| hustonj |
Think I have a plan for a Wildshape-based Green Faith Acolyte (Druid/Ranger).
Mythic Natural Spell creates an interesting option (use spell completion and trigger items that melded into the wild shape form while wild-shaped), AND provides the benefits of the Wild Speech feat.
Capping at 7 levels of Green Faith Acolyte and taking the Shaping Focus feat means losing zero wild-shape capability. 7 levels of Green Faith Acolyte also makes up for the -3 levels to the Ranger companion (Alternate Druid Nature's Bond). Green Faith Acolyte also keeps the Druid spell casting and Wild Empathy on schedule, with no interruptions.
After archetypes, there are still a couple of duplicated abilities (Woodland Stride, Trackless Step and good Fort saves), but not much.
I am assuming that the character will get both Druidic and Ranger spell casting, even though the spell lists have a great deal of overlap. At level 11 (without attribute bonus spells) that's 4/-, 4/3, 4/2, 4/2, 3/-, 2, 1. I figure if I REALLY cheese out the Wisdom (18 base, +2 race, +2 mythic, +2 level, +4 ABP), after bonus spells that would be 4/-. 7/6, 6/4, 6/4, 5/-, 4, 2. I figure Action Economy will go a long way to preventing the spells from taking over, and the majority of feats I'm considering are dedicated to the Wild Shape Theme, leaving little chance to pump the casting abilities.
The part I have to work out is why a Nirmathis-trained warrior of nature would move to serve Aergoreth, the Resplendent.
I've played with the mechanics enough that I think the idea will be viable, not that I've done all of them, yet, mind you. Now I have to do the important part, and make a character the mechanics can apply to . . .. You need stats to play the game, but stats by themselves make for a really boring game.
Shifter's Defensive Instinct makes them more survivable in wild-shaped combat, but, the Druid/Ranger combo just feels better, ya know?
EDIT: Query: For wild-shaping purposes, what should I use for Armor Attunement, or is that going to be good only in normal form? (Wild is a +3, but melded armor doesn't benefit the character - though Bracers would, normally, as it isn't worn armor under any other aspect of the rules. Guess I could drop 9K on an item with Wild in it to attune. Okay, I guess I figured the riddle out on my own.)
| mdt |
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Gemstones By color (With Pictures!) :
Amethyst : Violet
Diamond : Yellow Brown White Pink Black Blue
Emerald : Green
Garnet : Red Pink Violet Green Yellow Orange
Iolite : Violet
Jade : Green
Lapis Lazuli : Blue
Morganite : Pink
Opal : Pink Yellow Orange White Brown Blue
Peridot : Green
Ruby : Red
Sapphire : Pink Blue Blue Star Yellow Violet Orange White Black Star Green Orange Brown Black
Tanzanite : Blue
| Jereru |
rorek55: Fighter/? - Ruby
Joynt Jezebel: Oracle/Sorcerer - Moonstone (Diamond) ?
GrinningJest3r: Barbarian/Monk - Diamond ?
mdt: Spiritualist/Druid - Black Diamond
Corrik: Kineticist/Monk - Ruby
Jereru: Ranger/Warpriest - ?
Jovich: Swashbuckler/Magus - Black Pearl
Leunadrarr: Druid/Monk - Sapphire
andreww: Oracle/Paladin - Emerald
BinkyBo: Wizard/Alchemist - Amethyst
Ouachitonian: uMonk/Sorcerer - Amethyst
Ellioti: Caster/Ranger - Any yellow
hustonj: Druid/Ranger - ?
Ieinathan: ?/? - Something pink
| leinathan |
Ok, after some research and brainstorming, I've worked out basically what I will be doing.
My character, the opal knight, will be a gnome occultist (silksworn) // samurai (warrior poet). Mythic path is looking like Trickster. Mostly, they will be a melee damage character, but they'll also have some Intelligence-based utility casting, plenty of social skills and some neat powers from their focus implements.
I'm thinking that this character was a traveler in the area and got taken as a slave by the giant hordes in Xin-Shalast and then subsequently saved by Aergoreth when he marched into the city to liberate it. Though she's not a traditional warrior in most senses of the word, she's still a puissant fighter and very loyal to the God-King who rescued her... as long as being in his service proves interesting and adventuresome.
| andreww |
I have rebuilt Orlanna a bit into a Nature Oracle who channels the Ancestors spirit with her Spirit Guide archetype. It made more sense given her background.
Name: Orlanna Den
Age: 28
Race: Human
Alignment: Lawful Good
Deity: Erastil
Classes: Oracle Of Nature (Spirit Guide)|Paladin (Holy Guide)
Mythic Path: Heirophant
Gem: Given her strong connection to the natural world Orlanna embodies the Emerald gem.
Weapon: A simple walking stick
Appearance: Orlanna is a young, dark haired woman dressed in sturdy travelling clothes with a pack slung over one shoulder. Her skin is tanned and her eyes are a deep brown, calm and piercing. She carries a simple walking stick with a shield slung over her back but otherwise is weaponless. She is rarely far from her companion and mount, Fade, a great black furred dire wolf.
Background
Orlanna was born into poverty, part of a small family of the many Shoanti Wolf Quah's. Early on in the rise of Karzoug her family were enslaved by the Empires giant allies and she grew up in the mines of the Iron Peaks. It was here that she discovered something magical, the ruins of an old city, long since gone to ruin. Exploring she fell into an ancient shrine holding strange statues of men and women with the heads of animals. Exhausted she slept where she had fell and had the strangest dreams.
It would be months before she first started to understand more about what had happened to her. She had to hide her burgeoning gifts from the ogre overseers but slowly she started to encourage her people to resist their oppressors. In time she lead them in battle, securing the mountain base for her people and driving out the ogres and their giant leaders. Over time she came to recognise Erastil as her divine patron and see's his will in preserving her people.
When she learned of Aergoreth and his army she moved to pledge her people to support him. He represents a potential to help free her people from poverty, to give them hope and a chance to preserve their way of life in the face of the hardships of the Storvald Plateau.
Now she works as Marshall, Defender and Teacher. She spends her time travelling the plateau and the mountains, healing the sick, watching for the encroachment of evil and telling stories so that the next generation should not forget the great evil that nearly came to pass.
Party Role
Orlanna is primarily a support and control orientated spellcaster who brings a wide range of buff spells to the table as well. With inspired spell she can access any level 5 or lower divine spell as needed. Against evil creatures she possesses powerful offensive spells and, if buffed, is capable of wading into melee. Her companion, Fade, is largely there to help get her around the battle field and protect her but he can melee if needed.
Orlanna has transferred her weapon bonus to Fade entirely to enhance his bite. The stat blocks include the benefit of +2 magic vestment for her shield and Fade's armour.
Orlanna Den
Female human (Shoanti) oracle (spirit guide) 11|paladin (holy guide) 11|Hierophant 3
LG Medium humanoid (human)
Init +7; Senses Perception +18
Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 29, touch 21, flat-footed 20 (+3 armor, +2 deflection, +9 Dex, +1 natural, +4 shield)
hp 155 (11d10+45)
Fort +24, Ref +16, Will +23
Defensive Abilities hard to kill, improved uncanny dodge; Immune charm, disease, fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk club +11/+6/+1 (1d6-1)
Special Attacks channel positive energy 7/day (DC 24, 6d6), inspired spell[MA], mythic power (9/day, surge +1d6), smite evil 4/day (+9 attack and AC, +11 damage)
Paladin Spell-Like Abilities (CL 11th; concentration +23)
. . At will—detect evil
Oracle (Spirit Guide) Spells Known (CL 11th; concentration +23)
. . 5th (6/day)—awaken (DC 24), breath of life (DC 24), mass cure light wounds, flame strike[M] (DC 28), telekinesis (DC 24)
. . 4th (8/day)—air walk, blessing of fervor[M,APG] (DC 23), cure critical wounds, dismissal (DC 23), freedom of movement, grove of respite[APG], holy smite[M] (DC 27), spiritual ally[APG]
. . 3rd (8/day)—archon's aura[UM] (DC 26), borrow fortune[APG], cure serious wounds, dark-light (DC26), dispel magic, heroism[M], magic vestment, communal resist energy[UC], speak with plants
. . 2nd (8/day)—barkskin, blinding ray[ARG] (DC 25), burst of radiance (DC 25), cleromancy, cure moderate wounds, grace[APG], light prison (DC25), sound burst (DC 25), spiritual weapon, undetectable alignment (DC 21)
. . 1st (9/day)—charm animal (DC 20), command[M] (DC 20), comprehend languages, cure light wounds, deadeye's lore[UC], divine favor[M], liberating command[UC], remove fear, shield of faith, unseen servant
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 19), read magic, stabilize
. . Mystery Nature
. . S spirit magic spell; Spirit Ancestors Wandering Spirit
Paladin (Holy Guide) Spells Prepared (CL 8th; concentration +20)
. . 3rd—heal mount, holy whisper[APG] (DC 26), second wind
. . 2nd—paladin's sacrifice[APG] (2, DC 21), shield other
. . 1st—hero's defiance[APG] (3), honeyed tongue[APG], lesser restoration
. . M mythic spell
--------------------
Statistics
--------------------
Str 8, Dex 8, Con 16, Int 14, Wis 14, Cha 28
Base Atk +11; CMB +10; CMD 31
Feats Empower Spell, Greater Spell Focus (evocation), Improved Share Spells, Mythic Spell Lore[M], Outflank[APG], Persistent Spell, Skill Focus (Sense Motive), Skill Focus (Survival), Mythic Spell Focus (Evocation), Solar Spell, Spell Penetration
Traits fate's favored, fast talker
Skills Appraise +13, Bluff +27, Diplomacy +26, Disguise +12, Handle Animal +16, Heal +6, Intimidate +12, Knowledge (history) +26, Knowledge (all others) +16, Linguistics +13, Perception +18, Perform (oratory) +17, Ride +3, Sense Motive +24, Spellcraft +25, Survival +24, Use Magic Device +20
Languages Common, Draconic, Giant, Shoanti, Sylvan
SQ amazing initiative, ancestor's council, bonded spirit, bonded spirit hex (wisdom of the ages), divine bond (agathion spirit 2/day), divine metamastery (x2)[MA], favored terrain (mountainous +2), lay on hands 14/day (5d6), mercy (injured, fast healing 3 for 5 rounds), mythic spellcasting[MA], oracle's curse (powerless prophecy), recuperation, revelations (bonded mount, friend to the animals [30 ft.], nature's whispers), spirit (ancestors), teamwork feat
Combat Gear lesser extend metamagic rod, scroll of fly (x2), scroll of displacement (x2), scroll of invisibility sphere (x2), scroll of see invisibility (x2), wand of cure light wounds (50 charges), wand of heightened awareness (50 charges), wand of longstrider (50 charges)
Other Gear silken ceremonial armor[UC], mwk darkwood heavy wooden shield, mwk club, circlet of persuasion, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone, cracked magenta prism ioun stone, equestrian belt[UE], eyes of the eagle, handy haversack, lucky horseshoe[OA], ring of revelation (lesser)[APG], spell component pouch (2), spell component pouch, trueseeing components (2) (worth 500 gp), 1,298 gp
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Ancestor's Council (12/day) (Su) As a standard action, grant ally within 30 ft. +2 to attack/save/ability/skill check made before next turn.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Bonded Spirit Gain a wandering spirit each day.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Agathion, 2/day) (Su) For 12 minutes lay on hands and channel heal an extra 11HP
Divine Metamastery (level adjustment <= 2) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in mountainous terrain.
Favored Terrain (Urban +4) (Ex) +4 to rolls when in urban terrain.
Friend to the Animals +9 (Su) Animals in 30 ft gain +9 to saves.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Share Spells If your bonded creature is within 5' of you when you cast a spell, you can split the duration 50/50 between the two of you.
Improved Uncanny Dodge (Lv >= 15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Lay on Hands (5d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Paladin Channel Positive Energy 6d6 (7/day, DC 24) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Persistent Spell Enemies reroll successful saves
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (4/day) (Su) +9 to hit, +11 to damage, +9 deflection bonus to AC when used.
Solar Spell Enhance spells with the light descriptor
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Teamwork Feat (Outflank, 8 rds) (Ex) As a standard action, use 1 smite to grant the use of your teamwork feats to all allies in 30 ft.
Wisdom of the Ages (Su) Use Charisma modifier instead of Intelligence for Int-based skills.
Animal Companion
Wolf N Large animal
Init +3; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 30, touch 13, flat-footed 27 (+5 armor, +1 deflection, +3 Dex, +12 natural, -1 size)
hp 117 (9d8+45)
Fort +12, Ref +10, Will +7 (+4 morale bonus vs. enchantment effects, +9 to all if within 30' of Orlanna)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +14/+9 (1d8+12 plus trip)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 25, Dex 16, Con 20, Int 6, Wis 12, Cha 6
Base Atk +6; CMB +14; CMD 28 (32 vs. trip)
Feats Additional Traits, Bodyguard[APG], Combat Reflexes, Eldritch Claws[APG], Iron Will, Power Attack
Traits fate's favored, helpful
Tricks Aid, Air Walk, Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Deliver, Down, Exclusive, Fetch, Flank, Flee, Get Help, Guard, Guide, Heel, Maneuver (Grapple), Maneuver (Trip), Protect, Seek, Sneak, Subdue
Skills Acrobatics +7 (+15 to jump), Climb +11, Perception +9, Stealth +3, Survival +1 (+5 when tracking by scent), Swim +11; Racial Modifiers +4 Survival when tracking by scent
Other Gear darkleaf cloth studded leather
| Jereru |
Yeah, I know, thank you. I doubt, though, that the sunstone can qualify as a tier 1 gem as Nate is asking for.
Anyway, I think I'm set on the orange gem and solar theme, so here we go:
RED GEMS
rorek55: Fighter/? - Ruby
Corrik: Kineticist/Monk - Ruby
WHITE GEMS
Joynt Jezebel: Oracle/Sorcerer - Moonstone (Diamond) ?
GrinningJest3r: Barbarian/Monk - Diamond ?
BLACK GEMS
mdt: Spiritualist/Druid - Black Diamond
Jovich: Swashbuckler/Magus - Black Pearl
ORANGE GEMS
Jereru: Ranger/Warpriest - Fiery Opal (Orange)
Ieinathan: ?/? - Opal
BLUE GEMS
Leunadrarr: Druid/Monk - Sapphire
GREEN GEMS
andreww: Oracle/Paladin - Emerald
PURPLE GEMS
BinkyBo: Wizard/Alchemist - Amethyst
Ouachitonian: uMonk/Sorcerer - Amethyst
YELLOW GEMS
Ellioti: Caster/Ranger - Any yellow
OTHER/UNDECIDED
hustonj: Druid/Ranger - ?
| leinathan |
Presenting the Pink Knight of Opals. Auspicious Sword of Incomparable Conquering Passion is a gnome samurai//occultist gestalt. She follows the order of the songbird, and Aergoreth is her liege-lord. She is a spy, diplomat, and an excellent skirmish fighter.
Appearance and Personality: Auspicious Sword does not wear armor or, at first glance, carry a weapon. Instead, she is decked head-to-toe in expensive, fashionable and colorful regalia. She is rarely seen in the same outfit twice unless she needs to travel for long periods of time (which she avoids if possible) Large round spectacles frame a pleasant and smiling face topped by curly hair always done up to perfection. She is very small - just under three feet high, but she exudes a palpable sense of charisma and personal magnetism. Erudite and sophisticated, she fits in well at noble balls, and in the courts of kings. She frequently uses her magic and her choker to appear as different people and to take on alternate identities, and she greatly enjoys manipulating people into doing her bidding without their knowledge.
In combat, she retrieves a pen from a pocket, which reveals itself to be a magically-disguised adamantine sword. She is a flash of unbelievable speed, darting in and out of battle and delivering blows of great precision and deadliness.
The pair climbed high into the Kodar Mountains, fighting or avoiding local packs of giants and the occasional other threat like a phase spider or undead dwarf. While they searched long and hard for the entrance to Xin-Shalast, the city's protective occluding field prevented them from entering and they were eventually tracked down by the Runelord's servitors, captured, and brought into the city. There they were interrogated as to the nature of their curiosity before being enslaved and set to work restoring the city to its former glory. Alongside a legion of other slaves, they rebuilt collapsed buildings, cleared streets of rubble, buried long-dry skeletons, defeated roosting savage monsters, and more. For many months they labored, and Auspicious Sword's companions slowly withered under the hard work, while the ever-hopeful and hardy gnome psychic continued to be in good health.
Then, Aergoreth and his army swept into the city. Auspicious Sword has good reflexes and was ready for a jailbreak. Using improvised tools she picked apart her shackles and joined the fight against the Runelord's forces. While she did not accompany the glorious demigod into the Spires of Xin-Shalast, she still distinguished herself enough that when the campaign was over, she was invited by Aergoreth or one of his lieutentants to serve. Seeing her rescue as fated and with truly nothing better to do, she agreed.
Female gnome occultist (silksworn) // samurai (warrior poet) 11/trickster 3
N Small humanoid (gnome)
Init +5; Senses Perception +17, low-light vision
--------------------
DEFENSE
--------------------
AC 26, touch 23, flat-footed 16 (+2 armor, +5 Dex, +5 Cha, +2 deflection, +1 natural, +1 size)
hp 155 (11d10+45)
Fort +12, Ref +11, Will +11 (+2 vs. fear, +2 vs. illusions, +2 vs. charm and compulsion)
Defensive Abilities greater resolve 6/day, improved uncanny dodge, eternal hope, hard to kill
--------------------
OFFENSE
--------------------
Spd 60ft.
Melee +2 adamantine katana +20/+15/+10 (1d6+7/15-20 - x3)
Special Attacks skirmisher's challenge (+11 damage, +3 AC/saves) 4/day, honorable stand 1/day, poetic inspiration 1/combat, graceful strike, mental focus (19 points/day), focus powers (inspired assault, danger sight, quickness, future gaze, shadow beast, telekinetic mastery)
Spell-like Abilities (CL 11th)
At will - aura sight
3/day - dimension door
1/day - dancing lights, ghost sound, prestidigitation, speak with animals
Occultist Spells Known (CL 11th, concentration +14)
4th (3/day) - glimpse of truth, locate creature, mindswap, curse of disgust, greater invisibility, wandering star motes, greater assume appearance
3rd (6/day) - seek thoughts, pierce disguise, deep slumber (M), suggestion, displacement, mirage, gaseous form
2nd (6/day) - residual tracking, share language, aversion, calm emotions, invisibility (M), misdirection, knock (M)
1st (7/day) - psychic reading, detect charm, charm person, forbid action, disguise self, silent image, feather fall
0 (at will) - detect psychic significance, detect poison, daze, ghost sound, mending
--------------------
STATISTICS
--------------------
Str 10, Dex 20, Con 14, Int 16, Wis 12, Cha 20
Base Atk +11; CMB +10; CMD 27
Feats Weapon Finesse, Spring Attack, Weapon Focus (katana), Deceitful, Conceal Spell, Stage Combatant, Change of Heart, Improved Critical (katana), Flickering Step
Mythic Feats Mythic Spell Lore, Mythic Improved Critical
Mythic Path Abilities fleet charge, Path Dabbling (Impossible Speed), Titan's Bane, Perfect Lie
Traits Reckless, Unswaying Love
Skills Acrobatics +20, Bluff +27, Diplomacy +25, Disable Device +19, Disguise +24, Knowledge (planes) +19, Perception +17, Perform (act) +24, Sense Motive +15, Sleight of Hand +19, Use Magic Device +27
Languages Common, Gnome, Sylvan, Giant, Elven, Goblin
SQ automatic bonus progression (Cha +4, Dex +2, deflection +2, resistance +3, toughening +1, armor/weapon attunement +2), cavalier order (songbird), versatile performance (), battle dance, graceful warrior, flourish (exodus of jinin, petals on the wind, jininseil's guidance II), implement schools (enchantment II, illusion II, divination II, transmutation), silksworn eloquence, magic item skill +5, shift focus, artistic
Combat Gear ; Other Gear spectacles of lip reading, choker of body alteration, circlet of persuasion, ring of seven lovely colors, rod of wonder, heavyload belt, concealed adamantine katana, 2,550gp
| hustonj |
After spending about 10 minutes Googling about color-changing gems, I don't see that a color-changing gem other than alexandrite would work, since you want this group to be represented by the more expensive/rare stones, and alexandrite is "the boss" of that type/style.
So, I went looking up tiger/cat's eyes information. The tiger's eye is actually a pretty cheap stone. A standard cat's eye is more valuable, from my quick scan, but other gemstones can rarely manifest the cat's eye effect, making them even more rare than their "standard" version. One that was explicitly called out (and has multiple example photos of varying quality online) is the cat's eye emerald . . .. Which ties back to your original green for the nature bubba thought, while going more rare and still playing up to my slightly appearance morphing idea.
So, under Jereru's list, I guess I'm competing under Green, though not with the common form of emerald . . ..
Back to working on story, though I had an idea overnight that I think could work . . ..
| Jereru |
RED GEMS
rorek55: Fighter/? - Ruby
Corrik: Kineticist/Monk - Ruby
WHITE GEMS
Joynt Jezebel: Oracle/Sorcerer - Moonstone (Diamond) ?
GrinningJest3r: Barbarian/Monk - Diamond ?
BLACK GEMS
mdt: Spiritualist/Druid - Black Diamond
Jovich: Swashbuckler/Magus - Black Pearl
ORANGE GEMS
Jereru: Ranger/Warpriest - Fiery Opal (Orange)
PINK GEMS
Ieinathan: Samurai/Occultist - Opal
BLUE GEMS
Leunadrarr: Druid/Monk - Sapphire
GREEN GEMS
andreww: Oracle/Paladin - Emerald
PURPLE GEMS
BinkyBo: Wizard/Alchemist - Amethyst
Ouachitonian: uMonk/Sorcerer - Amethyst
YELLOW GEMS
Ellioti: Caster/Ranger - Any yellow
COLOR-CHANGING GEMS
hustonj: Druid/Ranger - Emerald or Alexandrite or not really sure
| Jereru |
Btw, lets see how you like it:
Thoughts and ideas beyond it:
-Ilsurians have a special recognition for Iomedae, thus Ilsurian rangers gain focus with the longsword.
-Iomedae mentions nothing in her portfolio section, but grants the Sun domain (and the Sun blessing to Warpriests).
-The character is an Aasimar from angelic origin, specifically descending from a Solar (I chose vanilla Aasimar though rather than Angel-blooded because they grant Daylight which seems more in concordance with the theme).
-Sadly, Arsenal Chaplain changes the Blessing to War.
-Erastil is actually the most revered deity in Ilsurian (or at least the only one having a temple, to my knowledge), and that's where the archery theme comes from.
| Drogeney |
Questions about Aergoreth:
1.) What is his court like, is it the typical court of manipulative backstabby nobles or something different?
2.) Is he married/betrothed, does he take lovers/no care about such earthly concerns any longer?
Other Questions:
1.) Are we going to eventually ascend to teh same level where he is of being able to grant spells to followers/worshippers?
2.) Others I can't think of just now...
| Jereru |
Btw, lets see how you like it:
Gabriel, Sol Invictus
Sorry, the link is wrong. The edit I did to that alias got lost in the void by the Paizo goblins. Thankfully I didn't start to do all the math, so far I've only been working on the fluff.
Here it is:
The kid was born with clearly strange features, and that divided the opinions between “he’s God sent” and “he’s the Devil, burn him”. You all know how a kid that’s different can suffer at the hands of other children, and that wasn’t different in a small community as Ilsurian. He, however, showed a tremendous resilience and patience facing the scorn and hate, and used the love and support of his relatives and friends to progress through his teens nevertheless.
From a young age, Gabriel was very fond of the sunlight. He would always do whatever his tasks were outside, and lost most of his energy and interest during the night hours. He would go to bed early and wake up with the first rays of light, full of energy. At the time, it wasn’t really something, though in the future Gabriel would learn why.
Once a young adult, Gabriel felt more and more constrained by his home city. He reached the conclusion that the Ilsurans, once the proud descendants of Ilsur and bound to regain Korvosa from the claws of evil, were just stagnant people who had long forgotten their task and just survived on the memories. Gabriel, boosted by the rashness of his youth, decided it was time to seek for his own destiny. Asking for the blessings of his family and his patron deity Iomedae, he left Ilsurian and wandered through Varisia for a time. He heard of the events involving the awakened Runelord, and played a very minor role in its defeat, but he thought to himself that every bit helps and kept on pursuing his ends. When he heard of Xin Shalast he thought this to be the perfect place for him - a kingdom governed by the hero Aergoreth would certainly be more dynamic fighting evil. He set foot there to offer all his skills.
It was serving under Aergoreth the Resplendent and his Gem Knights that Gabriel found the man that would turn out to be his greatest fulcrum: Ragdomir Steelhand. Ragdomir had been a warrior priest in service of Molthune for many years, until he had a moment of clarity and discovered he was not meant to wage war for the ambition of his country. Brother Steelhand had a revelation, a message from Iomedae Herself that he had some key role to play in the future of Golarion, and left everything behind to join Aergoreth in his crusade against the awaken Runelord. Revering Iomedae in her aspect as the martial condition of the Sun, Ragdomir Steelhand saw Gabriel as what he really was (and is), a descendant of a powerful Solar. Gabriel found a kin soul in Ragdomir, as the old man had abandoned his homeland and country to pursue what he thought was right, same as he had done. Ragdomir taught Gabriel many things, and Gabriel was quick to learn. They both saw each other as family. Inevitably, though, time took its toll on the old priest and he was called to join his Lady in Proelera.
Gabriel mourned his mentor as he would his own father. When he felt the time was right, he set his mind on making all of Ragdomir’s teachings worthwhile, and underwent the test of the Starstone. He came out triumphant and changed, his hair turned bright orange from his original bland brown, his eyes shining like opals and a majestic pair of angelic, fiery orange wings on his back. When asked, he stated to now be Gabriel, the Opal Knight. When Gabriel appears in battle, bow and sword in hand, enemies know for certain that his arrows will rain death on them until evil is cleansed from the battlefield.
| nate lange RPG Superstar 2012 Top 32 |
Anyone else having trouble with the site right now? I’m posting from my phone because my computer wouldn’t even load it, and the phone took forever... they’re both on the same WiFi network so maybe that’s the problem...
Either way, I’ll try again later and hopefully be able to answer any new questions then. Apologies if there are any pressing ones waiting!
| hustonj |
Hmmm . . .. quick version of the background to explain why a Nirmathi Irregular would be serving The Resplendent.
Eventually, Crishan declared that it was past time for Jarl to strike out on his own, to build his own path and discover more about the world and how he fit within it. Now wandering around on his own, he heard about Aergoreth, the Resplendent, and that he had started trying to tame the evils of the at least part of the Kodar mountains, making them safer for both man and beast. Jarl decided to go see what this about and if he could alter Aergoreth's behavior in order to protect as much of the natural order as possible.
Question: Signature Skill Feat? Yea or Nay?
Also, he's a human with both Low-Light and Darkvision to 90'.
| bigrig107 |
Just returning to the site after a long break, and this is exactly what I was looking for!
I was wondering how you felt about a greedy Asmodean who has entered into a willing contract with Aergoreth, giving him his strength with magic and the law in return for wealth and power and the usual accompanying vices.
Using the binding contract as a reason for serving, and also an explanation as for why he just doesn't turn at the first opportunity.
Most likely a Ruby mage, as that's the gemstone of Asmodeus, but a few others could fit as well (emerald for greed, black for general evil outlook/viewpoint).
No specific class combination drawn up yet, but most likely some sort of divine casting thrown in. Don't wanna write up too much just yet, in case the idea doesn't stick.
| Helix Missionary |
Question as I'm looking at build options: For this game, how would you rule Dragon Disciple interacts with a Crossblooded Sorcerer? Would it increase the effective Sorcerer level for both Bloodlines, or only for Draconic? Or would you rather steer clear of it altogether?
Obviously still dwelling on options, but at this point as far as gem goes I'm figuring either bloodstone or an iridescent black opal, depending on the exacts of what I do. General concept at this point is a former villain who's turned to goodness and light after being redeemed by Aergoreth. At this point I'm planning on a former warlord from the Hold of Belkzen, but that might change.
| Jereru |
RED GEMS
rorek55: Fighter/? - Ruby
Corrik: Kineticist/Monk - Ruby
bigrig107: Something Arcane/Something Divine - Ruby (or other)WHITE GEMS
Joynt Jezebel: Oracle/Sorcerer - Moonstone (Diamond) ?
GrinningJest3r: Barbarian/Monk - Diamond ?
Joe Ludwick: Paladin/Oracle - DiamondBLACK GEMS
mdt: Spiritualist/Druid - Black Diamond
Jovich: Swashbuckler/Magus - Black PearlORANGE GEMS
Jereru: Ranger/Warpriest - Fiery Opal (Orange)PINK GEMS
Ieinathan: Samurai/Occultist - OpalBLUE GEMS
Leunadrarr: Druid/Monk - Sapphire
Simeon: Kineticist/Barbarian - SapphireGREEN GEMS
andreww: Oracle/Paladin - EmeraldPURPLE GEMS
BinkyBo: Wizard/Alchemist - Amethyst
Ouachitonian: uMonk/Sorcerer - AmethystYELLOW GEMS
Ellioti: Caster/Ranger - Any yellowCOLOR-CHANGING GEMS
hustonj: Druid/Ranger - Emerald or Alexandrite or not really sure
| leinathan |
Questions about Aergoreth:
1.) What is his court like, is it the typical court of manipulative backstabby nobles or something different?2.) Is he married/betrothed, does he take lovers/no care about such earthly concerns any longer?
Other Questions:
1.) Are we going to eventually ascend to teh same level where he is of being able to grant spells to followers/worshippers?2.) Others I can't think of just now...
You can take the Divine Source universal path ability and do that already if you like, although you will only grant up to level 3 spells.
| nate lange RPG Superstar 2012 Top 32 |
@Jereru- thank you for keeping the list! Also, as I said in the initial post, I’m recruiting 3-5 players, and we’re already up to like 14 applications (with a lot of time left), so I wouldn’t stress too much about trying to find a unique stone.
@Andreww- yeah, the people’s council originated in Andoran (and is connected with an Empyreal Lord with ties to that nation) but I don’t see any reason why you couldn’t have learned it from a paladin that emigrated from there.
@Hustonj- if there’s no other gem that works you can use alexandrite, but specify a principle color as sort of a default (and so we know which category to put you in).
| Maka Zaci |
Character Sheet and Class Abilities have been updated. Let me know if you have any questions about Kineticist. Maka's archetype gives up burn so it runs more straight forward than most builds. Still working on the backstory but plenty of ideas so far. Definitely going to have Aergoreth be the god for Maka's paladin levels. Can we work up personal relationships with Aergoreth? Currently imagining Maka treating him far friendlier and informal than most. Maka would consider him to just be the bestest thing ever, and would probably want to fight like a dog wants to play. This is how I picture those fights. Except instead of an angsty robot it's a dragon lady laughing like a child trying chocolate milk for the first time.
| nate lange RPG Superstar 2012 Top 32 |
@Drogeney...
1.) I’m sure there’s some intrigue but it’s very different than most courts. The country is only a few years old and the vast majority of its leaders are from a military and/or religious background. Between the giants on the plateau and all the dangers in the mountains the young nation tends to be far more focused on maintaining peace and security than people jockeying for personal position.
2.) Aergoreth has not taken any lovers in the few years since founding Xin Shalast. There’s a rumor that he has a crush on Iomedae and hopes to win her affection through his work on Golarion, but nobody would dare ask him if it’s true.
Other 1.) As leinathan mentioned, there is a mythic power that lets you do that (and you could take it at tier 3 if you really wanted to).
| Drogeney |
Cool, thanks for the answers. It gives me an idea of what I might try for now.
*Edit*
What I am currently thinking of making is an aasimar who is a daughter (maybe literally) of Shelyn and starting to come into her own divinity. She would likely be interested in Aergoreth's love if she could manage it but it isn't a requirement for the character.
| nate lange RPG Superstar 2012 Top 32 |
@Hustonj- Ummm, I kind of like keeping the skill unlocks unique to rogues? I think I would allow an investigator or slayer (or any archetype that gains rogue talents) to take signature skill as a talent, but let’s not make it generally available feat.
@bigrig- that’s sounds too far for this game. I could maybe see a LN character who reveres Asmodeus for his orderliness and opposition to demons, but Aergoreth hand picks every gemknight and I can’t really imagine him selecting a greedy opportunist. Sorry.
@Helix- dragon disciple would only improve draconic bloodline powers, not other powers gained from cross-blooded (and I’d prefer to avoid that combo probably).
| hustonj |
@Hustonj- Ummm, I kind of like keeping the skill unlocks unique to rogues? I think I would allow an investigator or slayer (or any archetype that gains rogue talents) to take signature skill as a talent, but let’s not make it generally available feat.
Understood. I would have been using it to be able to track the untrackable. Gaining the ability to track a hawk flying by on a cloudy day . . .. It is "only" at a -20 to the Survival check! But your call is reasonable, and I have no honest complaint with it.
| nate lange RPG Superstar 2012 Top 32 |
@Maka- all the gemknights will know Aergoreth personally. He hand selected each knight and does do training with you; he goes out into battle less now that he has a nation to govern but he does still go out occasionally and you all (or at least most of you) will have fought beside him. He also hosts dinners in the great hall of his keep nearly every night for the gemknights and his officials/advisors (so you eat with him regularly).
@Drogoney- lol, I kind of like the idea of a love triangle between Iomedae, a Demi-god, and the daughter of Shelyn.
| DM Nate |
Alright, it's an early night for me tonight. I think I've answered every question up to this point, but I was having site issues for most of the afternoon so I might have missed some... If you posted a question I haven't answered please post it again. I'll be back in the morning. (And, I might have time tomorrow to post more about Aergoreth and the nation for those who would like more information).
| Dαedαlus |
Okay, so I've only skimmed over most of the recruitment (fingers crossed I'll have the chance for a full read-through and complete submission soon), but I have an idea twinkling in my head. I haven't got a clue how I might do it mechanically (should be a fun challenge), but my goal:
A Black Star Sapphire knight, 100% LG, and holds to such high morality he may well be a paladin (I already have a gestalt paladin, so I'll likely try for something at least a little different).
The color Black would represent Strength. Not Force, like the ability to constantly press on. Not physical strength, either. Strength of will, the ability to never, ever persist. The capability to say 'no more,' then back it up. The capability to take absolutely everything and simply end it, just like the 'color' that stops all light. It will never go away, just like evil. It can never be snuffed out, as it's already perfect absence. It also represents authority, capable of dispensing actual justice without personal bias, and directing people to best utilize their talents.
Essentially, black is associated with 'Evil' because it's impure Black. Evil has all the traits of Black, but lacked the true absence/strength to stay the course. Evil can never be truly extinguished, because it is black, and that resilience, when properly used, is what true Black is.
(I think I'm just rambling now, so I'll stop)
Anyway, my idea is an 'immovable force'-type character, one that nothing can faze unless he allows it, and extends that protection out to his companions. He'll never waver from the absolute path of goodness, because that's what true Black would do.
EDIT:
The main tenet of Black is keeping your mind and soul completely free of influences (no light is to shine upon it that might color it) and to maintain a clear head and pursue your goal with an unwavering determination. This manifests in a few ways:
-Strength, strength of will; the capability of never giving an inch. Yielding nothing, advancing when possible, but not rushing forward.
-Perseverance (similar to strength); the impossibility of ever truly winning and fully vanquishing evil/good, and the impossibility of corruption
-Balance; Black means all are equal in it. In the color, none are above any others, in the philosophy, it means keeping one's mind free of clouding, to maintain distinction between one's self and the best path. As a result, it is dispassionate yet fair.
-Authority; the reason so many villains seek world domination is because of this. However, true Black would mean that the individual would find the best place for everyone, themselves included, that would result in the optimal output. If that means surrendering personal achievement, so be it.
-Elegance, formality; one simply cannot allow one to disgrace one's self, and so mannerisms must be kept at all times. There can be no reason for others to be distracted by your manners, as that would hinder others from being Black themselves.
-Contrast; Blacks frequently find themselves on the opposite side of an argument compared to many other people ('black sheep'). However, this is just as often simply a ploy to ensure those around them consider fully their decisions and opinions, but will concede the argument once their point has been made.
| Runt the Diamond |
@Runt- that's an interesting concept but I'm wondering what you see as the connection to diamond?
Oh, dang. Never take anything as implied, folks! The color white often stands for purity, peace, and protection. Diamond itself is one of the hardest natural materials in the world. The lessons learned from his childhood and his time in the God-King's military have given Runt both a will of, well diamond, and a sense of inner peace nigh incomparable; words and actions born from a place of hatred and fear have no effect on someone who knows themselves, and knows whether it is unwarranted. Additionally, while Runt himself is well aware of the cliche - having been raised by a sandkin tribe in the deserts of Qadira where childrens' tales always seem to feature an orc in a place of righteousness - he hopes to be a shining beacon from which to teach tolerance.
Runt's use of white clothing originally stemmed from necessity due to being raised in a desert environment, and is continued as a deliberate method to steer peoples' thoughts away from him - or others like him - hiding and sneaking about in the shadows, generally being a menace to society. As an added bonus, the white combined with the small amounts of gold in his uniform can easily tie him to the God-King, whose primary colors are supposedly well-known.
| Ellioti |
I'm traveling, therefore don't have much time and information for you atm.
I'm looking at a Citrine knight Empyreal Sorcerer / Ranger + Horizon Walker. He's of Qadiran descent and traveled to the storval plateau through the astral plane in pursuit of a powerful demon that raided his home.
When he finally slew it, he ascended by the gratitude of Iomeda. Because his home was no longer, he decided to stay and joined the army that went towards the Runelord.
The citrine color represents his energetic nature. With a yellow personality he is impulsive and makes quick decisions, but often, out of anxiety, jumps in too quickly and rushes things rather than taking things at a steady pace.
The golden-yellow also reflects his view of the astral plane. Most things there are only vaguely shaped and outlined by thin golden lines on a void background. He demonstrates his affinity with a golden armor. It's a mithral full plate, but the mithral has been alchemically colored into a yellowish gold.
Crunch-wise he will use a lot of teleportation skills to get into vital strike position. His sorcerous magic is for utility, mobility and buffs. Obviously he has favored enemy evil outsider and favored terrain Astral plane.
| Indrana |
Here is Drogeney's largely finished submission. I don't have equipment done yet and I may still change out one of my Mythic Path abilities as I don't know if I want a legendary weapon or to get some mythic spells.
I also may take ecclisiathurge archetype for my cleric portions, haven't quite decided yet.
As a Knight of the Pink Beryl Indrana is associated with artistry, creativity, and healing while the pick hue connects it to her Mother's aspect of Love and one that is the most Important to Indrana. This makes her less of a fighter and more of a supporter/advisor but leaves her the strength to fight with the ferocity of a mother protecting her young if need be.
| Jereru |
@Jereru- I don’t think so? If you can find that somewhere in an official paizo source I’ll allow it, otherwise you’ll have to stick to the chart.
Yeah, I can't find it either, and I know these rules haven't been errataed. Maybe it was any GM's house rule. No worries, I'm used to the rules favouring caster classes, I will make adjustments. Any word on the fluff?
Also, I will update the list when I get home from work. First day after holidays sucks!
| Amelia Blackheart |
Amelia's thoughts on the color black :
Black is not evil, although it gets a bad rap, mainly because many evil creatures do their evil in darkness, to avoid being found out. So black is not in and of itself evil, it's just be coopted by Evil. Much as Light is not good, in and of itself, it has been coopted by Good though. Just as a field or orchard will die if it has too little light, it will also die if it gets too much light. People without light fade, but people with too much light also become unbalanced (sleep deprivation).
Black is strongly associated with death, and Amelia embraces that. Death is not evil. Death is a natural part of life. Even gods die, eventually, without death, there would be no natural order. That doesn't mean that death needs to happen unless it's the ordained time for it to happen. Those who murder are thieves, they steal the most precious thing in the universe, life.
Amelia has good tendencies, she prefers preservation of life over loss of life, but she is not good. She's seen too much Evil, and she knows that there are sometimes things you must do to combat Evil that you can't do if you're Good. By the same token, sometimes Good gets in it's own way, gets so wrapped up in 'good vs evil' that it can't see the suffering it's eternal war on Evil causes to those who are neither.
Amelia is the arbiter. She doesn't do what is good. She does what is best for the most people. When necessary, she does things that stain her soul so that others are not stained. She destroys that which is unnatural (undeath) and speeds on those who cannot pass on (destroying haunts, putting souls to rest). It's a thankless job, usually. People see her dealing with spirits, and they are afraid, they think her Evil because the ghosts do her bidding. But they are wrong. She is just, and doing the best for the most people.
Basically, Amelia will do what is best for the most number of people. If a necromancer has a blade to an innocent's throat, and demands people stand down, those who are Good will do so. Amelia will not, for sparing one life will allow the necromancer to harm far more than one over time, and she would be responsible for those further harms. Better to stop the out of control immediately.
If Amelia is chosen, I think it would be a good thing for the 'God-King' to have chosen her as a check on him. Basically, like Batman making contingencies for all the Justice League members, in case one goes rogue, the God-King choosing a LN knight whom he knows will council him about what is best for the kingdom, not necessarily what is Good, for oft-times a King must do what is just and best, not what is Good. And should he fall to Evil, he would know she would be around to speed him on his way.
| Simeon |
Presenting Ultok Thunderblade, Shoanti tribesman, elemental rager, and aerial warrior!
Human (Shoanti) unchained barbarian (elemental kin) 11/aerokineticist 11/gestalt 11/Champion 3 (Pathfinder Player Companion: Psychic Anthology 25, Pathfinder RPG Advanced Player's Guide 78, Pathfinder RPG Occult Adventures 10, Pathfinder Unchained 8)
NG Medium humanoid (human)
Init +4; Senses Perception +16
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Defense
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AC 27, touch 15, flat-footed 24 (+9 armor, +2 deflection, +1 Dex, +2 dodge, +1 natural, +2 shield)
hp 224 (11d12+92)
Fort +16, Ref +11, Will +9; +3 bonus vs. [air] spells while raging
Defensive Abilities evasion, fortification 15%, greater resolve 5/day, hard to kill, improved uncanny dodge; DR 2/—; Resist electricity 6
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Offense
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Speed 50 ft. (40 ft. in armor), fly 60 ft. (good)
Special Attacks kinetic blast, mythic power (9/day, surge +1d6), rage (36 rounds/day), rage powers (air totem, air totem, greater, bestial flyer[UW], elemental totem, lesser, raging flyer +11[UW])
Spell-Like Abilities (CL 11th; concentration +12)
. . Constant—body capacitance[ACG]
Kineticist Spell-Like Abilities (CL 11th; concentration +12)
. . Constant—feather fall, fly
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—blade rush, blade whirlwind, focused blast, gusting infusion (DC 21), kinetic blade, kinetic whip, magnetic infusion, pushing infusion, synaptic infusion, thundering infusion (DC 21), whip hurricane
. . Blasts—air blast (1d6+12), electric blast (1d6+3 electricity), thunderstorm blast (2d6+18 ½ electricity and ½ bludgeoning)
. . Utility—aerial adaptation, aerial evasion, air cushion, basic aerokinesis, celerity, living capacitor, wings of air
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Statistics
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Str 22, Dex 13, Con 22, Int 10, Wis 14, Cha 12
Base Atk +11; CMB +19; CMD 32
Feats Dodge[M], Extra Rage, Extra Wild Talent[OA], Extra Wild Talent[OA], Flyby Attack, Shield Focus, Weapon Focus (kineticist blast)[M]
Traits auspicious tattoo (shoanti), shoanti tribesman (varisia)
Skills Acrobatics +3 (+7 to jump), Climb +12, Diplomacy +10, Fly +17 (+28 while raging), Handle Animal +15, Intimidate +10, Perception +16, Sense Motive +12, Sleight of Hand +10, Survival +17, Swim +12
Languages Common, Shoanti
SQ amazing initiative, burn (3 points/round, max 9), elemental bastion, elemental blade, elemental fury, elemental overflow +3, expanded element (air), fast movement, gather power, infusion specialization 3, internal buffer 2, mythic rage[MA], penetrating damage[MA], recuperation, sudden attack[MA], tip the balance
Combat Gear stormlure[UE]; Other Gear mwk mithral field plate[ISWG], mwk buckler, boots of swift fury[ACG], bracers of might[MA], skyspirit stone, 6,095 gp
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Special Abilities
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Aerial Adaptation (Sp) Immune to altitude sickness, and gain Electricity Resistance = 2x current burn
Aerial Evasion (Su) Gain evasion when activated
Air Cushion (Sp) Constantly under the effects of feather fall.
Air Totem (1/rage) (Su) Once per rage, the barbarian can move for 1 round as if affected by air walk.
Air Totem, Greater (DC 21) (Su) While raging, winds force conc in adj squares, -4 to foes ranged att, & knock back smaller foes.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Bestial Flyer (Ex) While raging, the barbarian’s fly speed increases by 10 feet and her maneuverability improves by one category. A barbarian must have a fly speed before raging, have the raging flyer power, and be at least 6th level to choose this rage power.
Blade Rush Move 30 feet, manifest kinetic blade and attack once.
Blade Whirlwind Create and swinging it in an arc around you, making one attack against all foes in reach.
Burn 3/round (11 nonlethal/burn, 9/day) Burn HP to gain greater effects on your wild talents.
Celerity (Sp) Grant ally haste for 1 rd, or 1 rd/level if accept 1 burn.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.
Elemental Bastion (- Custom / magic armor -) (Ex) At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time h
Elemental Blade (Su) Gain Kinetic Blade and other infusions, but can't use blasts without them.
Elemental Overflow +3/+6 (Max +3, +2 STR, +2 CON, 15% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Elemental Totem, Lesser (Air) (Su) +3 bonus to saves vs. [air] spells while raging.
Elemetal Fury (+3 rounds/attack) (Ex) Elemental damage extends your rage.
Energy Resistance, Electricity (6) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fly (60 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Focused Blast Enhancement bonus on attack roll and CL check to overcome spell resistance.
Fortification 15% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Greater Resolve (5/day) (Ex) Your resolve can remove effects, reroll saves, or ignore crits.
Gusting Infusion (DC 21) Blast also acts as Gust of Wind
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Uncanny Dodge (Lv >= 15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Infusion Specialization 3 (Ex) Reduce burn cost of blasts with infusions by 3
Internal Buffer 2 (Su) Store burn for use later
Kinetic Blade (One-Handed Weapon) Create a blade of pure energy.
Kinetic Blade Air Blast (Sp) Level 5; Burn 0
Kinetic Blade Electric Blast (Sp) Level 5; Burn 0
Kinetic Blade Thunderstorm Blast (Sp) Level 5; Burn 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Whip (One-Handed Weapon) Form a kinetic blade with reach.
Living Capacitor (Sp) Store electricity damage you take in your body as body capacitance.
Magnetic Infusion Blast makes target magnetic, meaning metal weapons are at +4 to hit them
Mythic Rage (+1 rounds) (Su) Recover rage rounds w/mythic power, attacks bypass DR for rest of turn.
Penetrating Damage (Su) Overcome one of the following types of DR when doing damage: chaotic, cold iron, evil, good, lawful, magic, or silver.
Pushing Infusion (CMB +19) Your kinetic blasts makes Bull Rush CMB using Con.
Rage (Unchained, 36 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Raging Flyer +11 (Ex) While raging, gain the listed enhancement bonus to fly.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +3 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Synaptic Infusion (DC 16) Target is staggered for 1 round.
Thundering Infusion (DC 21) Blast deafens its targets
Tip the Balance (3 minutes) (Ex) Spend 1 power to make attacks count as alignment needed to overcome DR.
Weapon Focus [Mythic, Kineticist Blast] 1 MP: As a swift action, add half tier to attack with selected weapon.
Whip Hurricane Element universal; Type form infusion; Level 6; Burn 4
Prerequisites kinetic blade, kinetic whip, blade whirlwind
Wings of Air (Sp) You are constantly under the effects of fly.
He met Aergoreth during the man’s campaign against the giants of Jorgenfist. While Ultok Thunderblade was a small-time folk hero to the Shoanti, his actions in the siege of Jorgenfist would propel him to new heights of renown. Driven by the new realization that the attack on his tribe was spurred on by Mokmurian, Ultok saw it as his duty to his clan to join Aergoreth in the attack on Jorgenfist. During the assault on the castle, Aegoreth was surrounded by giants and prospects seemed bleak. That was until Ultok swooped in and saved him, sowing confusion into the ranks of the giants. It was this that earned him the attention and commendations of Aergoreth. During the ensuing battle for the Black Tower, Ultok fought harder than ever before, determined to prove himself to the cause of the man he had just saved. He stuck with the army after Aergorath left to take the test of the Starstone, his faith in the cause keeping him from deserting as others did. The righteous fervor of the storming of Xin-Shalast made the wait worth it. While it was difficult, Ultak’s mighty Thunderblade and righteous anger saw him through the siege. Once Xin-Shalast was secured and the kingdom officially founded, Ultok went to Absalom to partake in the lesser Starstone test himself, at Aergoreth’s urging. He succeeded with flying colors, his martial skill carrying him through the test. With that, Aergoreth proclaimed Ultok the Sapphire Knight due to his valorous actions at the battles for Jorgenfist and Xin-Shalast, along with his connections to the powers of sky and storm.
Ultok is anything but subtle. He is proud and gregarious, always going above and beyond. He is similar in combat, soaring above the battlefield before swooping down at his foes, the Thunderblade crashing into them with a peal of thunder and a flash of lightning. He is truly ferocious, an aura of howling winds swirling around him as if the very air were on his side. Off the field of battle, he is lively and friendly, always willing to welcome a new friend to drink or fight with him. He is ferociously loyal to those he cares about, at first his clan, now the kingdom he has become a part of. Though he has a distaste for minute politicking, he tries to wield his political clout to defend the rights of the Shoanti tribes, to ensure that the kingdom of Xin-Shalast does not infringe upon his people’s ancient ways.