Legendary Planet Re-Recruitment (Gestalt Level 3, Mythic Tier 1)


Recruitment

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Mmm, aye. I suppose I'm just used to games where fitting your character and backstory to the setting and party is the primary virtue, as opposed to pure writing ability. Quite intruiging. I'll get to statting up, and fleshing out my offering.


Alright. Any requirements on crunch formatting? This is BY FAR the weirdest character I've ever statted out, and while I'm confident I could fit it in a Rednalblock if chosen, doing so now right after my taxes might make actually make my head explode.

(So far, Child-of-Planes currently has 10 different movement speeds, depending on which elemental spirits and astral energies he's channeling, and he can switch between any of them in one round or less. I seem to have taken "varied, adaptable skillset" to the point of insanity, even by my standards, but it should be an entertaining exercise in character-building.)


The correct formatting is pretty much the official format, used for all my games. XD

As for variable skillsets, meet Ellara. o wo/ She's an Alteration-focused Spherecaster who can swap out transformation parts on the fly. See the bit marked 'Current Transformation' up top? That's a good way to keep track of what powers are currently active. You could also add a spoiler at the bottom of your profile, with a block of info you can copy/paste when relevant.

@Shi'Vatha: Unfettered Eidolon is not one of the accepted races. ...Also, for plot reasons, it wouldn't work. *Completely serious about this*


No problem, have fun.


Here is the profile and background.
Crunch to follow.


I assume that Half-Elves Multi-talented translates to Gestalt as 'You may take two favoured classes, and each level you may gain one of those bonuses, not both each level'? I might trade it out anyway, but...

Also, how does 'FCB gives you a new spell each level' work in Spheres? Is it just not available, or it gets you 1/4 of a new Sphere, or...?

Shadow Lodge

I think I need to drop. I don't really have the time to devote the amount of attention this game needs. Happy gaming guys!


Ellara of the Hundred Forms wrote:
As for variable skillsets, meet Ellara. o wo/ She's an Alteration-focused Spherecaster who can swap out transformation parts on the fly. See the bit marked 'Current Transformation' up top? That's a good way to keep track of what powers are currently active. You could also add a spoiler at the bottom of your profile, with a block of info you can copy/paste when relevant

The spoiler-idea might be useful, especially for the trailblazer bit. I've started giving at least two versions of everything, one for the appropriate spirit dance and one without.

But Ellara... is about as variable as the Trailblazer side of Child-of-Planes's gestalt. The far-more-variable Spirit Dancer side... let's just say he can adjust bonuses to every skill on an encounter-by-encounter basis (for the important skills, in a single round), change his skill ranks to several skills on a daily basis, and has six different unique combat load-outs (combined with three useful Astral Suits for a total of 18 combinations), each of which can itself change on a daily basis. I'm currently in the process of whittling it down to the 3-4 of those combinations he'll actually *want* to use (most of them are situationally useful, but I'm trying to prune them for simplicity's sake)

EDIT: Eh, whoops, this is really just me complaining to myself. Math!


@Thunderbeard: Yeah, having quick-notes for your most-commonly-used forms makes it easy. XD That's how having tons of options usually goes, really. Ellara totally has over a hundred possible combinations of abilities, but most of those combinations won't ever be used.

@Jon: If a FCB applies to something no longer available (like spell levels), then it's just not available. Note that Spherecasting classes have their own FCB's. Also, you get one FCB per-level, but if two of your classes are favored, then you can get the racial unique ones from both if you split points between them.


For some reason I thought you were using Automatic Bonus Progression, not Innate Item Bonuses...my mistake.
I honestly don't want to learn a new alternate system, so I'm bowing out.

I hope you all enjoy the game though!


I missed Innate Item Bonuses too! However, this doesn't appear to *precisely* cut prices in half; it just increases the prices of some items, correct? (Does this mean no +1 weapons until we can splurge 8k on them?)


Something I didn't catch in this thread is that we actually switched from Innate Item Bonuses to Automatic Bonus Progression, since the former system wasn't working very well.


Hi Rednal, I have a concept that I think would be a lot of fun to play here: Clarabibulus Flingflopsparkfizz, a gnomish alchemist who is wandering the far reaches of the stars, trying to recreate her mythic ancestor's fabled fizzydrink recipe.

(You may recognize her from Divinitus' aborted Planescape recruitment...but why wander the planes when one could wander the stars!)

A few questions before fleshing out my backstory more:

1) I saw you mention on the discussion thread that this might not be Golarion, and could as easily fit in Greyhawk or Faerun. I have no particular preference (though I know Golarion lore best right now) but before tweaking her story it would be good to know where we're from. Or do all of those worlds potentially touch the same set of stars we'll be travelling in? [EDIT: I saw earlier in the thread that you suggested *not* being from Golarion, for plot reasons. That works. Does Garl Glittergold (and the Greyhawk gods) exist in this world?]

2) I'm not familiar yet with the portals we'll be using to travel, or alternate means of star-travel in this campaign. Is it possible that Clara's mythic great-great-great-grandpop might have traveled these same stars as well, via the same portals? (Or via some other means, if the portals didn't previously exist?)

3) Since I'll already have achieved mythic status (tier 1), do you have ideas/guidelines/constraints about how that happened? Or should I just go wherever her backstory takes me?

Here's recent basic fluff, which I'll expand on based on these answers:

Background:
The Flingflopsparkfizz clan got their illustrious name in a bygone era when great-great-great-grandpoppa Umbilicus first brewed the Ultimate Fizzy Drink. Umbilicus was bold and clever, and family lore tells that he once adventured side-by-side with Garl Glittergold himself, but the most glowing stories always return to his fabled fizzypops. There's some debate in the family as to whether the Ultimate Fizzy Drink was best enjoyed as a beverage or thrown at one's foes, but all agree that it was zesty, uplifting, and very very fizzy.

Tragically, the original recipe for the Ultimate Fizzy Drink was lost during the bleak days when the Gnomelord of Blemu commanded the hand of Vecna. Since then the Flingflopsparkfizz clan has worked frenetically -- but fruitlessly -- to try to replicate it. Clarabibulus believes that her own father has gone about his Life Quest all wrong: staying at home, trying recipe after recipe. Great-grandpoppa Umbilicus had adventured beside the Sparkling Wit himself, and had clearly found interesting ingredients to add to his soda pop in the wild reaches not only of Greyhawk but across the stars.

Clarabibulus vowed with a fizzy passion to succeed where previous generations have fallen flat. She's on a quest across the stars to discover the legendary missing ingredients and create a new recipe to brew the Ultimate Fizzy Drink.

Appearance:
At 3’ tall and 34 lbs, Clara is slight even for a gnome. Her hair, eyes, and skin color tend to change weekly--likely based on what the latests barks, fruits, rare minerals, reagents, and other ingredients she’s been experimenting with. On the other hand, her stained, sticky apron and the various vials at her belt are a constant and give away her proclivity for alchemy.

Driving mission & possible hooks:

Clara has a clear mission: to reinvent the legendary recipe for great-great-great-grandpoppa Umbilicus' Ultimate Fizzy Drink. I don’t have any idea what the mechanical form of this would be (if any) and expect it to be something that would take a long time to complete (if ever, it could just be there for the fluff).

Along the way I imagine plenty of hooks, from the promise of finding other scraps of great-grandpoppa Umbilicus’ mostly destroyed notes, to searching out rare and unusual ingredients.

Player note:
I was a player in the Gossamer game you rescued. (Hi to Yin, too!) I don't think that was a great example of me-as-player though. It was one of my very first high-level Pathfinder games and I paid way too much attention to crunch and not enough to developing a character whose story I wanted to tell, making it hard for me to get into Oneidros. Then on top of that I got a promotion that was exciting but made my life suddenly way busier. If you want a better rounded sense of me:

Here are a couple posts from Zoli Tileani, a Halfling Swashbuckler and my longest running PbP character (now L7 in Book 3 of a Rise of the Runelords that's been chugging for more than two years) and where, over the long haul, I'm the campaign's most active player.

And (since Clara Flingflopsparkfizz is a character I’ve played--briefly--before) you can read a few posts from her here and here. (Note that these were in a game that was based Krynn but they can give a sense of how I’ll play her).

Let me know if you have any questions.


It's probably best to stick with the canon pantheon, just for ease of reference. XD There are new deities, too, by the way.

The protagonists' mythic powers were triggered by one of the portals (which are artifact-level items, by the way - they can be shut down, but not destroyed) when they passed through it. New characters would probably gain power the same way, for very relevant plot reasons that have not yet been revealed to the players.

As for the portals, yes, it's possible that someone's ancestors went through them. This is an ACTIVE portal network.


Alright; after much effort, I believe I have everything. For the love of god, please let any level-ups be far off, building for level 3 was hard enough.

Name: Erast of Andor
Race: Male Human (45)
Alignment: N
Class: Psion/Aegis (Ectopic Artisan)
Mythic Path: Overmind 1
Character Sheet
Backstory: High atop his frozen black crystal keep, the archmage Andor researched and plotted. Precious jewels and magical reagents he saw expended and consumed in his experiments, churning out rank upon rank of creatures made from astral crystal, all created in an attempt to perfect his wife lost long ago. His assistants helped him, tabling notes and clearing up the remains of his stormy rages and weeping cries. The least of them was named Erast. Charged with overseeing Andor's deal with the military-run junta to the south, he transferred them the cruder constructs, fashioned into great war machines, in exchange for the supplies needed by Andor. Charged by his master and adoptive father with venturing onto another planet to seek new and alien imitations of life, Erast prepares himself for a world different to that of his childhood, and that of the great tower he dwelt in ever since he was given up. Secretly, however, Erast seeks something else. He fears his pitiable master's crusade will be fruitless, and thus seeks to understand love itself that he might help him.

Personality: Having spent the majority of his life in the high-pressure stress and camaraderie of Andor's keep, Erast is predictably nervous, neurotic, not cowardly but sometimes fearful, yet full of deep affection for his master. In his craft he is sure and practiced, ambitious in that he hopes to be of greater use to Andor. Oddly enough in a man of his age, he has the seeds of passion. Taken from the abandoned sections of his master's library, he found the great romances, fictional and not, as well as some ancient private letters between Andor and his beloved. Erast hopes to find his own amour on this strange new world he has been sent to explore.

Description: Brown hair with grey temples, beard, brown eyes, average height, overweight, nervous eyes and tapping fingers, pale skin, ink-stained hands, amulet of black crystal in the shape of a heart.

Mythic: Alone in one of the tower's abandoned receiving halls reading, Erast was interrupted by a great white flash heralding a great sphinx-like beast appearing inside the portal, smote with a grievous wound along its chest. Despite his obligation to call the alarm and expunge this and all creatures that might penetrate the tower, pity stayed Erast's hand and he stayed with the creature talking quietly until it finally died peacefully, listening to its story of wisdom won and battles lost. When it passed, he found the sigil of two wings upon his chin- later covered by his beard- as well as new abilities, a snippet of the creature's transferred wisdom.

Psicrystal: It was common for Andor's apprentices and assistants to learn the rites to summon a psicrystal, a physical manifestation of their thoughts and will. Usually they were used for rude purposes, carrying and lifting and observing. Erast's psicrystal proved host to much of his pent-up cheeriness and good humor, not worn down by decades or damp tower service. Named 'Solace', it has proves itself an endlessly effervescent companion.

Ectopic Artisan: Partly related to his duties, Erast forswore the efforts of his assistants who worked to create their own close imitations of life and instead spent his time sculpting the opposite. A mindless form of astral crystal and mental force. Presenting his creation to Andor, the archmage was struck by the contrast between his latest efforts and Erast's, and found himself emboldened by seeing just how far he had come in perfecting imitations. He gifted Erast with a rare smile which he still savors, before Andor eventually returned to the grim madness of his work.

Party Role: Erast brings a few things to the party. He provides a second melee to help bolster the frontline, as well as some summoning. He's also a psionic caster. He has points in a few useful skills- disable device, diplomacy. He's also an intelligence-based character, which should nicely round out the other two PCs, who are wisdom and charisma-based respectively.

Goals/Hooks: Erast could be given a list of ingredients to collect from Andor. He would be intersted in visiting and learning about any examples of artificial life- construct-people, awakened elementals. He would be interested in a romantic arc, but this does not have to be pursued if you GM don't want to run that sort of thing. Someone kidnapping his psicrystal would prove a very attractive hook, and shouldn't be too crippling. Specific hooks aside, him meeting and becoming enraptured with a local conflict or struggle is far from unlikely.


Vincent Riker wrote:
Something I didn't catch in this thread is that we actually switched from Innate Item Bonuses to Automatic Bonus Progression, since the former system wasn't working very well.

You're kidding! Well, I feel like an ass now.

I'd like to re-enter Ammon in the running, if it's not too late.


Kryzbyn wrote:
Vincent Riker wrote:
Something I didn't catch in this thread is that we actually switched from Innate Item Bonuses to Automatic Bonus Progression, since the former system wasn't working very well.

You're kidding! Well, I feel like an ass now.

I'd like to re-enter Ammon in the running, if it's not too late.

Curses.


Why curses? You've got a great entry there.


I statted up with innate rather than automatic. Good luck with your sub.


Now with more crunch!


Vincent Riker wrote:
Something I didn't catch in this thread is that we actually switched from Innate Item Bonuses to Automatic Bonus Progression, since the former system wasn't working very well.

LOL, I will make the adjustments tonight. I like that system more anyway.


Added a bit more to the background.


Hi Rednal, are Words of Power allowed?


They're in a legal sourcebook, so yes.


Considering putting together a submission this weekend, but I'd like to prod you about other third party you hadn't listed as I formulate my concept. Other sourcebooks that pique my interest here:

  • Dreamscarred Press's Akashic Mysteries (a.k.a. veilweaving magic)
  • Dreamscarred Press's Bloodforge (a.k.a the big book of half-breeds)
  • Interjection Game's Strange Magic (featuring Ethermagic, successor to 3.5's warlock, Truenaming, successor to 3.5's truenaming, and Compositions, which is based around build-your-own bardic performances).
If these are all out, that's no problem, but I had to ask.


Hmm...
Read the story thread...
Didn't realize the slayer/shaman was an archer!

I can change that half of the gestalt on Ammon, if necessary!


(To be clear, my question regarding Akashic Mysteries refers to the 3 classes released as part of the WIP: the daevic, guru, and vizier. I am by no means trying to imply that I am a time-traveler in possession of the finished Akashic Mysteries product.) :-P

Additionally, I should have included this in my first post, but I assumed the answer and only later realized that the finished book wasn't out at the time of initial recruitment post. Is Path of War: Expanded also up for grabs?


I don't have Akashic Mysteries or Bloodforge, but I do have Strange Magic, so the latter can be used. ^^ Path of War: Expanded is legal.


Just to make sure, it is Auto Bonus Progression with Magic Treasure, correct?

I know, it would suck without but I don't want surprises ... lol.

With weapon attunement, Arcane Pool and similar effects will only be for special properties, correct?

The weapon can not have this properties until 4th level when we receive our first attunement modifiers.

And the same goes for armor?


Oh, there's definitely going to be magic treasure. XD Half the fun of going to new worlds is seeing what kind of interesting treasures are there, right?

Class abilities like Arcane Pool stack with attunement, up to their normal maximum, as usual.


Here is my Summary, I am not posting yet for I am finishing up the backbone of my character, the background.

Name Artemis DeRavin
Race: Tiefling
Origin: Waterdeep, Faerun, Toril
First Class Path: Soulknife (Armored Blade/Cutthroat)
Second Class Path: Psion (Unseen Hand)
Mythic Path: Trickster
Secondary Mythic Path: Overmind
Main Role: Skill Monkey, Crowd Control
Secondary Roles: Front Line Fighter, Flanker
Campaign Trait: Upon Character Approval


Welllll then. I just discovered how difficult it is to write a "special qualities" section for even just the regular abilities of a vanilla Spirit Dancer. Because DANG those guys are crazy. Here is all the everything. Hope you enjoy my random bits of short fiction, I spent a lot of time writing this while bored on the bus.

* * *

Child-of-Planes

Male Suli Aegis (Trailblazer) 3 / Medium (Spirit Dancer) 3 // Gestalt 3 / Mythic Trickster 1
NN medium outsider (native)

Mechanical themes: Survival, travel, exploration
Spiritual themes: Soul collection, astral projection, elemental spirits

Stats:
Init +1, Perception +6, Low-Light Vision

Daily Abilities:
Influence 0/5
Spirit Dance 8/8
PP 6/6
MP 5/5

--------------------
Defense
--------------------
AC 18, T 10, FF 18 (Armor +8)
CMD 18
Fort +7 (Stalwart), Ref +3, Will +4 (Stalwart)
HP 43 (3d10+9 Con+4 Mythic)
Resist Acid 5, Cold 5, Electricity 5, Fire 5
DR 2/-, Fortification

--------------------
Variant Defense, below:
--------------------

Spoiler:
--------------------
Offensive Armor
--------------------
AC 18, T 11, FF 17 (Dex +1, Armor +6, Kilt +1)
CMD 19
Fort +7, Ref +3, Will +4
HP 40 (3d10+6 Con+4 Mythic)
Resist Acid 5, Cold 5, Electricity 5, Fire 5
DR 2/-

--------------------
Unarmored
--------------------
AC 13, T 12, FF 11 (Dex +2, Armor +1)
CMD 19
Fort +7, Ref +4 (Evasion), Will +4
HP 40 (3d10+6 Con+4 Mythic)
Resist Acid 5, Cold 5, Electricity 5, Fire 5
DR 2/-

--------------------
Guardian
--------------------
AC 21, T 11, FF 21 (Armor +8, Shield +2, Spirit +1)
CMD 20
Fort +8 (Stalwart), Ref +4, Will +4 (Stalwart)
HP 43 (3d10+9 Con+4 Mythic)
Resist Acid 5, Cold 5, Electricity 5, Fire 5
DR 2/-, Fortification

--------------------
Champion
--------------------
AC 18, T 10, FF 18 (Armor +8)
CMD 18
Fort +8 (Stalwart), Ref +3, Will +4 (Stalwart)
HP 43 (3d10+9 Con+4 Mythic)
Resist Acid 5, Cold 5, Electricity 5, Fire 5
DR 2/-, Fortification

--------------------
Hierophant
--------------------
AC 18, T 10, FF 18 (Armor +8)
CMD 18
Fort +7 (Stalwart), Ref +3, Will +5 (Stalwart)
HP 43 (3d10+8 Con+4 Mythic)


Resist Acid 5, Cold 5, Electricity 5, Fire 5
DR 2/-, Fortification

--------------------
Offense
--------------------
Speed 30’
Melee Cold Iron Nodachi, Masterwork +7 (1d10+4, 18-20) or
Scimitar, Masterwork +7 (1d6+3, 18-20) or
Fauchard, Alchemical Silver +6 (1d10+3, x4) or
Trident +6 (1d8+3)

Ranged Trident +4 (1d8+3) or
Chakram +4 (1d8+3)

Modifiers (hit/dmg|AC):
Champion Spirit (+1/+3|0)
Power Attack, 2H (-1/+3|0)
Power Attack, 1H (-1/+2|0)
Offensive Armor, 2H (+1/+5)
Offensive Armor, 1H (+1/+3)
Elemental Assault (0/+1d6|0)

Most Offensive Attack: (not most common, though; requires a bit of configuration for melee)
Champion Offensive Nodachi Power Attack +8 (1d10+15, 18-20)

--------------------
Variant Speed, below:
--------------------

Spoiler:
Child-of-Planes, as a Trailblazer, can switch between any modes of movement as a swift action; however, the speed granted by each configuration depends on whether he is wearing his astral armor or skin. Consider “Armored” to be the default case, although he can switch between armored and unarmored in a single round

Armored
Standard: Land 30’ (Speed x2)
Swimming: Land 20’, Swim 20’ (Swim, Underwater Breath)
Climbing: Land 20’, Climb 10’ (Climb)
Night: Land 25’, Darkvision (Speed, Darkvision)

Unarmored
Standard: Land 50’ (Speed x2, + Speed x2 from base suit)
Swimming: Land 40’, Swim 40’ (Swim, Underwater Breath, + Speed x2 from base suit)
Climbing: Land 40’, Climb 20’ (Climb, + Speed x2 from base suit)
Night: Land 45’, Darkvision (Speed, Darkvision, + Speed x2 from base suit)

The Metamorphosis power allows additional movement options, as follows:
Metamorphosis, Minor
Climbing: Climb 20’
Burrowing: Burrow 15'

--------------------
Spells
--------------------
*Indicates spells/day only usable as Archmage or Hierohpant
(A)Indicates spells (arcane) only usable as Archmage (these can change daily, during spell preparation)
(H)Indicates spells (divine) only usable as Hierophant (these can change daily, during spell preparation)

Medium Spells Known (CL 3rd; concentration +5)
. . 1st (0+5*/day)—(A)Burning Hands (DC 13, 3d4+2), (H)Cure Light Wounds (DC 13, 1d8+5) (A: Endure Elements also a common choice; H: will add CMW, replace with Remove Fear at next level)
. . 0 (at will)—Detect Magic, Stabilize, Message, Know Direction, (A)Prestidigitation, (H)Create Water

Powers Known (ML 1st) (PP 6 — Aegis 3 + Int 3)
. . 1st (1 PP) — Metamorphosis, Lesser (from Power Stone)
. . Shards (1 PP) — Diplomacy +3
Shards not currently equipped:
Appraise +3
Sense Motive +2
Spellcraft +1

--------------------
Statistics
--------------------
Str 16, Dex 12 (14 Unarmored), Con 16 (14 Unarmored), Int 14, Wis 10, Cha 15
BAB +3, CMB+6, CMD 18 (can vary)
Feats Power Attack (1), Craft Wondrous Item (Rogue Talent 3)
Traits Stranger in a Strange Land, Merciful Scimitar, Two-World Magic, Burned (drawback; -1 to saving throws vs fire, and all rolls when adjacent to fire or damaged by fire)
*Most skills have 2-6 possible values, depending on armor, ability use, etc. Shown below is most common bonus (spirit dance included for single-round skills; shard bonus for skills that require 1 minute or less and give time to swap shards)
Skills Acrobatics +8, Appraise +13, Climb +15, Craft (jewelry) +8, Diplomacy +14, Disable Device +8,
Knowledge (arcana) +7, Knowledge (local) +8, Knowledge (planes) +8, Linguistics +9, Perception +6, Perform (dance) +8, Profession (sailor) +4, Profession (trapper) +5, Sense Motive +8, Spellcraft +5, Survival +6, Swim +16
Languages Common, Celestial, Infernal, Auran, Ignan, Aquan, Terran
SQ Knacks, Spirit Dance, Spirit Surge, Spirit Aura, Haunt Channeler, Surprise Strike, Transfer Magic, Morphic Nature, Elemental Assault, Track, Rapid Adjustment, Astral Repair, Astral Suit, Invigorating Suit, Damage Reduction
Other Gear Masterwork Thieves’ Tools; Masterwork Jeweler’s Tools; Talking Board; Dowsing Rod; Kit, Monk’s; Kit, Chronicler’s; Masterwork Backpack; Power Stone, Lesser Metamorphosis; Shard, Diplomacy +3; Shard, Appraise +3; Shard, Sense Motive +2; Shard, Spellcraft +1

--------------------
Special Abilities
--------------------
Archmage Arcana (Su) While channeling Archmage, gain additional spell slots, and one wizard spell known per spell level; cast additional spells known as arcane, and may change them during daily channeling
Astral Armor (Su) Formed as move action, dismissed as free, functions as masterwork chainmail; in addition to astral suit bonuses, gives +2/+3 damage, +2 enhancement to Str, ACP reduced by 1
Astral Juggernaut (Su) Formed as full-round action, dismissed as free, functions as masterwork half-plate; in addition to astral suit bonuses, gives fortification, +2 enhancement to Con, stalwart
Astral Repair (Ps) As a standard action, restore 2 points of damage to any mundane item; can repair broken
Astral Skin (Su) Formed as swift action, dismissed as free, stacks with armor; in addition to astral suit bonuses, gives +10’ speed, +2 enhancement to Dex, evasion
Automatic Writing May make a linguistics check (DC 20) over 1 hour of writing to cast an Augury[/] spell with special failure rate, 1/day
Brawn (Su) Suit gives +2 enhancement bonus to Str
Burned Gives -1 to saving throws vs fire, and all rolls when adjacent to fire or damaged by fire
Climb (Su) Suit gives climb speed equal to half base speed
Champion’s Prowess (Su) While channeling Champion, gain proficiency with all martial weapons and one exotic weapon, which may be changed during daily channeling
Craft Wondrous Item May craft wondrous items
Damage Reduction While wearing astral suit, scales with level
Darkvision (Su) Suit gives darkvision 60’
Divine Surge (Su) While channeling Hierophant, gain additional spell slots, and one cleric spell known per spell level; cast additional spells known as divine, and may change them during daily channeling
Dowsing May make a survival check to locate water, graves, or minerals as [i]Locate Object
, 1/day
Elemental Assault As swift action 1/day, for rounds/level, add +1d6 damage of energy of choice (not sonic) to attacks with hands or weapons
Energy Resistance Suli gain Resist acid 5, cold 5, electricity 5, fire 5
Fortification (Su) Suit gives 25% chance to avoid critical hits/sneak attacks
Guardian’s Shield (Su) While channeling Guardian, proficient with heavy armor and shields, including tower shields
Hard to Kill (Ex) Auto-stabilize, die at -2 x Con
Hardy (Su) Suit gives +2 enhancement bonus to Con
Harness Power Stone (Su) Grants ML 1 and the ability to use a single power stone, which cannot be easily altered
Harness Shard (Su) Can spend 1 PP and standard action to gain shard bonus for 10 rounds; shard may be added or removed as move action
Haunt Channeler (Su) Always act in surprise round vs haunt, and can damage haunts with a touch attack, ask questions, or absorb them entirely
Hypnotism May spend 1 minute to implant a suggestion in a willing creature, an unwilling creature, or induce a bonus to memory (and retry a knowledge check at bonus), 1/day per target
Influence At 3 influence, gain -2 to initiative (and +2 vs mind-effecting or +4 vs possession while dancing); at 5 influence, become NPC
Influence Penalty While dancing with influence, gives penalty (Archmage, - to Str checks, Str-skills, Con checks, attack, damage; Champion, - to Int checks, Int-skills, caster level; Guardian, - to damage rolls and may only fight/cast defensively; Hierophant, - to Cha checks and Cha-skills vs other faiths except for conversion, must attempt nonlethal combat; Marshal, - to Wis checks and Wis-skills, and lose boons if not “in charge” of allies; Trickster, attempt to dodge beneficial touch spells, and cannot be aided)
Invigorating Suit While wearing astral suit, gives +4 to checks vs exhaustion, environments, suffocation, hunger, etc.
Improved Damage (Su) Suit gives +3 to damage with 2H weapons, +2 with 1H, +1 with light
Low-Light Vision Can see twice as far as humans in dim light
Marshal’s Order (Su) While channeling Marshal, can use spirit surge on all rolls by self or allies within 30’, limited to 1/round
Merciful Scimitar No penalty to nonlethal attack rolls with a scimitar
Morphic Nature Gain adaptation benefits when traveling through interplanetary gates
Mythic Power Gain a pool of mythic energy, used to power various abilities, and scaling with mythic tier
Negotiator Suli gain +2 to Diplomacy, Sense Motive
Nimble (Su) Suit gives +2 enhancement bonus to Dex
Power Attack Take penalty on melee attacks to deal extra damage
Power Stone Repository (Su) Allows suit to hold up to aegis level in power stones
Psychometry May spend 1 minute concentrating on an object or location to make an Appraise check on an object or location, learning about its history, usable 1/day
Rapid Adjustment Can, as swift action, freely change between Burrow, Chameleon, Climb, Darkvision, Flight, Speed, Swim, and Underwater Breath (providing CP line up)
Speed (Su) Suit gives +5 base speed per CP spent
Spirit Aura (Su) While dancing, give self and allies within 30’ seance boon (Archmage, +2 to spell damage; Champion, +2 to non-spell damage; Guardian, +1 to CMD; Hierophant, +2 to active healing; Marshal, bonus of choice; Trickster, +1 to one skill and it becomes a class skill)
Spirit Bonus (Su) Gain level-scaling bonus (Archmage, + to concentration, Int checks, and Int-skills; Champion, + to attacks, damage, Str checks, Str-skills, and Fort; Guardian, + to AC, Con checks, Fort, Ref; Hierophant, + to Wis checks, Wis-skills, Will; Marshal, + to Cha checks, Cha-skills, spirit surge; Trickster, + to Dex checks, Dex-skills, and Ref)
Spirit Dance (Su) Channel medium spirits temporarily, for Cha + 2 x level rounds per day. May accept influence to recover rounds. After dance, -2 to all rolls for 1 minute and cannot re-enter during this time
Spirit Surge (Su) Add +1d6 to a failed d20 roll, gain 1 influence
Stranger in a Strange Land Gives +1 to Knowledge (local), adds as class skill, and general additional cultural familiarity
Surge (Su) Spend 1 mythic power to add 1d6 to any roll as an immediate action, die size scaling with mythic tier
Surprise Strike (Ex) As a swift action, spend 1 mythic power to make an attack against an enemy within 30’, considered flat-footed; add tier ago attack roll and bypass DR
Swim (Su) Suit gives swim speed equal to base speed
Track (Ex) Gives + level/2 to survival checks made to track
Transfer Magic (Su) Spend 1 mythic power as standard action to make a melee touch attack that, if successful, steals a spell effect
Trickster’s Edge (Su) Two skills, chosen during daily channeling, are class skills, with free ranks equal to medium level
Two-World Magic Can treat Discern Location as a Medium spell
Underwater Breath (Su) Suit allows breathing underwater


* * *

Fluff:

Spirits, Shards, and Swords (new):
(It’s never said where a Spirit Dancer’s spirits come from; but as they travel with him, unlike other Medium archetypes, I’m going with “ancestor spirits” in this case)

Child-of-Planes has strong ties to the Astral Plane, drawing from both his elemental and aether-sculpting Aegis abilities and his spiritualist Medium training by the shamans of the Burning Sands. As a Spirit Dancer, he brings his channeled spirits with him; for the most part, these are voices from the River of Souls who refuse to travel downstream, clinging to what voices they can to experience the material world again. While genies, leave no soul behind, Child-of-Plane’s elemental ties mean that most of the spirits he channels, primarily those of ancestors and distant relatives, are those of geniekin or other planetouched.

When channeling his Spirit Dance, Child-of-Planes opens himself up to the influence and personality of a spirit; should his influence increase, their voices and preferences become more prominent, shifting him towards the alignment and favored elemental language of the spirit he channels. If he ever becomes overwhelmed by influence (becoming an NPC under GM control, or possibly remaining a PC with very different motivations, depending on GM choice), these should hopefully provide a guide to their behavior. (As a player, I’m curious about whether or not I can actually handle the challenge of a multiply-possessed character, but I guess how well I do so will mostly impact how strong a voice they have)

Rufo the Goshawk (Champion), NN Suli — Born in the City of Spheres on the Silver Isle, the Jann-blooded Rufo led a life of adventure, becoming over his lifetime one of the city’s greatest duelists. Trained in the martial tradition of Mitzang Lwo, the “Goswhawk” was known for combining traditional spear-play with showy flourishes and acrobatic leaps, a style now taught in weapon-halls across the many city states of Gowa. Rufo is a brother of Child-of-Planes, born centuries ago to a different mother—or perhaps a nephew, or a cousin, as Jann take little interest in their genealogy. His spirit, when it comes to the medium, teaches ostentatious swordplay and skill with exotic pole arms; but he also carries a fiery temper, and has a penchant towards personal pride, responding badly to insults and obstacles.

Rittegart of Leofold (Archmage), CG Sylph — Originally a royal bastard raised at the court of Emperor Sigfold II, Rittegart showed, from an early age, an aptitude for both creativity and magic. Through many innovations magical and technical, he pioneered centuries-old improvements in construction and medicine, earning admiration from his father’s advisors often exceeding anything his slower brothers received. While the Sylph magician-inventor showed little interest in politics, he was eventually granted the title of Duke of Leofold, the lands and wealth of which he used to construct the grand university and libraries where he spent the last few decades of his life. Rittegart is erratic and absent-minded, preferring creativity to coherences, and has a tendency towards distraction. His spirit can teach a great deal of magic, though he specializes in conjuration and evocation spells, generally the sort either loaded with energy or capable of causing interesting changes in the world around them.

Bonny Carmen (Trickster), CN Undine — Jewel thief, socialite, and master of disguises, Bonny Carmen lives on in the tales of many historical authors. A characteristic gentlewoman thief, much of the truth of her life is shrouded in mystery, and her spirit is not much more forthcoming. Carmen is a distant relative of Child-of-Planes, a line of descent through some relation on the Plane of Water, and happy to advise a young medium, though she reveals as little of herself as possible. Bonny Carmen is often paranoid and frequently distrusting, though she does love learning and experiencing as much as she can about the everyday world; she also carefully covets her skills and expertise, only allowing the medium to benefit from part of this knowledge at a time.

Master Wesshan of Flowing Stone (Defender), LN Oread — Founder of the Monastery of Flowing Stone, Master Wesshan spent decades providing training to all who could brave the harsh wind and driving snow to reach the cave-monastery he tunneled himself out of the summit of Mount Fiyeo. Most famously, however, Wesshan is remembered as the Defender of the Kato passes—when the armies of Issia marched through the mountains around him, he and three students singlehandedly toppled Mount Fiyeo’s peak, burying the summer roads through the highlands and blocking troop movements, creating a statemate that quickly led to peace. In what remains of his spirit, Master Wesshan seeks to find new students and spread his teachings, as his ancient martial arts style, absorbing blows and snapping weapons on the ground around him, has been all-but-forgotten. He is frequently esoteric in his statements, trying to inspire others to wisdom rather than giving answers, though when channeled he is quite willing to directly shore up Child-of-Planes’s defenses.

Aharia Ejem Def (Hierophant), NE Tiefling — A charismatic priest and ruthless leader, the spitespawn Tiefling Ejem Def was the first leader of the Windbat Clan. Bringing together bandits and outcasts of the Burning Sands, he turned his fiendish heritage into a mark of pride, calling himself a “Prince of the Sky,” and built a warrior clan around veneration of the darkness. Child-of-Planes is descended from the first Aharia, many generations ago, on his mother’s side; while the spirit of the great warrior-priest has little interest in his descendent’s lifestyle and choices, he greatly respects the young Suli-jann’s survival skills and instincts, providing insight when called upon with the proper ceremony and laying spiritual waste to the world around him. Ejem Def worships no single god, but is devoted to the hungry Div Lords of the desert; because of the darkness he brings, Child-of-Planes rarely chooses to channel him. Ejem Def prefers offensive magic and channeling; and because of his disagreements with Gazhul, Child-of-Planes must choose at the beginning of each day which Hierophant spirit he will have access to.

Han-Aharia Gazhul (Hierophant), NG Tiefling — A faultspawn Tiefling and nephew of Aharia Ejem Def (and thus many-great uncle of Child-of-Planes). Gazhul was the first Prince of the Sky to leave the Windbat Clan in exile, angered at the clan’s acceptance of the demonic, becoming instead a priest to the gods of light. Gazhul, forsaking the prestige of his birth to become Han-Aharia, wandered the Burning Sands for centuries as a healer and holy mystic, eventually leaving for parts unknown. Child-of-Planes still has much to learn about the life of the Han-Aharia, but he first encountered the spirit in a centuries-old forgotten shrine carved into the frozen walls of the Caves of Iced Djet. Han-Aharia Gazhul teaches forgiveness and humility in all things, and has helped restore the medium’s respect for at lest some of the ways of his people. Gazhul worships Sarenrae, as does Child-of-Planes (and the other Suli-jann he’s met), but the ancient tiefling priest is far more devout in his religion and obeisance. Gazhul focuses on restorative magic and channeling; and because of his disagreements with Ejem Def, Child-of-Planes must choose at the beginning of each day which Hierophant spirit he will have access to.

General Aazda (Marshal), LE Ifrit — “The Burning Hand of Pram,” General Aazda was one of the more famous of the warlords of Xin, playing a crucial role during the Elemental Wars of five centuries past. In his memoirs, the General frequently describes himself as a fair and just commander; and while much of this is cruel, Child-of-Planes has also experienced from his spirit the great depths to which General Aazda would go to win a crucial battle or frighten his men into action, applying his own brand of uniform “justice” to brutal tactics and heavy-handed occupations. Aazda is a shrewd manipulator, unceasing in his desire for influence and power; but he his spirit is happy to share expertise and strategies with a distant descendent, provided he is afforded the praise and flattery due to one of his stature. When channeled, General Aazda does what he can to command the others around him, growing sullen if his advice and authority is ignored.

* * *

While Psionic shards can get a bit ridiculous, they are a cool, neat little bonus for Aegises. I’m trying to keep their utility under wraps by limiting their bonuses to what Child-of-Planes could actually craft. Which means, since he’s creating them himself, they need a bit of flavor as well.

Of course, should he find any shards or other strange items, he will be curious to learn of their stories as well.

In his travels, Child-of-Planes has also learned to connect what he calls “smallspirits”—insignificant but talented souls tied to a particular skill, and an unfinished business or desire to keep perfecting that skill. These are merely fragments of personality, but through his skill at psychic aptitude and astral manipulation, he has encountered and crafted small, jeweled foci to help channel the shards of skilled minds he encounters. When channeling shards, he uses some of his mental focus to tap into a bit of their character and personal experiences, though to nowhere near the same extent as his spirit dance.
The Hypnotist — A personable, charming performer who burned to death a decade ago in a small town theater accident. Prone to flattery, and stage patter. Channeling the Hypnotist currently grants +3 to Diplomacy.
The Collector — A garrulous merchant, fond of collecting and trading tales about the strangest trinkets that passed through his possession over half a century. Died peacefully, but the remaining part of his soul desires more stories. Most helpful at assisting with Psychometry readings, but with a tendency to exaggerate or over-describe details. Channeling the Collector currently grants +3 to Appraise.
The Fortune-Teller — A small-time carnival mentalist and palm-reader who relied on social tells over magical skill. Has a proclivity to lie about sources of insight. Channeling the Mentalist currently grants +2 to Sense Motive.
The Profiteer — A black market entrepreneur, skilled at identifying unusual and hidden magic items, killed long ago in some rogues’ scuffle. Fond of misinformation and lacking morals, this shard has so far been difficult for Child of Planes to connect with. Channeling the Profiteer currently grants +1 to Spellcraft.

* * *

So far, Child-of-Planes has collected little in the way of material wealth, though he has picked up a weapon on every world he travels through. His two-handed sword, forged from cold iron to ward of demons, is a legacy of the Burning Sands, along with his hunting trident. On the Tallgrass Planes, he picked up an exotic polearm, for warding off attacks by charging carniboars and the circling parachute birds; in the Blue Mountains of Arvendale, he learned to fight with the throwing circle, acquiring a pair from a traveling blacksmith. His scimitar is a final parting gift of his traveling “uncles” among the Jann, left behind when they abandoned him on the fairly-pleasant world of Argosa.

Story:
Aharia Han-jemmet
Child-of-Planes was born in the month of Tortoise during the year of Seventh Serpent, just before Second Midnight; an auspicious occurrence, as it meant a concurrence of the Wandering Lovers hung directly overhead in the sky. And when the child was born with flashing eyes, bursting into flames with his first wail, the gathered midwives burst into song, for here was Aharia Han-jemmet—a Prince of the Skies, wreathed in fire, born under the sign of magic at the door to midnight.

The Aharia’s childhood was a thing of local legends among the Windbat Clan. The child was beautiful, and strong, even for a baby. His eyes crackling with thunder, he could recite the entire Burning Mantras with fists aflame. Most notably, Aharia Han-jemmet was said to speak to the ancestors themselves: raised from birth in the House of Spirits, he had begun to acquire a connection to the place-names that outpaced even some of the younger shamans. But as the stories spread, changing and growing from oasis to oasis and kheyma to khurga, there were darker whispers as well, spread by rivals within the tribes—rumors of a trickster spirit that had addled the Windbat Clan and poisoned its shamans with foolery.

The child’s mother had been an ama-janah of renown, raiding caravans and rival tribes with swordsmanship that earned praise even beyond her clan; and so when she fell pregnant after taking no man to her tent, the father was naturally assumed to be a Sky King, one of the winged Divs or Asura worshipped by the bandit clans of the Burning Sands. But as her son grew, so did her worries, and eventually she confessed to him her deepest fears. Han-jemmet had grown stronger, learned quicker, and burned brighter than any Aharia child of his age the elders had seen—but that was because he was no true Aharia. While the children of demons could live for centuries, advising the tribe through generations of wisdom and warfare, they also grew slowly through the same taint of fire and night’s blood. Her son’s father had been no such Sky King, but something stranger and more fair—a Walker of the Planes who called himself an Amir, noble in word and mien, whom she had spent a fortnight with at an oasis during a long raid. And so the child kept his secret as best he could, knowledge shared only with the place-names and elemental voices that he lived among at the House of Spirits.

Such lies tend to end badly. On Aharia Han-jemmet’s tenth birthday, a great Div visited the Windbat Clan, demanding sacrifices and tribute. The King of the Sky was a lumbering creature that called itself “Devroth,” with twisting arms and huge leathery wings. As the shamans brought forth the offerings of frankincense and cactus wine, along with the traditional sacrifice of three bound sheep and one elderly captive, one of Clan elders decided to fetch the young Aharia from the House of Spirits, bringing the clan’s newest and most favored prince forth on cushions and jewels. "Look," he and two of the shamans proclaimed, "At the favor and deference we have shown to our most blessed Aharia, a son of your brothers." And the Sky King Devroth laughed, and clapped his hands, and pointed, and fire washed from his fingertips over the camp, burning half of the Clan's elders and shamans where they stood. Snatching a warrior up in each of his claws, the Div leapt up and flew off, back towards the stars, his echoing laughter ringing across the desert like a foul curse.

Oracle bones were cast, and when the truth was found, there was no more Aharia Han-jemmet. Stripped of all names, honor, and possession, the once-prince and his mother were cursed and spat upon by every surviving member of the Windbat Clan, and cast out alone into the Burning Sands, still healing from their burns.

Windbat Outcast
The name magic of the Burning Sands is a powerful and twisting thing, but, for the two outcasts, it proved a boon as much as a burden. Exiled from the Windbat Clan with a proper curse, both the child and his mother found themselves unable to speak their own names, the name of their clan, or even tell the stories of their before-times... but the bandit clans were reviled by the other nomads of the Sands, and had the child slipped up and told of his birthplace, he might have been struck dead at any oasis he passed. Instead, he survived in the wilderness, as his mother the ama-janah taught him to hunt and scout the dunes, fighting with sword and trident.

The nomadic life was harsh, but Child-of-Planes, as his mother now called him, was a keen student of the open sands. Born under the Wandering Lovers, the two erratic stars whose union was said to bring magic into the world, he had a natural knack for the magical, often able to pick spells out of the air to suit his needs, calling spirits of the ancestors and elements to his aid. And his ties to the two dancing Lovers provided the child with an unerring sense of direction. In a desert where losing one’s way meant death, this was a valuable talent, and the Child-of-Planes began to earn food and salt guiding passengers between the central oases of the Outer North Rim.

But the open skies, and their stars, called to him. The child’s mother settled down at one of the cooler oases, first hired to defend the camel stables from bandits and eventually marrying the stable-merchant—and Child-of-Planes chafed at the thought, longing to return to the open roads of the desert and perhaps even the grand cities said to lie at their ends. As he was nearly a man grown, his mother soon allowed him to leave her side, earning work on his own as a guide and magician.

And it was not long before the child truly got his wish. At the age of fifteen, he found himself hired as guide to a band of seven strangely-clad travelers, three of them the fabled Plane-Walkers his mother had spoke of. The tall, charismatic strangers carried smooth blades that flashed in the sunlight, and named Child-of-Planes a Suli-Jann upon witnessing his talents. But when they heard that his father had been a Janni Amir, they laughed at his good fortune, and promised to bring the young guide with them when they left the desert.

Walker of the Planes
His traveling band dispersed at the Runed City of Kha, but the three Janni (the Brothers Kedjet, as they called themselves, often referring to their young companion as “nephew”) pressed on, taking Child-of-Planes with them. His navigation talents, it seemed, were useful even beyond the borders of the Burning Sands, and his endless fluidity with spells and spirits made him a useful sort of magical swiss-army knife handy to keep around. With the genie companions, the young traveler passed through the Caves of Iced Djet, marveling at how his elemental blood protected him from the cold just as it had the desert’s heat. There were jaunts, briefly, to the elemental planes, where he gazed upon impossible cityscapes and deadly terrain; but the Janni taught him how to shape magic around himself, building protection against the elements and adapting his form and movement to the world at hand.

Then, of course, there were the portals. Child-of-Planes walked through three worlds with his companions, each stranger than the last, through gates of crystal and stone. To his wonder, he learned that his elemental nature aided in quickly adapting to the challenges, atmosphere, and language of each. And eventually, the Plane-Walkers grew bored of him, as genies often do; but he found himself abandoned on the relatively pleasant world of Argosa, surely an easy place if any to find work as an interstellar scout and wilderness guide...

Description (updated a bit with character goals and personality):
Child-of-Planes is a soft-spoken but fiery individual. Roughly the size of a tall and slender human, he carries himself with poise, speaks with charisma, and fights with surprising strength, carrying a variety of swords and throwing weapons he has collected from different cultures in his travels. He is comfortable in cities, though he knows little of the ways of civilization; his home is the open road and the changing elements, where he can effortlessly track stars across the sky, create wards against the elements, and channel the place-names and ancestor spirits of the land itself.

A life spent speaking with and drawing from a diverse range of often-quarreling spirits has fought Child-of-Planes a great deal of patience, though the more he draws on his ancestor spirits, the more exaggerated and eccentric his personality becomes. Occasionally, he overdraws his power and shifts entirely into the voice of some centuries-dead geniekin celebrity, babbling madly and living the rest of the day out as only the ghosts of a forgotten century can.

Child-of-Planes works primarily as a sort of well-traveled, magical factotum, providing a variety of small skills and services while using his natural skill as a wilderness guide to keep fellow travelers safe and earn spending coin. At heart, however, he is also searching for new portals, learning what he can about the networks that connect the universe, and the auspicious stars of his once-fabled birth. But he wishes to travel the planes just as much as the stars, finding the homelands of his ancestor spirits if he can, and maybe even one day tracking down his Jann-Amir father.

He dresses simply for a Suli-Jann, his clothing practical; but when away from civilization, he surrounds himself in armor made from the elements themselves, forming a protective shell of swirling colors. His eyes flash white while fighting or spellcasting, and while he’s lived his life in human society, there is still a hint of the fabled genie pride underlying many of his words and actions. A decade-old curse presents him from speaking his own name, or acquiring a new one; but he has long since ceased his resentment of this, simply introducing himself as “Child-of-Planes,” or “Child” for short.

Party Role (updated):
• Aegis Side: Survivalist. Trailblazer allows extreme adaptation to just about any environment, from heavy armor to no armor, and the ability to swim, climb, dash impossibly fast, or (at later levels) swim, fly, and disappear, as well as a bunch of decent scouting bonuses.
-Scout/stealth/tracker with access to pretty much any mode of movement
-Trap-disarmer/disabler
-Big fat HP pool and defenses. This guy’s not going down easily.
-Some cool and variable Psionic powers, through Power Stones, for additional customization in battle

• Spirit Dancer Side: Flexible factotum. Child-of-Planes can do nothing splendidly, but has can do nearly everything well if he spends time configuring for it. While his actions will be somewhat limited in the heat of battle, his sheer amount of flexibility during long periods of rest should let him swap into whatever is most useful for the planet or party at hand. Occasional abilities (do/will) include (he’s extremely modular, so not all of these at a time):
-Excellent channel-healer (better outside of battle)
-Back-up cleric spells
OR
-High-damage, front-line fighter tank
-Reach/AoE tank (eventually)
OR
-Back-up wizard spells
OR
-Variable skill expertise, through Shards and Trickster
OR
-Back-up Martial, effectively covering some missing mythic abilities

• Mythic Side: Miscellaneous toolkit. Path Dabbling will eventually pull Maneuver Expertise; for now, Transfer Spell is an awesome debuff
-Tier 1-2: Turn enemies’ attacks, spells, etc. against them
-Tier 3-5: Access to at-will invisibility, all combat maneuvers for scouting and battlefield control
-Tier 6-10: ?? Profit

* * *

Workspaces:

Skills Workspace:

Skill points: 33 (Aegis 12, Int 6, Favored 3, Background 6, Campaign 6)
*Indicates class skills; (*)Indicates Trickster class skills
(any three skills are class skills in Trickster; will usually be acrobatics, disable, and class-appraise; may occasionally replace acrobatics and disable with Intimidate and UMD or Bluff and Disguise, Autohypnosis, if in city)

(*)Acrobatics -4/+3 Trickster [+1/+8 unarmored, +9/+16 unarmored jump] (*3 Trickster ranks, +1 Dex, -5 ACP)
(*)Appraise +6/+10 Trickster [+9/+13 Shard] (2 ranks, 1 background rank, +2 Int, +0/+1 Trickster special) (Psychometry)
*Autohypnosis
*Bluff
*Climb +2/+3 Champion [+7/+8 unarmored, +9/+10 climbing, +15/+16 unarmored climbing] (1 rank, +3 Str, -5 ACP)
*Craft (jewelry) +8 (3 campaign ranks, +2 Int) Wishlist: masterwork
*Diplomacy +11/+12 Marshal [+14/+15 Shard] (3 ranks, +3 Cha, +2 racial)
(*)Disable Device -4/+3 Trickster [+1/+8 unarmored] (*3 Trickster ranks, +1 Dex, -5 ACP) Wishlist: masterwork
*Fly
*Heal
*Intimidate
*Knowledge (arcana) +6/+7 Archmage (1 rank, +2 Int)
*Knowledge (local) +7/+8 Archmage (1 rank, +2 Int, +1 trait)
*Knowledge (planes) +7/+8 Archmage (2 ranks, +2 Int)
*Knowledge (psionics)
*Knowledge (religion)
*Linguistics +8/+9 Archmage [+10/+11 automatic writing] (3 background ranks, +2 Int)
*Perception +6/+7 Hierophant (3 ranks)
*Perform (dance) +8 (2 background ranks, +3 Cha)
*Profession (sailor) +4 (1 campaign rank)
*Profession (trapper) +5 (2 campaign ranks)
*Sense Motive +8/+9 Hierophant [+11/+12 Shard] (3 ranks, +2 racial)
*Spellcraft +5/+6 Archmage [+7/+8 Shard] (1 rank, +2 Int)
*Survival +6/+7 Hierophant [+7/+8 tracking, +8/+9 dowsing] (3 ranks)
*Swim +2/+3 Champion [+7/+8 unarmored, +9/+10 swimming, +15/+16 unarmored swimming] (1 rank, +3 Str, -5 ACP)
*Use Magic Device

Astral Suit Workspace:
5 CP
Speed x2 (2 CP; can be swapped out)
Power Stone Repository (1 CP)
Harness Power Stone (1 CP)
Harness Shard (1 CP)

Equipment Workspace:

Thieves’ Tools (30 gp, 2 lb)
Jeweler’s Tools (5 gp, 5 lb)
Talking Board (15 gp, 2 lb)
Dowsing Rod (10 gp, 1 lb)
Kit, Monk’s - backpack - 5/10 torches (4 gp, 15 lb )
Kit, Chronicler’s (40 gp, 4.5 lb)
Masterwork Backpack (50 gp, 4 lb)

Power Stone, Lesser Metamorphosis (25 gp)

Shards:
Diplomacy +3 (90 gp)
Appraise +3 (90 gp)
Sense Motive +2 (40 gp)
Spellcraft +1 (10 gp)

Weapons:
Masterwork Cold Iron Nodachi (720 gp, 8 lb)
Fauchard (14 gp, 10 lb)
Masterwork Scimitar (315 gp, 4 lb)
Trident (15 gp, 4 lb)
2x Chakram (2 gp, 2 lb)
Heavy Wooden Shield (7 gp, 10 lb)
Armored Kilt (20 gp, 10 lb)

Total: 1504 gp, 81.5/86 lb


Well, I use Hero Lab, so I can just kind of check stuff on the fly... but you're right, that's a pretty complicated archetype. XD


I have completed the majority of my character. Now, I am just working on errors, add/remove/change background tidbits, and working on some character progression since it is not a priority for submission.


I really need to look into hero lab...


Kryzbyn wrote:
I really need to look into hero lab...

It's not perfect but it saves a lot of time especially if you have all of the modules which I don't, CFO (aka wife) cut funding ... :-( ... lol. That doesn't mean I don't have some modules, I just don't have everything. Dreamscarred products are maintain by a non-paid 3rd party so it is not complete and can be buggy. I wish Lone Wolf Development would get a license from Dreamscarred and other 3rd parties.


Well, it's not so much that LWD doesn't want to get a license as Dreamscarred Press is having a hard time finding someone who can code the stuff for them. XD; They WANT to do it. LWD is pretty busy with official stuff and all of their other products, though, which is why I think they aren't doing it directly.


I usually cook up a spreadsheet to keep track of numbers and bonuses.
Alot of manual entry though.


I think Hero Lab support was a stretch goal for Ultimate, wasn't it?


GM Rednal wrote:
Well, I use Hero Lab, so I can just kind of check stuff on the fly... but you're right, that's a pretty complicated archetype. XD

Can memorize any spell from two different lists (plus a third, fixed list), changes class skills and ranks, weapon proficiencies, and (eventually) combat feats daily, along with a dozen unique class features and six statistically-different configurations, each with four features of its own... I think Spirit Dancer might be the most complicated archetype in all of PF, 3PP or not? Maybe not. Could be fun to play one one day...


I'll have to check that one out. The character write up looks interesting for sure.


if it is ok with you I would like to submit a charakter from another forum game that died. (with edidted crunch)

Seniko Rokuboshi


I appreciate the consideration given to my options, Rednal. I have a character concept that I feel pretty good about, but given the weekend I've had, it's not realistic that I'll have a fleshed-out backstory ready by Monday. I therefore officially withdraw from the running, and offer my best to the other applicants! Thanks!

I plan to check back though, so if the deadline gets pushed back for any unfortunate reason, I'll hopefully be able to drop a concept in and do it justice.


Are the Mythic Paths from Mythic Paths of the Lost Spheres allowed?


I don't think I have access to that one, so no. However, the extra paths in the Mythic Hero's Handbook are.


Here is my submission, Artemis DeRavin

---SUMMARY---:

Name Artemis DeRavin
Race: Tiefling
Origin: Waterdeep, Faerun, Toril
First Class Path: Soulknife (Armored Blade/Cutthroat)
Second Class Path: Psion (Unseen Hand)
Mythic Path: Trickster
Secondary Mythic Path: Overmind
Main Role: Skill Monkey, Crowd Control
Secondary Roles: Front Line Fighter, Flanker, Self Healing at 5th level.
Campaign Trait: Upon Campaign Approval

---10-MINUTE BACKGROUND---

{FIVE CONCEPT POINTS}:

1. Artemis' mother, Avina DeRavin, a High Priestess of Lathander, was raped by the Demon Lord Socothbenoth - The Perversion on the countryside surrounding Waterdeep, Faerun, Toril.
2. Artemis had a wonderful life with his mother, who raised him worshiping Lathander until she died.
3. When she died, Artemis easily blamed his nefarious father for her death and promised vengeance for dishonoring his mother, and in turn, dishonoring him.
4. Before his mother's death, Artemis looked more fiendish and became shameful of his previous appearance. Afterwards, he took steps to remove his demonic features by praying to Lathander to deliver him into the light.
5. Fueled by anger, Artemis began to train physically and mentally along the same lines of a Monk or the Mythical Shadow Warriors, and became a Meta-Monk of Lathander. And later, was assigned to "The Dimmed Light", Church of Lathander's Covert Militia.

{TRANSITION TO MYTHIC}:

1. One day, Artemis looked to the stars, "I wonder if the path of defeating my father lies within the heavens?" He pauses to clear his mind from the darkness of anger, "And what else lies in the heavens? Exotic gadgets? Is my mother out there somewhere? Does Lathander reside out there?
2. Later that night, Artemis enters Waterdeep's Main Temple of Lathander sanctuary alone, he takes a knee at the alter, "Lathander, hear my prayer, what lies in the Heavens?" Artemis begins to glow like the stars in the heavens and hears a voice, "Let me show you?" (This is both Artemis' transition to Mythic and into the campaign)

{GOALS}:

1. Train hard to achieve covert, martial, and meta perfection.
2. To search for anything that will bring him closer to Lathander and/or support his following.
3. To search for any clues that may him lead to his mother in the after life. "Is it possible?", Artemis asks.
4. Explore the heavens in search of answers, exotic gadgets, and knowledge to defeat his father and/or fulfill his curiosities and/or hobbies.
5. Kill/Imprison/Banish Socothbenoth The Perversion, his father.

{SECRETS}:

{Known} Although human in appearance, he is really a Tiefling and will not usually offer his true identity because he is currently angry with his father for dishonoring his mother, growing up without any father, is ashamed to be a product of sin instead of love, and the discrimination that usually follows a Tiefling.

{Known} He belong to the the Church of Lathander's covert militia, "The Dimmed Light." They are responsible to operate under public notice so they don't bring shame to the church. Regardless of what people think, most established governments and organizations have these groups. The reason why no one knows about them is because they are covert. In addition to running clandestine missions, they protect the churches by dressing casually acting as Followers of Lathander. Imagine someone's surprise when Artemis manifests his armaments to catch a thief, protect a priest, or protect a worshiper?

{Unknown} If Artemis meets his father, he may find it more difficult to hurt his father than he realizes and it not because of skill, although it could be, it is more heart related. Regardless of his immediate feelings, Artemis is incorruptible as long as he strides to be delivered from the darkness or remains good.

{CONTACTS\ENEMIES}:

1. High Priest Perick Caillibotte, an associate colleague of Avina DeRavin, who was more like a father to Artemis than anyone else.
2. Lathander but with the usual divine obscurity (he may or may not answer, the answers/appearances maybe subtle, etc)
3. Eberwolf Hulmul, Commander of The Dimmed Light, a mentor and close friend.
4. Very willing to make new friends.
5. It is rumored that Socothbenoth is also currently using this transport system for his own goals. However, like all rumors, they can be equally false as they are true (Enemy Socothbenoth, minions, and associates).

{MEMORIES}:

1. "Your appearance does not define you Artemis, your heart and actions do" ~ Avina DeRavin, helping Artemis get past his lineage and appearance at the time.

2. "Let Lathander deliver you from the Darkness." ~ Perick Caillibotte, a surrogate father moment with Artemis

3. "Focus your will to do your bidding!" ~ Eberwolf Hulmul, during Psion Training

4. "There is no such thing as a fair fight, there are only winners and losers." ~ Eberwolf Hulmul, during Covert Soulknife training

{HABITS/HOBBIES}:

1. Although combat focus, Artemis has taken an interest in engineering and when he finds time, he likes to design, sketch, and make new ideas floating in his head. The things that the party would find during the campaign would greatly interest Artemis's curious engineering mind.
2. At Sunrise/Sunset he meditates towards the Sun/Primary Star if he can. This is both to clear his mind of fiendish thoughts and to pray to Lanthander thanking him for his powers.

{DESCRIPTION}:

1. Artemis is tall (6'3"), slender (170 lbs) with coal black hair that covers half his ears (pointed).
2. He has steely blue eyes and tanned skin
3. When he angers, you can swear his eyes flash red and his nails become sharp and pointed but it happens so fast during excitement, you are not certain if your eyes are playing tricks on you.
4. He wears a monk's outfit with plain leather bracers, on his belt is a pouch filled with contents, and he appears to be unarmed and unarmored.
5. On his back, is a finely crafted backpack filled with contents.

{PERSONALITY}:

1. Artemis is extremely curious about all things mechanical, architectural design, and gadgets he has not seen before.
2. He is committed in finding his abyssal father and the last time he heard, he was travelling the Portals.
3. He knows that he would probably lose against his father due to experience, so he is not in any hurry to rush into combat with his father but first gain experience and the tools before hand.
4. When Artemis is angry, his fiendish nature conflicts with his better nature humanity, however he focuses to do good.
5. He is loyal to his family and friends. Besides being good nature, his ties keep him incorruptible.

{TACTICS}:

1. Proceed ahead of my friends (or family) and help keep them from harm - guards, traps, magical traps, etc.
2. If plausible and possible, reconnaissance an area first to determine force multiplier, disable traps, and unlock locks prior to assault.
3. If possible, before entering combat, cast Psionic and Arcane Powers of protection.
4. Sneak Attacking an enemy or facing an enemy head on are equally acceptable. Honorable fighting is for the arena or for sparring, not the battlefield. My father and his minions will not fight fair, nor shall I.
5. Attempt to acquire the upper hand by first putting my opponent(s) to sleep, or hold them in place, or whatever my growing meta powers will allow. Perhaps, they will live that way or perhaps not? The most wonderful feature of Psionic Powers is augmentation, in which more Power Points equals success on tough foes that are not immune to my power.
6. All enemies that possess natural or crafted weapons are considered an enemy. And just because you can not see a weapon, doesn't mean they are not armed. For example, myself.
7. If my frontline friends need assistance, either manifest heavy armor or pump the points into Psionic protection powers, and CHARGE!
8. Adaptable, there is no perfect plan and plans are changed or dismissed most of the time anyway.

---CRUNCH---:

Tiefling Soulknife (Armored Blade/Cutthroat) 3/Psion (Unseen Hand) 3/Gestalt 3/Trickster 1 (Pathfinder RPG Bestiary 264, Ultimate Psionics 49, 57)
CG Medium outsider (native), humanoid (human)
Init +5; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
[Light Mind Armor +1] - AC 22, touch 17, flat-footed 19 (+5 armor, +3 Dex, +4 Force Screen)(-1 ACP, Light Load)
[Medium Mind Armor +1] - AC 23, touch 16, flat-footed 21 (+7 armor, +2 Dex, +4 Force Screen)(-4 ACP, Medium Load)
[Heavy Mind Armor +1] - AC 22, touch 14, flat-footed 22 (+8 armor, +0 Dex, +4 Force Screen)(-6 ACP, Medium Load)
[Inertial Armor + Force Screen] AC 21+, touch 21+, flat-footed 18+ (+4 armor, +3 Dex, +4 Force Screen)(-2+ PPs, Light Load, Stat+ = Augmented)
hp 46 (3d10+10)
Fort +3, Ref +7, Will +5
Defensive Abilities Hard to Kill, Incorruptible; Resist Cold 5, Electricity 5, Fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Mind Blade +1 (two handed, slashing) +7 (2d6+4/19-20/Magic) or
. . Mind Blade +1 (one handed) +7 (1d8+3/19-20/Magic) or
Range Telekinetic Hurl (bludgeoning) +7 (1d4, 30') or
. . Psionic Power +6+ (Damage, effects, and range varies)
Special Attacks Enhanced Mind Armaments, Form Mind Armaments, Mythic Power (5/day, surge +1d6), Sneak Attack (Psionic Focused Req)
Psionic Focused (Single Focus)
. . 1/1
. . +1 Bluff and Stealth, Sneak Attack (+1d6), Telekinetic Hurl
Expended
. . +2 Bluff or Stealth on a single roll
. . End continuous +1 Bluff/Stealth and Sneak until focused
Mythic - Trickster/Overmind (Mythic Power Points: 5/5 per day, Surge: +1d6, +4 HPs (+4 Trickster)
. . Base Mythic Abilities - Hard to Kill, Surge
. . Mythic Feats - Morphic Nature, Dual Path (Add Overmind),
. . Mythic Trickster Attack and Psionic Secret - Surprise Strike (Su), Surging Psionics (Su)
. . Trickster and Overmind Path Abilities - Extra Mythic Feat [Dual Path],
Psion Powers Known (Power Points 19, ML 3rd; Concentration +6)
. . (2 - 3+ PP - DC:16+) — Energy Push, Natural Linguist, Sustenance
. . (1 - 1+ PP - DC:15+) — Entangling Debris, Force screen, Inertial Armor, Slumber
. . (0 - at will - DC:14) — Detect Psionics, Far Hand, Missive, Sense Poison
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 18, Wis 13, Cha 8
Base Atk +3; CMB +5; CMD 18
Feats Dual Path[Trickster/Overmind], Extra Blade Skill [Mind Blade Fineese], Mind Armor Proficiency, Light Armor Proficiency, Mindblade Proficiency, Psion Weapon Proficiencies, Psionic Body, Psionic Talent, Weapon Finesse
Traits Ease of Faith, Paragon of Speed
Skills Acrobatics +7, Autohypnosis +7, Bluff +6/7, Climb +5, Craft (mechanics) +12, Diplomacy +6, Disable Device +10/11, Knowledge (arcana) +8, Knowledge (engineering) +10, Knowledge (martial) +8, Knowledge (psionics) +10, Knowledge (religion) +8, Perception +7/8, Profession (soldier) +9, Sleight of Hand +5, Spellcraft +10, Stealth +10/11, Swim +5; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Elven, Infernal
SQ Blade Skills (Mind Blade Finesse, Trapfinder), Discipline (Unseen Hand [kineticist]), Extra Mythic Feat[Dual Path, MA], Light from the Darkness, Morphic Nature[MA], Pass for Human, Shape Mind Blade, Surprise Strike[MA], Talents, Telekinetic Hurl, Throw Mind Blade
Combat Gear Mind Blade
Clothing/Armor Monk Outfit, Mind Armor, Burglar's Bracers
Master Backpack (+1 STR Carry Capacity) Bedroll, hemp rope (50 ft.), mess kit, pot, soap, Traveler's Any-Tool, waterskin
Belt Pouch flint and steel, 29 pps, 1 sp
--------------------
Special Abilities
--------------------
Covert Training (Ex) A cutthroat gains 6 skill points + a number of skill points equal to his Intelligence modifier (+4) at each level, instead of the normal 4 skill points + Intelligence modifier at each level. This ability replaces the medium armor proficiency and shield proficiency normally gained by soulknives.
Cunning (Su) A cutthroat of 2nd level gains a +1 competence bonus on Bluff and Stealth skill checks made while maintaining psionic focus. Furthermore, Bluff is a class skill for the cutthroat. At 6th level and every four soulknife levels thereafter, this bonus increases by 1 (to a maximum of +5 at 18th level).
The cutthroat can expend his psionic focus to double this bonus for a single Bluff or Stealth skill check. This ability replaces the bonus feat gained at first level.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Enhanced Mind Armaments +1 (Su) You can enhance your Mind Armor and Blade with a total enhancement bonus of +1.
Extra Blade Skill You gain an additional blade skill.
Form Mind Armaments (Mind Blade [2H]/Light Armor) (Su) Form a semi-solid armor and weapon composed of psychic energy distilled from your own mind.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Light from the Darkness Tieflings who deny the evil of their heritage to go on to become heroes refuse to use the dark magic of their blood, but their struggle grants them uncanny resilience against evil's touch. As long as they retain a good alignment, they gain the aasimar's incorruptible alternate racial trait. This racial trait replaces the spell-like ability racial trait.
Mind Blade Finesse The benefits of the Weapon Finesse feat apply to the mind blade even when it is in forms that cannot normally be the subject of Weapon Finesse (including two-handed forms).
Morphic Nature Each time you traverse an interplanetary gate, you automatically adapt and acclimate to a new world. Benefit: When passing through an interplanetary gate, you experience an instantaneous and permanent physical transformation to facilitate survival on a new world. This includes environmental compatibility with the local atmosphere (as determined by the planetary atmosphere at the time of the gate’s crafting, but not the ability to survive in a hard vacuum). You also acclimate to local diseases, such that you still prove susceptible to disease, but retain no special vulnerability to alien pathogens on other worlds. You also learn the rudiments of the local Common language, speaking, reading, and writing a passable dialect (though this may not become evident until interacting with a given world’s native inhabitants). When you pass through a gate to another planet, these benefits are lost or exchanged for acclimation to the new world.
Pass for Human Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren't often noticed unless the tiefling points them out (eyes that flash red in the throes of passion, fingernails that are naturally hard and pointed, and Elf-like ears covered by hair). Such a tiefling doesn't need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling's type, subtype, and languages.
Psionic Body Bonus HP +6
Psionic Talent Gain 2 or 1 extra power points.
Sneak Attack A cutthroat of 3rd level gains the sneak attack ability as a rogue of half his soulknife level (rounded down) (1st level or +1d6) as long as he is maintaining psionic focus. This ability replaces psychic strike.
Shape Mind Armaments Change the form of your mind armor and/or blade, or reassign its abilities
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surging Psionics (Overmind) As a standard action, you can expend one use of mythic power to manifest any one psionic power without spending any power points. The power must be on your class power list and one of your powers known. When manifesting a power in this way, you treat your manifester level as 2 levels higher for the purpose of any effect dependent on level. The power is treated as if augmented to your manifester level, should the power allow augmenting. You can apply any metapsionic feats you know to this power, but you must still expend psionic focus as normal to power the metapsionic feats and the total effective cost of the power cannot exceed your manifester level and count against any potential augmenting.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telekinetic Hurl 1d4 (Su) Hurl 5lb object for 1d4 dmg up to 30' when psi-focus. This damage increases by 1d4 points of damage for every (4) levels.
Throw Mind Blade Light 20ft, 1H 15ft, and 2H can't be thrown.
Trapfinder A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Unseen Hand (Kineticist) Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy. Unlike other psions, when a kineticist selects any power that specifies the character must select from cold, electricity, fire, or sonic damage, he gains the option to choose the type of damage at the time the power is manifested.

---CHARACTER PROGRESSION---:

Soulknife (Armored Blade/Cutthroat)

1. Covert Training (Ex), Cunning (Su), Form Mind Armaments, Shape Mind Armaments, Throw Mind Blade, Wild Talent
2. Blade Skill (Trapfinder)
3. Enhanced Mind Armaments +1, Sneak Attack +1d6
4. Blade Skill (Rogue Talent [Fast Sneak])
5. Enhanced Mind Armaments +2, Quick Draw
6. Blade Skill (Improved Armor)
7. Enhanced Mind Armaments +3, Sneak Attack +2d6
8. Blade Skill (Evasion)
9. Enhanced Mind Armaments +4
10. Blade Skill (Improved Evasion)
11. Enhanced Mind Armaments +5, Sneak Attack +3d6
12. Blade Skill (Fire Blade)
13. Enhanced Mind Armaments +6
14. Blade Skill (Ice Blade)
15. Enhanced Mind Armaments +7, Sneak Attack +4d6
16. Blade Skill (Lightning Blade)
17. Enhanced Mind Armaments +8
18. Blade Skill (Thundering Blade)
19. Enhanced Mind Armaments +9, Sneak Attack +5d6
20. Blade Skill (Improved Enhancement), Mind Blade Mastery

Psion (Unseen Hand)

1. Bonus Feat (Psionic Body), Detect Psionics, Discipline (Psychokinesis - Unseen Hand), Psionic Talents, 1st Level Powers
2. Discipline Ability (Telekinetic Hurl (Su)), 1st Level Powers
3. 2nd Level Powers
4. 2nd Level Powers
5. Bonus Feat (Deep Focus), 3rd Level Powers
6. 3rd Level Powers
7. 4th Level Powers
8. Discipline Ability (Kinetic Aura (Su)), 4th Level Powers
9. 5th Level Powers
10. Bonus Feat (Quicken Power), 5th Level Powers
11. 6th Level Powers
12. 6th Level Powers
13. 7th Level Powers
14. Discipline Ability (Telekinetic Burst (Su)), 7th Level Powers
15. Bonus Feat (Toppling Power), 8th Level Powers
16. 8th Level Powers
17. 9th Level Powers
18. 9th Level Powers
19. 9th Level Powers
20. Bonus Feat (Quicken Power), Discipline Ability (Permanent Telekinesis (Su)), 9th Level Powers

SOULKNIFE BONUS FEAT

5. Quick Draw

SOULKNIFE BLADE SKILLS

2. Trapfinder
4. Rogue Talent [Fast Sneak]
6. Evasion
8. Improved Armor
10. Improved Evasion
12. Fire Blade (All damage is fire based)
14. Ice Blade (All damage is cold based)
16. Lightning Blade (All damage is electrical based)
18. Thundering Blade (All damage is sonic based)
20. Improved Enhancement (Mind Armaments +10)

PSION BONUS FEATS

1. Psionic Body (Psionic)
5. Expanded Knowledge (Psionic - Kinetic Legerdemain)
10. Ectoplasmic Power
15. Toppling Power
20. Quicken Power

LEVEL FEATS

1. Weapon Finesse
3. Extra Blade Skill [Mind Blade Fineese] (Psionic)
5. Deep Focus (Psionic)
7. Psionic Meditation (Psionic)
9. Psionic Weapon (Psionic)
11. Deep Impact (Psionic)
13. Psionic Stamina (Psionic)
15. Deadly Agility
17. Piranha Strike
19.

Outflank?

Each Psionic Feat = +2 Hit Point and +1 Fort save to a max of 1/3 class level (min +1, max +6 at 20th level).

LEVEL ATTRIBUTES

4. +1 Wis
8. +1 Int
12. +1 Int
16. +1 Dex
20. +1 Dex

MYTHIC HERO

Path: Trickster/Overmind (Feat)

Hit Points: 4(x1) = 4 hit points

1. Hard to kill, Mythic power, Surge +1d6, Path Ability (Extra Mythic Feat), Trickster Attack (Surprise Strike (Ex)), Overmind Secret (Surging Psionics)
2. Amazing initiative, Path Ability (Extra Mythic Feat)
3. Recuperation, Path Ability (Extra Trick - Trickster Attack - Fleet Charge)
4. Surge +1d8, Path Ability ()
5. Mythic Saves, Path Ability ()
6. Force of will, Path Ability ()
7. Surge +1d10, Path Ability ()
8. Unstoppable, Path Ability ()
9. Immortal, Path Ability ()
10. Legendary Hero, Surge +1d12, Path ability (), Supreme Trickster

Possibilities:

Additional Discipline
Mythic Manifesting

Mythic Feats

1. Morphic Nature, Dual Path (Path - Overmind)
2. Mythic Paragon
3.
5.
7.
9.

Mythic Attributes

2. +2 Dex
4. +2 Int
6. +2 Dex
8. +2 Int
10. +2 Dex

Automatic Bonus Progression

1. N/A
2. N/A
3. Resistance +1
4. Armor Attunement +1, Weapon Attunement +1
5. Deflection +1
6. Mental Prowess +2 (Int)
7. Physical Prowess +2 (Dex)
8. Armor Attunement +1/+1, Resistance +2, Toughening +1, Weapon Attunement +1/+1
9. Armor Attunement +2, Weapon Attunement +2
10. Deflection +2, Resistance +3
11. Mental Prowess +4 (Int)
12. Physical Prowess +4 (Dex)
13. Mental Prowess +4/+2 (Int/Wis), Physical Prowess +4/+2 (Dex/Str), Resistance +4, Toughening +2
14. Armor Attunement +2/+2 or +3, Resistance +5, Weapon Attunement +2/+2 or +3
15. Armor Attunement +3/+3 or +4, Mental Prowess +6/+2 (Int/Wis), Weapon Attunement +3/+3 or +4
16. Deflection +3, Physical Prowess +6/+2 (Dex/Str), Toughening +3
17. Armor Attunement +4/+3 or +5, Deflection +4, Mental Prowess +6/+2/+2 (Int/Wis/Cha), Physical Prowess +6/+2/+2 (Dex/Str/Con), Toughening +4, Weapon Attunement +4/+3 or +5
18. Deflection +5, Mental Prowess +6/+4/+2 (Int/Wis/Cha), Physical Prowess +6/+4/+2 (Dex/Str/Con), Toughening +5
19. 3 Legendary Gifts
20. 5 Legendary Gifts (8 total)
21. 7 Legendary Gifts (15 total)
22. 8 Legendary Gifts (23 total)

Point Buy + Racial Scores --> Levels Atts --> Mythic --> Auto Progression

STR: 14(+0)(+0)(+4) = 18
DEX: 16(+2)(+6)(+6) = 30
CON: 12(+0)(+0)(+2) = 14
INT: 18(+2)(+4)(+6) = 30
WIS: 13(+1)(+0)(+4) = 18
CHA: 08(+0)(+0)(+2) = 10

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Darn. For some reason, I thought you were the one who sent the to me originally, but it might have been one of the others. I was going to take the Overmage path in it, since Archmage doesn't work with Spheres, but...


OK, Jon's Unchained Rogue 3/Sorcerer 1-Witch 2. I removed Dual Path and the Overmage stuff, so it should be all good. I also made sure Destruction Sphere was in the Rogue's section, and split it off as a Low Caster - because Sneak Attack + Full Caster Destruction Sphere would make Ultimate Sadness.

Also, so many skill points.

Dark Archive

I guess this recruitment deadline is today so Good Luck everybody!


Yes, good luck everyone!

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