5) morale

Land Speed: 80 (30 base, 10 [sublime template], 40 [blood rush])
<> berserking: +30
<> rage: +(5->30)
Swim Speed: 140 (60 base shark, 10 [sublime template], 40 [blood rush], 30 [mermaid's tail])
<> berserking: +30
<> rage: +(5->30)
Fly: 0/40 (0 base, 40 [blood rush])
<> berserking: +30
<> rage: +(25->110)

Attack (katana): +54 (20 BAB, 15 Str, 3 [blood rush], 7 [the caged sun stance], 3 competence [battle prowess], 6 enhancement)
<> 1+ mote of wrath: +6 insight
<> rage: +6
<> rage: +(2->5) morale
<> risky strike: -6
<> mithral current maneuver: +2

Damage (katana): 2d6+33 (1d8>2d6 [impact]; 22 Str, 3 competence [battle prowess], 6 enhancement, 2 discipline focus)
<> 1+ mote of wrath: +12 insight
<> rage: +6
<> rage: +(2->5) morale
<> risky strike: +27
<> mithral current maneuver: +2

Attack (unarmed strike): +54 (20 BAB, 15 Str, 3 [blood rush], 7 [the caged sun stance], 3 competence [battle prowess], 6 enhancement)
<> rage: +6
<> rage: +(2->5) morale
<> risky strike: -6
<> mithral current maneuver: +2

Damage (unarmed strike): 1d6+24 (1d6 [empty hands]; 15 Str, 3 competence [battle prowess], 6 enhancement)
<> rage: +6
<> rage: +(2->5) morale
<> risky strike: +18
<> mithral current maneuver: +2

Attack (natural weapon): +48 (20 BAB, 15 Str, 3 [blood rush], 7 [the caged sun stance], 3 competence [battle prowess])
<> rage: +4
<> rage: +(2->5) morale
<> risky strike: -6

Damage (bite): 1d8+18 (1d6>1d8 [mutant]; 15 Str, 3 competence [battle prowess])
<> secondary weapon: -7
<> rage: +4
<> rage: +(2->5) morale
<> risky strike: +18 [+9 secondary]

Damage (claws): 1d4+18 (15 Str, 3 competence [battle prowess])
<> secondary weapon: -7
<> rage: +4
<> rage: +(2->5) morale
<> risky strike: +18 [+9 secondary]

CMB: +63 (20 BAB, 15 Str, 3 [blood rush], 3 competence [battle prowess], 15 morale [gladiator's presence], 7 [the caged sun])
<> +6 with katana or unarmed strike [+2 rage, +2 mithral current]
<> +3 competence to trip
<> +12 luck to disarm, reposition and trip [+4 rage, +4 mithral current]
<> +6 to bull rush, drag, reposition and trip [+2 rage, +2 mithral current]
<> +2 vs. large, +4 vs. huge, +6 vs. gargantuan, +8 vs. colossal
<> rage: +4
<> rage: +(2->5) morale
<> risky strike: -6

CMD: 108 (20 BAB, 5 deflection [ABP], 10 Dex, 8 dodge [3 blood rush, 5 still waters clear skies], 15 morale, 15 Str, 15 Wis [superior reflexes], 10 [superior reflexes, the caged sun])
<> +6 vs. bull rush, drag, reposition and trip [+2 rage]
<> +6 competence vs. trip
<> +12 luck to disarm, reposition and trip [+4 rage]
<> +2 vs. large, +4 vs. huge, +6 vs. gargantuan, +8 vs. colossal
<> berserking: -2
<> fluidity: +(2->10) vs. grapple
<> rage: -2

MANEUVERS
Argent Fin (feat) If Qeetan draws her weapon while in a Mithral Current stance, she counts as being underwater for the purposes of call of the deep effects. While in a Surging Shark stance, her Mithral Current maneuvers all gain the following call of the deep effect: An enemy struck with this maneuver must make a Will save (DC 10 + maneuver level + Cha modifier) or become vulnerable to silver until the end of her next turn.
Combat Tenacity (feat) For the purpose of initiating counters, Qeetan is not considered to have expended her swift action this turn if she used the action to initiate a boost or entered a stance. For the purpose of initiating boosts and entering stances, she is not considered to have expended this swift action this turn if she used the action to initiate a counter.
Discipline Focus (feat) Qeetan gains a +2 bonus to saving throw DCs when using Mithral Current maneuvers. She also inflicts an additional +2 points of damage when wielding Mithral Current associated weapons.
Dual Boost (Ex) Three times per day, Qeetan may initiate two boost type maneuvers as part of the same swift action.
Dual Stance (Ex) Qeetan can gain the benefits of two known stances simultaneously. She must still adopt each stance individually.
Warlord's Gambit (Ex) As a swift action, Qeetan may begin a gambit, then performs the gambit’s risk action, adding half her Charisma modifier as a luck bonus on any d20 rolls made while performing this action. If she succeeds at her gambit’s risk, she recovers all her expended maneuvers, gains the gambit's reward, and 1 temporary essence (up to 25). If she fails, she recovers only a single expended maneuver, takes a –2 penalty on all d20 rolls for one round, and loses 1 temporary essence. If Qeetan initiates a maneuver as part of a gambit, she cannot recover that maneuver when the gambit is completed. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of her and able to see her perform the gambit’s risk. Gambits cannot be used outside combat.
<>Assistive Gambit Risk: Attempt an aid another check; Reward: The bonus from aid another lasts for one additional round.
<>Flanker's Gambit Risk: Attack an opponent adjacent to one ally; Reward: She is considered to be flanking that opponent until the end of her next turn.
<>Sweeping Gambit Risk: Attempt to trip an opponent; Reward: She can make an attack of opportunity against the tripped opponent, gaining a morale bonus on the damage roll equal to her Wisdom modifier.
<>Unbreakable Gambit (immediate action) Risk: Make a Fortitude or Will save against a non-harmless extraordinary ability, maneuver, power, spell, spell-like or supernatural ability ability; Reward: Gain a number of hit points equal to three times her Wisdom modifier.

VEILWEAVING
Arsenal of Power (Su) Each day when Qeetan shapes her veils, she may choose an [Enhanced (armor)] and an [Enhanced (weapon)] to shape without them counting against the number of veils she may shape each day as well as not counting against the slot that they are shaped. These are always considered to be bound.
Chakra Binds Each day when Qeetan shapes her veils, she can bind veils to the following slots: belt, blood, body, feet and storm.
Entwined Allocation (essence) Whenever Qeetan spends a swift action to use an ability, she may reallocate her essence as part of using that ability. She may still only reallocate her essence as part of using a swift action once per round, even if she can use multiple swift actions each round.
<>Fusion Martialist (Ex) Whenever Qeetan spends a swift action to reallocate her essence, she can also enter or change her style stance. She also can have two style feat stances active at once.
Essence Eruption Whenever Qeetan or an ally currently benefiting from her veiled legion ability scores a critical hit with a martial maneuver, she gains 3 points of temporary essence. This temporary essence stacks with that granted by her warlord's gambit ability.
Improved Essence Capacity The maximum essence capacity of Qeetan's containers is 7. Her storm containers have an essence capacity of 10.
Mark of the Hunted (Su) As a swift action when Qeetan deals damage to a creature, she may invest essence into it. As long as a creature is marked this way, Qeetan can pinpoint its exact location so long as it is within 25 feet of her, and as such, she ignores any miss chance or similar effects (like concealment or mirror image). Beyond this range, Qeetan only knows the general distance and direction of those creatures. If it is in a different plane, she knows what plane it is on. For each essence invested in the creature, Qeetan deals an additional 1 point of damage to it and ignores up to 2 points of DR or Hardness it posses. The creature takes a penalty to AC equal to 1 + essence invested and to saving throws equal to 1 + half the essence invested versus Qeetan's attacks, spells, and abilities. Her weapons' critical threat range and critical multiplier increase by 1 against the creature. Finally, Qeetan's d20 rolls to attack the creature treat any unmodified result of less than 1 + essence invested as that amount instead, and d20s rolls to save against her effects whose unmodified result is greater than 20 - essence invested is instead treated as that amount.
Stormshaping At the beginning of each of Qeetan's turns while in combat, she gains 2 points of temporary storm essence, which can only be allocated to a Storm veil as a free action and last until 1 minute after combat ends. If she doesn't invest these essence points, they are lost. While not in combat, as a full-round action Qeetan can meditate, treating each round as a round of combat, however she can only generate up to 3 temporary storm essence in this way. Storm veils have an essence capacity of 5.
<>Clarified Sight (Su) Qeetan may invest this ability with storm essence, giving her the ability to ignore impairments to her vision from magical weather, non-magical weather, fog, mist, smoke, and ash within 5 feet of her. This allows Qeetan to ignore concealment, total concealment and penalties to sight-based Perception caused by those effects. Each point of storm essence invested increases the range of this ability by 5 feet.
<>Channel the Storm (Ex) Qeetan gains 4 points of storm essence, which is not lost upon leaving combat. Whenever she would have her storm essence burned, she can choose whether to burn this storm essence or the temporary storm essence first.
<>Storm Blade (Su) As a swift action, Qeetan can condense the energies of her Storm into a melee weapon which appears in one of her free hands, which persists until it leaves her hand (if thrown, it returns to her hand immediately after the attack). This storm power can be enhanced as if it were a veil with the [Enhanced (weapon)] descriptor, but can only be enhanced with special properties that can be applied to all melee weapons. Qeetan can invest storm essence in this storm power, for each point invested it deals an additional 1d4 points of damage. This damage is of the same type as the weapon and is not multiplied on a critical hit.
<>Stormstrike (Su) As a special attack action, Qeetan can make an attack with a weapon she is wielding and deliver the powers of one of her Storm veils alongside it. If it attack hits, the target is affected by an ability of one of her shaped Storm veils that normally costs a standard action to activate and suffers a -4 penalty on saves against that power.
Twin Veil Qeetan can shape and bind two veils instead of one in the following slots: Belt, Body, Feet, and Storm.

VEILS
Blood Rush [7] Qeetan gains a +40 feet bonus to all of her modes of movement, a +3 bonus to attack rolls, a +3 dodge bonus to her AC, and a +3 bonus to Reflex saving throws. She may take an additional move action each round, and when Qeetan makes a full-attack she can make an additional attack at her highest base attack bonus with one of her weapons or natural attacks used as part of the full attack. This is not cumulative with similar effects, such as the haste spell.
Dancer's Wraps [7+1] Whenever Qeetan makes an unarmed strike, she may move 30 feet before or after the attack. This movement provokes attacks of opportunity, but she receives a +10 dodge bonus to her AC against them. If her movement made using this veil ends with her adjacent to a creature, her next unarmed strike made against that creature before the end of her next turn deals an additional 6d6 points of bludgeoning damage. This damage is not multiplied on a critical hit.
<>Everyman's Charm (Akashic Treasure) Qeetan gains a +10 insight bonus to Perform (dance) checks.
Guardian Sash [3+2] Qeetan gains a +12 insight bonus to AC against all critical hit confirmation rolls. Once per round, whenever an enemy’s weapon attack would drop Qeetan below 0 hit points, she makes an attack roll with this veil, adding her Wisdom modifier and the total amount of essence invested to her base attack bonus (+40). If this roll meets or exceeds the threatening attack roll, the entire attack is negated.
Hope [6+3] Qeetan does not automatically miss attack rolls or fail saving throws on a natural 1. Whenever she rolls a saving throw or attack roll and the result of the d20 is less than 10, she may instead treat that roll as if you rolled a 10. Once per hour whenever Qeetan fails a saving throw or miss an attack, she may roll a second d20 and take the higher result. While this limit is in effect, she may instead burn 5 essence to use this ability again. Once per hour when Qeetan makes an attack roll or saving throw, she can choose the result of the die rather than rolling it. If this makes her attack a critical threat, she must roll the confirmation normally. While this limit is in effect, once per hour she may instead burn 10 essence to use this ability again.
Kazekatta [7+2] Shaping this veil grants you a katana and its sheath. Whenever Qeetan draws the katana, the next attack she makes with it before the start of her next turn releases a burst of wind along with the blow that causes the target to become off-guard until the end of her next turn and take 5d6 points of bludgeoning damage if the attack hits both the target's AC and its CMD against bull rush. An off-guard target reduces its AC, CMD and Reflex saves by 6 and can be affected as if they were denied their Dexterity bonus to AC. This additional damage is not multiplied on a critical hit. Once per round when Qeetan makes an attack after unsheathing the katana, she can choose to perform that attack as a line with a length equal to her natural reach plus 30 feet. She rolls the attack only once, but confirms a critical threat individually. All creatures hit by the wind take damage as if struck by the katana. Each creature hit that the attack beats the CMD of is put off-guard by the rushing wind, and takes additional bludgeoning damage. Additionally, when Qeetan braces this katana against a charge, she can do so while the weapon is sheathed, drawing it as part of the attack as a free action. If it hits, the extra damage and off-guard penalties for that attack are doubled.
<>Steel Core (Akashic Treasure) Qeetan adds 1.5x her Strength modifier to damage instead of just her Strength modifier with the Kazekatta. If it is wielded two-handed, she adds 2x her Strength modifier instead. If it is wielded in her off-hand, it does not have its Strength modifier to damage rolls halved.
Mermaid's Tail [0+2] (This veil is only available while Qeetan is submerged and 1d6 rounds thereafter) Qeetan increases her swim speed by +30 feet. As a move action while Qeetan is in contact with liquid, she may teleport 20 feet as long as her starting and ending points are connected by a contiguous mass of liquid, working like the dimension door spell. Qeetan can also use create water, rising water (only one active at a time), and control water as spell-like abilities.
Sigil of Wrath [6+3] At the end of each round, Qeetan gains 3 motes of wrath if she either dealt damage to an enemy or was dealt damage by an enemy (up to 20 motes), otherwise her motes are reduced by half. As long as she possess at least 1 mote of wrath, she gains a +6 insight bonus to attack and a +12 insight bonus to damage rolls with heavy blades. As part of a move action or as an immediate action in response to an attack that would leave Qeetan at or below 0 hp, she may shatter this veil (burning all its essence) to gain DR/-, increase the bonus to melee damage rolls by a number equal to the number of motes possessed + 6, and she can't be reduced to fewer than 0 hp. This effect lasts for 1 round, after which her motes are reduced to 0 and she is exhausted for 1 round. While this veil is shattered, her maximum motes of wrath are reduced to 7 and she gain DR 3/- as long as she possess at least one mote of wrath. After 10 minutes, Qeetan may recover this veil and the essence invested in it.
Sprinter's Boots [7+1] Qeetan gains a +18 insight bonus to initiative. Once per minute as a free action, Qeetan gains the benefit of the haste spell for 1 round and may move up to her speed +80 feet.
<>Flint-and-Steel Trimming (Akashic Treaure) As a part of reallocating her essence, Qeetan may suppress the adorned veil to gain 5 points of temporary essence. This temporary essence cannot be burned, and is lost if the adorned veil is no longer suppressed. An adorned veil suppressed using this treasure can be unsuppressed as part of reinvesting her essence.
Still Waters, Clear Skies [7+3] Qeetan's unarmed attacks deal 1d6 points of damage, have a critical range of 18-20 and when making an attack of opportunity have its threat multiplier increase by 1. She can make 10 extra attacks of opportunity per round and gains a +5 dodge bonus to AC. When she hits with an attack of opportunity, she may move the target 30 feet in any direction. Once per round when she hits with an attack of opportunity, Qeetan may make an unarmed attack at her highest base attack bonus -2. As an immediate action or by burning 1 essence when a creature within her unarmed attack’s reach misses her with an attack, Qeetan may make an attack of opportunity against that creature with an unarmed attack.
<>Bloodsilk Wrappings (Akashic Treaure) Once per round when Qeetan damages a creature with an unarmed attack, she can deal additional bleed damage equal to twice the amount of essence invested in the adorned veil.
Superior Reflexes [3+3] While wearing no armor and while Qeetan has no other enhanced (armor) veil shaped, she may add her Wisdom modifier to her AC. She loses these bonuses when immobilized or helpless, or when she carries a medium or heavy load. She also gains a +3 bonus to her AC, increased to +6 against attacks of opportunity. Whenever a creature makes an attack of opportunity against her, it provokes an attack of opportunity from her and it must roll twice and take the worse result. Whenever Qeetan makes an attack of opportunity, she rolls twice and take the better result, and when she hits she may make another attack of opportunity at her highest base attack bonus -5. This second attack of opportunity cannot trigger this effect.
Storm Veils A storm veil affects a cylinder-shaped spread with a 75 feet radius, 150 feet height and 150 feet depth (when applicable). It is centered on Qeetan and moves with her. Storm veils can't be sundered.
<>The Flash Flood The area of the storm is filled with a torrential rain that pools on the ground. Creatures treat the area as difficult terrain when the depth of the water is equal to half the height of their space, rounded down (5 feet/10 essence for Large creatures, 2.5 feet/5 essence for Medium or Small creatures, 18 inches/3 essence for Tiny creatures), and must swim in this water when it reaches a depth equal to the height of their space. As a standard action, Qeetan can cause a wave to surge and attempt to both bull rush and trip creatures within it. If both are successful, she also attempts to grapple them as a free action, causing them to become entangled, immobilized in their current space, and unable to stand up instead of grappled, needing to hold their breath (Qeetan's CMD - 10 to escape). This wave forms a 5-foot length line starting from any point within the Storm. At the beginning of each of Qeetan's turns, she must make a new check to maintain this entanglement against each affected creature. For each point of storm essence invested, Qeetan gains a +2 insight bonus to her CMB and CMD when making combat maneuvers using this veil and she may increase the length of the line by 5 feet.
<>The Hurricane Wind and clouds swirl around Qeetan clockwise or counter-clockwise, chosen when she shapes this veil or reinvests her essence. A 5-foot radius area surrounding her is the eye of the storm in which these winds do not circulate, and she can choose to increase or decrease the radius (minimum 5-foot) at the beginning of her turn. As a move action, Qeetan can make a special bull rush attempt against a creature within her storm but outside the eye, dealing 1d6 points of bludgeoning damage, pushing the creature 5 feet in the direction the storm is spinning or towards the eye of the storm (plus an 5 feet by every 5 her check beats its CMD) and putting it off-guard until the end of her next turn, suffering a -1 penalty to their AC, CMD, and Reflex saves and can be affected by abilities as if they were denied their Dexterity bonus to AC. The forced movement from this storm ends early if the creature leaves the storm’s area, or enters the storm’s eye. Alternatively, as a full-round action, Qeetan may affect each creature inside her storm area (outside of the eye). For each point of storm essence invested, Qeetan gains a +2 insight bonus to CMB when making bull rush attempts using this veil and creatures bull rushed by the veil take an additional 1d6 points of bludgeoning damage. For each odd point of storm essence invested, the penalty to creatures put off-guard is increased by 1.

OFFENSIVE ABILITIES
Aquatic Stalker (Ex) Qeetan may perform the trip combat maneuver against swimming creatures, but instead of making the target prone she makes them off-balanced. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it as long as it remains in water. Treat this as if you had made the creature prone for abilities that depend on knocking down or targeting a prone creature. The off-balanced creature may right itself as a move action that provokes attacks of opportunity.
Axe Kick (Ex) When making an attack action, attack of opportunity, or additional attack granted by a class feature or talent with an unarmed strike, Qeetan may add 1.5x her Strength bonus on the damage roll rather than just her Strength bonus. On attacks targeting prone creatures, she instead deals 2x her Strength modifier on the damage roll for her unarmed strikes.
Battle Prowess (Ex) Qeetan gains a +3 competence bonus to attack and damage rolls while in a Mithral Current, Radiant Dawn or Surging Shark stance.
Blooded Strike (Ex) Whenever Qeetan uses the attack action or an attack of opportunity to attack or disarm a creature, she deals an additional 7 points of bleed damage to the target on a successful attempt which stacks with any other bleed damage she is capable of dealing. Qeetan never provokes attacks of opportunity when attempting non-disarm combat maneuvers against a target currently taking bleed damage. She can apply the effects of a single (bleed) talent to this attack.
<>Debilitating Injuries (bleed) (Ex) Whenever Qeetan deals bleed damage to a creature, she may cause them to take a penalty on all weapon attack rolls equal to the amount of bonus bleed damage granted to it by blooded strike for as long as the bleed is in effect.
Chord of Power (Su) As a swift action, Qeetan may expend a use of mythic power to substitutive the result of a Perform check for the DC of the next supernatural ability she uses. Non-mythic creatures must save with this result, but mythic creatures can expend a use of mythic power as an immediate action to resist the effect's normal DC instead.
Empty Hand (Ex) Whenever Qeetan hits with an unarmed strike, she may move 5 feet. This movement does not provoke an attack of opportunity. Once per round, whenever Qeetan makes an unarmed attack, she may make another unarmed attack at her highest base attack bonus minus 2.
Fast Draw (Ex) Qeetan can draw a weapon as part of the action used to make an attack with it. As a move action, she can draw a hidden weapon.
<>Mixed Combat (feat) Qeetan can sheathe a weapon as an out of turn free action that does not provoke attacks of opportunity. If she hits a creature with a melee attack, her attacks with ranged weapons until the end of her turn do not provoke attacks of opportunity from that creature.
Fatal Thrust (Ex) Whenever Qeetan makes an attack action or an attack of opportunity against a target that is within 30 ft. and that she is either flanking, that is flat-footed, or that has lost its Dexterity bonus to AC, Qeetan deals an additional +5d6 precision damage to the target. Qeetan may apply the effects of a single (exploit) talent to any fatal thrust.
<>Ankle Strike (exploit) Qeetan may attempt a trip combat maneuver against the target as a free action which does not provoke an attack of opportunity.
Giantslayer (feat) Qeetan gains a bonus to her CMB and CMD equal to +1 per size category larger than herself an opponent is. In addition, she can use combat maneuvers against creatures one size larger than normal.
<>Titan Breaker (feat) Qeetna increases the bonus to her CMB and CMD from the Giantslayer feat by another +1 per size category larger than herself an opponent is. In addition, she can use combat maneuvers against creatures two sizes larger than normal.
Greater Rage (Ex) As a free action, Qeetan can enter rage, gaining 60 temporary hit points and a +4 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws, as well as a –2 penalty to Armor Class and is immune to fear effects. While in rage, Qeetan cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. As a free action, she can end her rage, becoming fatigued for 1 minute, and cannot enter a new rage while fatigued or exhausted. If Qeetan falls unconscious, her rage immediately ends.
<>Raging Storm (Su) While raging in appropriate weather, Qeetan gains the effects of the borne aloft, lightning rod, and this sparks joy mantles. She may treat the weather as 1 step more severe for the purpose of determining her mantles’ effects.
<><>Borne Aloft (mantle) When Qeetan is in an area of Wind of severity level 3 or higher, she gains a 20 feet fly speed (clumsy). For each category above severity level 3 the speed increases by 20 feet and the maneuverability increases by one step. When using this fly speed, she ignores the negative effects of wind related to flying.
<><>Fluidity (mantle) When Qeetan is in an area of Precipitation of severity level 3 or higher, she gains a +5 bonus to Escape Artist checks and CMD against grapples, +2 for each category above light rain/fog. For each two categories above light rain/fog, she counts as one size smaller for the purpose of squeezing and her reach increases by 5 feet.
<><>Lightning Rod (mantle) When Qeetan is in an area of Wind and Precipitation of severity level 4 or higher, whenever she strike an enemy with a melee weapon that is primarily made of metal, the enemy is struck by a small lightning bolt dealing 2d4 electricity damage, +1d4 damage per each category above storm. In addition, she gains a dodge bonus to Reflex saves against lightning strikes equal to her casting ability modifier.
<><>Mist Form (mantle) When Qeetan is in an area of Precipitation of severity level 3 or higher, weapon attacks against her have a 10% miss chance, +10% per category above light rain/fog. This miss chance stacks with the miss chance from concealment in fog.
<><>This Sparks Joy (mantle) When Qeetan is in an area of Precipitation and Wind severity level 4 or higher, she gains a +2 morale bonus on attack rolls, damage rolls, and Will saving throws, plus 1 for each category above storm.
<><>Zephyr's Flight (mantle) When Qeetan is in an area of Wind of severity level 2 or higher, she gains a +5 feet bonus to all her movement speeds, +5 feet per category above severity level 2.
<>Superstition (Ex) While raging, Qeetan gains a +7 competence bonus on saving throws made to resist spells and spell-like abilities. She cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies.
Greater Trip (Ex) Qeetan gains a +6 competence bonus to her trip combat maneuver checks, as well as to her CMD vs. tip.
Improved Mystic Assault (feat) When making a full attack, Qeetan may spend replace the first attack with any supernatural ability that can be used as a standard action and requires an attack roll or touch attack roll. Abilities that replace any of her attacks in a full-round attack are not compatible with mystic assault. Qeetan may decide after she has used her supernatural ability whether to continue with her full-round attack or take a move action instead.
Iron Fists (Ex) Qeetan's unarmed strikes ignore 10 points of hardness.
Leaden Hyena Style (feat) Qeetan gains a +1 bonus on damage rolls against creatures she has hit for each attack that she has hit them with within the last round, to a maximum of her Charisma modifier. For a number of rounds equal to her Charisma modifier after a creature is struck by Qeetan's attack, it is shaken any time it comes within 10 feet of another creature, even an ally. A DC 35 Will save negates this effect. All creatures adjacent to a creature suffering from Leaden Hyena Style or the shaken condition are affected by the same condition so long as they remain adjacent to an affected creature.
Long Cuts (Ex) The bleeding wounds Qeetan inflicts are more difficult to close, taking at least 25 points of healing at one time or a DC 40 Heal check to end bleed effects she causes.
Ooze Ichor (Ex) Qeetan is able to deal bleed damage to behemoths, constructs, elementals, and undead, bypassing their normal immunity, though all bleed damage she deals to such creatures is reduced to half of what it would normally be (minimum 1).
Seize the Opportunity (feat) When Qeetan makes an attack of opportunity, she can take an attack action or attempt a combat maneuver in place of its attack of opportunity. This feat does not allow her to move when it isn’t her turn.
Snap Kick (Ex) Whenever Qeetan succeeds on a trip combat maneuver against a creature, they provoke an attack of opportunity from her that must be made with an unarmed attack. If her attack of opportunity is successful, the creature must make a DC 35 Reflex save or become staggered until the end of their next turn.
Surging Shark Style (feat) While Qeetan has a creature locked, she may deal 10 bleed damage to them, which stacks with any bleed damage caused by Surging Shark maneuvers. The creature continues to bleed until the bleeding is stopped via magical healing or a successful DC 15 Heal check. Qeetan may utilize call of the deep effects while not underwater and may make melee attacks at a 75 feet range, attacking her foes with a deadly spray of water. These attacks are still melee attacks, despite being made at range. She can make charge attacks with this ability, but must move at least 10 feet before doing, as usual.
<>Fuse Style (feat) Qeetan can enter a fighting style and a martial stance with the same swift action.
Tactical Assistance (Ex) As a move action, Qeetan may use the aid another action for any single ally within 30 feet and, if successful, she affects all allies within 30 feet.
Tactical Flanker (Ex) At the start of Qeetan’s turn, she chooses a single square adjacent to allow her and her allies to treat that square as if it was occupied by her for the purposes of flanking opponents.
Vital Strike (Ex) Whenever Qeetan takes the attack action to attack a single creature and only make a single attack, she gains a +4 bonus to her attack and damage rolls.
<>Greater Vital Strike (feat) When Qeetan uses the attack action, she can make one attack at her highest base attack bonus that deals additional damage. She rolls the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities, precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

UTILITY ABILITIES
Berserking (Ex) As a free action at the start of each turn, Qeetan may choose to take a -2 penalty to AC in exchange for 23 temporary hit points until the start of her next turn. Instead of gaining temporary hit points, Qeetan may choose to benefit from one (adrenaline) talent.
<>Marauder (adrenaline) (Ex) While berserking, Qeetan may gain a +30 feet circumstance bonus on all forms of movement and a +10 competence bonus on all Acrobatics, Climb, Fly, and Swim.
Blindsense (Ex) Qeetan usually does not need to succeed at Perception checks to pinpoint the location of a creature within 30 ft., provided that she has line of effect to that creature.
Change Shape (Su) As a move action, Qeetan can take the form of a hammerhead shark (as the polymorph spell) or back to humanoid form if she is already in shark form.
Keen Scent (Ex) Qeetan can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to 1 mile.
Mighty Conditioning (Ex) Qeetan may add both her Strength and Dexterity modifiers to swim checks.
Veiled Lord As a standard action, Qeetan can share the effects of the Blood Rush, Guardian Sash and Hope veils (including any bonuses for invested Essence and abilities from being binded) with all allies within 60 feet for 18 rounds. All use Qeetan's Charisma modifier as their primary veilweaving modifier to determine any effects or DCs of veil abilities granted in this manner. Allies who end their turn outside of the radius of this effect immediately lose its benefits.
<>Veilsworn Strike Whenever Qeetan scores a critical hit with any of her strikes or gambits, she may choose to activate her veiled legion ability as an immediate action. If it is already active, she instead extends its duration for 3 additional rounds.
Weatherproofing (Su) Qeetan is constantly under the effects of endure elements. Against her own storm veils, she automatically pass any saving throw, evades any attack and takes no damage. As a free action, Qeetan can extend these benefits to up to 20 allies, which lasts until the she uses this ability again or loses consciousness.

DEFENSIVE ABILITIES
Force of Personality (Ex) Qeetan adds her Charisma modifier in addition to her Wisdom modifier to determine her Will save bonus.
Hard to Kill (Ex) Whenever Qeetan is below 0 hit points, she automatically stabilizes. She doesn't die until her total number of negative hit points is equal to or greater than double her Constitution score.
I Will Survive (Ex) As an immediate action, when the actions taken by a creature during its turn would reduce Qeetan below 0 hit points, she can spend any number of mythic powers to survive with 10% of her current hit points for each use of mythic power. All damage dealt as part of a full attack action is considered a single effect for this purpose.
Scar Tissue (Ex) Qeetan gains DR 10/bludgeoning and reduce all bleed damage she takes by 5.
Tactical Presence (Ex) As a free action, Qeetan may grant the following benefits to all allies within 30 ft. of her (including herself):
<>Gladiator's Presence All allies gain a morale bonus equal to her Charisma modifier on combat maneuver checks and to their CMD. In addition, they do not provoke attacks of opportunity when making combat maneuver attempts.
<>Indomitable Presence All allies gain the benefits of the Die Hard feat, and gain a morale bonus equal to her Charisma modifier to Fortitude saves versus death, exhaustion, fatigue, or poison effects.
<>Rallying Presence All allies gain a morale bonus equal to her Charisma modifier to Will saves versus compulsion, death, or fear effects. If Qeetan becomes cowed, frightened, panicked or falls prey to a hostile mind-affecting ability, compulsion or death effect, this presence immediately ends.

Build:
Boon of the Well-Traveled Wanderer: Storm Warrior
Boon of the Evolution's Chosen: Advanced, Animal Lord (hammerhead shark), Mutant, Sublime
Optional: Trading feats of levels 3, 7, 11, 15 and 19 for barbarian variant multiclassing
() -> represent choices
[] -> represent sources

LVL1
Kheshig: Arsenal of Power, Casting Tradition, Fighting Style (Empty Hand), Gestalt Martial Tradition, Mark of the Hunted
Warlord: Gambit (Assistive, Flanker's), Veiled Lord (Blood Rush), Warlord's Gambit
Feats: Combat Reflexes [lvl1], Combat Stamina [free], Skill Focus (swim) [atlantean], Toughness [sublime template]
Combat Spheres: Athletics (Swim; Untrained Athlete drawback) [Martial Tradition #1], Berserker (Adrenaline Junkie drawback) [Martial Tradition #2], Duelist (Bloody Slasher drawback) [Martial Tradition #3], Fencing (Virtuous drawback) [Ksg1], Open Hand (Hardened Palm drawback) [Empty Hand, converted from Improved Unarmed Strike]
Magic Spheres: Veilweaving (Inflexible Essence drawback) [Casting Tradition #1]
Combat Talents: Fast Draw [Martial Tradition #4], Huntsman Training [Martial Tradition #5], Iron Fist [Hardened Palm drawback], Long Cuts [Bloody Slasher drawback], Marauder (adrenaline) [Adrenaline Junkie drawback], Mighty Conditioning [Untrained Athlete drawback], Read Foe [Virtuous drawback], Unarmed Training [Martial Tradition #6]
Magic Talents: Extra Essence [Casting Tradition #1]
Maneuvers: Fool's Errand lvl1 (x2), Mithral Current lvl1 (x2), Surging Shark lvl1 (x2) [Wld1]
Stances: The Caged Sun [Wld1]
Veils: Guardian Sash [Veilweaving Sphere], Sprinter's Boots [Veil Knowledge]

LVL2
Kheshig: Arsenal of Power
Warlord: Tactical Presence (Indomitable Presence)
Feats: Two-Weapon Fighting [Lvl2]
Magic Talent: Bind Feet Chakra [Ksg2]
Maneuvers: Radiant Dawn lvl1 [Wld2]
Stances: Lesson II: Control [Wld2]

LVL3
Kheshig: Arsenal of Power, Fighting Style (Vital Striker)
Warlord: Force of Personality
Barbarian VMC: Rage
Combat Talent: Scar Tissue [Ksg3]
Maneuvers: Radiant Dawn lvl2 [Wld3]

LVL4
Kheshig: Improved Essence Capacity +1, Shifting Style
Warlord: Gambit (Sweeping), Tactical Flanker
Feats: Combat Tenacity [Lvl4]
Combat Sphere: Dual Wielding [Wld4]
Maneuvers: Swap Radiant Dawn lvl1 into Radiant Dawn lvl2 [Wld4]

LVL5
Kheshig: Fighting Style (Fusion Martialist), Mark of the Hunted
Warlord: Battle Prowess +1 (Radiant Dawn), Tactical Presence (Rallying Presence)
Feats: Argent Fin [lvl5], Double Slice [Wld FCB], Surging Shark Style [Fusion Martialist], Unarmed Combatant [Fusion Mastialist]
Magic Talent: Daevic's Tradition (tradition) [Ksg5]
Maneuvers: Disrupt Essence [Wld5]
Stances: Flowing Water Stance [Wld5]

LVL6
Kheshig: -
Warlord: Dual Boost, Veiled Lord (Hope)
Feats: Greater Two-Weapon Fighting [Lvl6]
Combat Talent: Aquatic Stalker [Ksg6]
Maneuvers: Swap Radiant Dawn lvl2 into Decree of Death [Wld6]

LVL7
Kheshig: Improved Fighting Style
Warlord: -
Barbarian VMC: Uncanny Dodge
Magic Talent: Entwinned Allocation [Ksg7]
Maneuvers: Decree of Silence [Wld7]

LVL8
Kheshig: -
Warlord: Gambit (Unbreakable), Tactical Assitance
Feats: Improved Critical [Lvl8]
Combat Talent: Axe Kick [Ksg8]
Maneuvers: Swap Radiant Dawn lvl2 into Shatter Spell [Wld8]

LVL9
Kheshig: Improved Fighting Style, Mark of the Hunted
Warlord: Tactical Presence (Galdiator's Presence)
Feats: Twin Veil (feet) [lvl9], Vital Strike [Improved Fighting Style]
Magic Talent: Shape Additional Veil [Ksg9]
Maneuvers: Moment of Mastery [Wld9]
Stances: Shifting Water Stance [Wld9]

LVL10
Kheshig: Improved Essence Capacity
Warlord: -
Feats: Mixed Combat [Lvl10], Surging Shark Breach [Wld FCB], Twin Veil (belt) [Ksg FCB]
Magic Talent: Obscure Chakra [Ksg10]
Maneuvers: Swap Fool's Errand lvl1 into Decree of Purity [Wld10]

LVL11
Kheshig: Improved Fighting Style
Warlord: Dual Tactical Presence
Barbarian VMC: Rage Power (Raging Storm)
Feats: Improved Vital Strike [Improved Fighting Style], Leaden Hyena Style [Improved Fighting Style]
Magic Talent: Bind Obscure Chakra [Ksg11]
Maneuvers: Endless Current [Wld11]
Stances: Torrent in the Water [Wld11]

LVL12
Kheshig: Styleful Combatant
Warlord: Battle Prowess +2 (Surging Shark), Dual Boost
Feats: Extra Rage Power (Blood Taker) [lvl12], Surging Shark Torrent [Styleful Combatant]
Magic Talent: Shape Additional Veil [Ksg12]
Maneuvers: Swap Mithral Current lvl1 into To the Skies [Wld12]

LVL13
Kheshig: Mark of the Hunted
Warlord: -
Feat: Leaden Hyena Treachery [lvl 13]
Combat Talent: Debilitating Injuries [Ksg13]
Maneuvers: Blade of the Silver Sea [Wld13]

LVL14
Kheshig: -
Warlord: Veiled Lord (guardian sash)
Feats: Giantslayer [Lvl14]
Magic Talent: Bind Belt Chakra [Ksg14]
Maneuvers: Swap Mithral Current lvl1 into Flowing River [Wld14]

LVL15
Kheshig: -
Warlord: Warlord's Presence
Barbarian VMC: DR 3/—
Feats: Discipline Focus [Wld FCB], Titan Breaker [Styleful Combatant]
Combat Talent: Greater Trip [Ksg15]
Maneuvers: Mantis Shrimp Retaliation [Wld15]
Stances: Mithral Lightning Stance [Wld15]

LVL16
Kheshig: Improved Essence Capacity
Warlord: Gambit
Feats: Extra Rage Power (Superstition) [lvl16], Greater Vital Strike [Improved Fighting Style]
Combat Talent: Snap Kick [Ksg16]
Maneuvers: Swap Surging Shark lvl1 into Leviathan Annihilation [Wld16]

LVL17
Kheshig: Mark of the Hunted
Warlord: -
Feat: Leaden Hyena Fomentation
Magic Talent: Ooze Ichor [Ksg17]
Maneuvers: Electric Pinwheel [Wld17]

LVL18
Kheshig: Arsenal of Power
Warlord: Bonus Feat, Dual Boost
Feats: Improved Mystic Assault [Bonus Feat], Mystic Assault [Styleful Combatant], Seize the Opportunity [lvl18]
Magic Talent: Shape Additional Veil [Ksg18]
Maneuvers: Swap Fool's Errand lvl1 into Endless Dance of Death, Mithral Wave [Wld18]
Stances: Stance of the Frenzied Shark [Wld18]

LVL19
Kheshig: Eternal Guard
Warlord: Battle Prowess +3 (Mithral Current)
Barbarian VMC: Greater Rage
Magic Talent: Ankle Strike [Ksg19]
Maneuvers: Fin in the Water [Wld19]

LVL20
Kheshig: With this Sword [alternate capstone]
Warlord: Dual Stance, Gambit
Feats: Extra Rage Power (Raging Storm) [lvl20], Fuse Styles [Wld FCB], Twin Veil (body) [Ksh FCB]
Magic Talent: Bind Body Chakra [Ksg20]
Maneuvers: Swap Surging Shark lvl1 into Wrath of the Kraken, Stigmata of the Storm [Wld20]