Commander Azal-Ki-Lin |
Years ago, soon after the world wound opened. It was one of those darker nights in the world wound, it got them from time to time, they had found a spot to comp for the night, some old farm building. Resting so that Azal could pry, ad rest up. It had been a taxing fighting a Demon pack and some kind of plant that eat the horse.
Hecto had just made coffee and was taking Azal a mug, her face lit only by the small fire. He took his and sat on a wall looking at her. Her Hell blade hovered overhead keeping watch.
"Out with it, I can tell you want to ask me something."
Hector shuffled, I had joined only a few years ago, his predecessor coming to an untimely end. Or so he had been told. He had been meaning to ask about this for a while.
"If you don't mind me asking mam, but Your known as Azal the Damned which is understandable as you are indeed Damned"
The Hell blade above made a metallic rasping sound, Hector looked up a little worried but then the sword did nothing more so he want back to asking his questions.
"But also the other day someone called you. Aroden's Avenger, why would they call you the Avenger of a dead god?"
Azal, leaned back and crossed her feet in front of the fire.
"Because I am, I avenge his death, someone has to"
Hector needed more, so he want on.
"But he is died, no one know how or why, so what is there to avenge?"
Azal took a sip of her coffee, then said.
"A long time ago, me and my people felt the touch of Rovagug the Destroyer Enemy of the Gods, and it changed us. Many fell into the pit of Chaos and Destruction. But a few too few held our ground a fought the corruption of Chaos. Years passed and other races started to build and make the world Anew. In that time I came to meet Aroden, I liked him. We got on as they say. I was never a follower, but we respected each other. Gods hold now enamor for me. They are just beings of a higher level that is all. But time past and then I started to feet Rovagug touch once more, felt it reaching out to the new lands. I know then something bad was going to happen. Then my friend disappeared. Gone, lost, and after the world wound opened, I knew at once who had done it. Rovagug, So I decided to avenge my lost friend. That is why, whenever a come across the followers of Rovagug I eradicate them with extreme prejudice. Its why we are here in the wound dear Hector"
The sword overhead made another metallic sound in complaint.
"Sorry Dark your right, WE eradicate them"
She chuckled.
"So that is why the call me sometimes Aroden's avenger."
Hector thought a moment
"But what if your wrong and it was not Rovagug, what if he just went you know Beyond or as some say, he was reborn a mortal so he could save the world."
She nodded.
"I could be, and if I am then a lot of Rovagug followers and Demons are dead. Really I don't see a downside either way."
Hector finished his coffee and sat there thinking about what she had said, he too could not see the down side.
Giant Halfling |
So, I have a character mostly built… a prophet of Desna (starsoul sorcerer/heavens oracle) who’s within a point or two of most all of the benchmarks, but now I’m starting to think about whether or not I’d really have time to play that character. It’d be so many spells (and spell slots) to keep track of, and that’s not even getting into the extra spells from archmage/hierophant.
One of my other ideas is a mystic with a connection to the swashbuckler- a monk/pei-zin practitioner oracle (blackened curse/life mystery) with the phoenix bloodline (from feats). That seems like a more reasonable amount of magic to deal with, so I might work on that instead? I have some work done on a conscript/stalker too, but (despite having no spells) that feels like it would involve a lot of bookkeeping (and looking up how different abilities work) too.
Commander Azal-Ki-Lin |
1 person marked this as a favorite. |
Current applicants with PCs done or almost done. :0)
Player:Sir Longears.
PC:IMAGE
-:Halfling barbarian (untamed rager) 20 // fighter (soldier, ustalavic duelist) 17, hunter (beastmaster) 3 || Guardian T1 CN
Player:Kaouse
PC:Mia Reigh, the Phoenix Blade
IMAGE
-:Half-Elf Magus 20/ Swashbuckler 20 / Mythic Gifted T1 TN
Player:Andreww.
PC:Amon Hotep, the Sun Dragon
IMAGE
-:Venerable human paladin 20 (iroran paladin)/Sorcerer 20/Archmage T1 LG
Player:Grumbaki.
PC:Bolvar Gemforged
IMAGE
-: Dwarf Flame Warrior Elementalist 20 / BlackSmith 20 / Mythic Bond T1 TN
Player:Ouachitonian.
PC:Melkyzadyk
IMAGE
-:Blue/Silver Gargantuan dragon Taninim fighter (draconic hero, scaled juggernaut) 20/sorcerer (draconic hero, trueblood sorcerer) 20/gestal / Mythic ?? T1 / LN
Player:Gm Panic
PC:Commander Azal-Ki-Lin
IMAGE
-:DROW: [Outsider {native}]LEGENDARY CLERIC+PLANAR ENVOY L20/LEGENDARY INVESTIGATOR L20 / MYTHIC MARSHAL T1 LNLE
If I have missed anyone or got something wrong please let me know and I will fix.
Commander Azal-Ki-Lin |
UPDATED, Sorry Sir Longears and added Arykiel
Player:Sir Longears.
PC:Erasmo Oakkeg
IMAGE
-:Halfling barbarian (untamed rager) 20 // fighter (soldier, ustalavic duelist) 17, hunter (beastmaster) 3 || Guardian T1 CN
Player:Kaouse
PC:Mia Reigh, the Phoenix Blade
IMAGE
-:Half-Elf Magus 20/ Swashbuckler 20 / Mythic Gifted T1 TN
Player:Andreww.
PC:Amon Hotep, the Sun Dragon
IMAGE
-:Venerable human paladin 20 (iroran paladin)/Sorcerer 20/Archmage T1 LG
Player:Grumbaki.
PC:Bolvar Gemforged
IMAGE
-: Dwarf Flame Warrior Elementalist 20 / BlackSmith 20 / Mythic Bond T1 TN
Player:Ouachitonian.
PC:Melkyzadyk
IMAGE
-:Blue/Silver Gargantuan dragon Taninim fighter (draconic hero, scaled juggernaut) 20/sorcerer (draconic hero, trueblood sorcerer) 20/gestal / Mythic ?? T1 / LN
Player:Gm Panic
PC:Commander Azal-Ki-Lin
IMAGE
-:DROW: [Outsider{native}]Legendary Cleric Planar Envoy L20/Legendary Investigator L20 / Mythic Marshal T1 LNLE
Player: Eriktd
PC: Arykiel
IMAGE
-: Old half-gathlain incanter 20 // legendary kineticist (Metakinetic Savant) 20 // Path of the Mystic / Spheremaster T1 CG
If I have missed anyone or got something wrong please let me know and I will fix.
Erasmo Oakkeg |
1 person marked this as a favorite. |
Okay, ngl, while that is probably far too much damage, I am rather curious how you got those numbers! Lol
Ok, here it is, spoilered for not taking the whole screen.
Beastmastery (handle animal) has a couple talents that let me train an animal and increase their HD up to lvl 20 (equal to ranks in Handle Animal). I'm limited to HD=ranks, but there is a talent that multiplies this up to four, so now already up to 80HD of animals. There is a talent that lets my choose their feats, which specifically include the Extra Talent.
The squirrels have the stats of regular squirrels +5 level up to stats and BAB +15. Nothing too fancy. Until now, the squirrels hit for +25 (1d2-4) [15bab +6 Dex, +4 size]. Then, there is a stance talent that lets me share the space of an animal and thus give it my BAB. As diminutive animals, all of them share my space, so now we are +30 (1d2-4).
I picked up the Finesse Training talent that gives me +BAB/2 as damage since I'm using DEX to hit and STR in damage. Now +30 (1d2+6). I also picked up the Fencing Sphere to add +5d6 when the target is flanked.
Diminutive creature have 0 reach and usually can't flank though. But they are on Erasmo and he took both Scale Foe and Close Quarters Training (which are redundant, but that is not the point) so they are now all fighting inside the enemy's square.
One of the squirrels, the familiar/companion is way smarter and decided to organize the mob. He took the Warleader Sphere and the base tactic lets everyone flank as long as the threat the opponent, regardless of positioning (there are other ways of doing this even with core). Diminutive still have 0 reach, but even creatures with 0 reach at least threat their own square, so now everyone is flanking.
The Pack Attack talent gives a bonus to flanking according to the number of animal allies. I have five of them (companion +4 squirrels), so +6 to everyone. The general squirrel has an amulet of mighty fists with the Menacing property that increases flanking by another +2. We are now at +40 (1d2+6 plus 5d6). If we use Risky Strike (the elephant in the room version of power attack) we change to +34 (1d2+18 plus 5d6).
The Squirrel General also has shout, a base ability of the warleader that gives +11 damage to the first hit of everyone. So +34 (1d2+29 plus 5d6)
This attack, on average is 48 damage. According to the bench mark, it misses only on a nat 1. Factoring in nat 1 and a crit, it shrinks a bit to 47.05 damage. For each squirrel. This is already 188.2 damage. It is true that these are non-magical attacks, and even if one of the squirrels can reduce DR by ten for the mob, if an enemy has high DR, this goes down by a lot as we are talking about several attacks.
The General Squirrel has more options, so its damage is higher at an average of 73.6. We are at 261.77 damage.
Now, many abilities revolve around granting AOOs, in a way that if one creature gets it, all others do as well. When making AOOs, they don't get the shout damage, but it is still an average of 198.6 for EACH AOO provoked.
Just a couple triggers worth mentioning... The barbarian has Come and Get Me, so an AOO for each attack made against Erasmo (Erasmo can take a hit aimed at a squirrel, just in case). Some of these Fencing Sphere attacks have riders that let the squirrels make maneuvers and each one that is successful triggers a round of AOO. If the enemy casts a spell, they'll need a -16 check and if they miss, more AOO. If Erasmo removes the weapon he uses to impale his foe, another round of AOO.
All in all, I think it is reasonable to say I can get between 2-3 rounds of AOO each full round. There is even the option to give each squirrel a fortuitous amulet to let them once/round make another AOO at -5, so... yeah.
Could do between 460-857 dmg each round with huge accuracy. And that just with the squirrels. And all that, without even considering BUFFS the other players could bring to the table. Just imagine Inspire Courage lol.
We go adding small abilities here and there, and soon it is waayyyy too much. I'll see what I can do to bring everything down, but I'm not 100% confident the whole idea isn't too strong. Who could say squirrels were deadlier than bears and wolves!
Granted, Erasmo is a single target monster. He latches into folks and is ridiculously difficult to get removed, like an invisible deadly tick.
Mia Reigh, the Phoenix Blade! |
That DPR isn't particularly insane for this level, especially with Gestalt and Mythic thrown into the fray.
I think my max DPR is around 2k, though the funny part about this is that the lynchpin for it is entirely 1pp. Basically, Inspired Blade Swashbucklers get the Inspired Strike Deed, which lets them crit on demand if they're willing to spend panache. Me being a Magus - you can probably see how easily this can be abused. Especially with Spheres.
For the sake of sanity, I'll try to limit the use of this deed to once per encounter instead of potentially every attack - it really is that busted if left unchecked!
Commander Azal-Ki-Lin |
UPDATED, Melkyzadyk Mythic path + Updated images of Arykiel and Commander Azal-Ki-Lin
NOTE ADD new application Aspeext MUSIC - The music they place when your PC enters a scene. :)
Player:Sir Longears.
PC:Erasmo Oakkeg
IMAGE
MUSIC??
-:Halfling barbarian (untamed rager) 20 // fighter (soldier, ustalavic duelist) 17, hunter (beastmaster) 3 || Guardian T1 CN
Player:Kaouse
PC:Mia Reigh, the Phoenix Blade
IMAGE
MUSIC??
-:Half-Elf Magus 20/ Swashbuckler 20 / Mythic Gifted T1 TN
Player:Andreww.
PC:Amon Hotep, the Sun Dragon
IMAGE
MUSIC??
-:Venerable human paladin 20 (iroran paladin)/Sorcerer 20/Archmage T1 LG
Player:Grumbaki.
PC:Bolvar Gemforged
IMAGE
MUSIC??
-: Dwarf Flame Warrior Elementalist 20 / BlackSmith 20 / Mythic Bond T1 TN
Player:Ouachitonian.
PC:Melkyzadyk
IMAGE
MUSIC??
-:Blue/Silver Gargantuan dragon Taninim fighter (draconic hero, scaled juggernaut) 20/sorcerer (draconic hero, trueblood sorcerer) 20/gestal / Mythic: Dual Path Archmage/Champion T1 / LN
Player:Gm Panic
PC:Commander Azal-Ki-Lin
IMAGE
MUSIC
-:DROW: [Outsider{native}]Legendary Cleric Planar Envoy L20/Legendary Investigator L20 / Mythic Marshal T1 LNLE
Player: Eriktd
PC: Arykiel
IMAGE
MUSIC??
-: Old half-gathlain incanter 20 // legendary kineticist (Metakinetic Savant) 20 // Path of the Mystic / Spheremaster T1 CG
If I have missed anyone or got something wrong please let me know and I will fix.
====
I did not build Commander Azal-Ki-Lin for any one thing, just wanted to see how flexible I could make her, given the Dammed PC approach. She is by no means the biggest hitter, or most tanked here. But I feel she has Character and her own abilities. Biggest one being spotting weakness in things we may fight.
Erasmo Oakkeg |
Is that what we’re supposed to be doing? I’ve been purposefully building to avoid anything like that…
Not really, but I honestly had no idea the numbers would add up to this level and I've had still not optimized it to it's full potential lol.
This is why I'm now trying to tone it down significantly . I'll let you guys know if I'm successful or if unfortunately Erasmo and his murderous squirrels will instead become an untold legend and I'll start anew (again).
Commander Azal-Ki-Lin |
Soooo I had a good think about My PCs Mythic path and was not really happy with it. Then I spotted VILLAIN, its meat for the Bad guys, Buttt.
I wanted an Anti-HERO type thing and I think I have done that, with out braking the rules.
Anti-Hero (Ex)
You may expend a use of mythic power as a free action to commit an unsavory act without attracting attention. You may cast a spell with the evil descriptor, execute a coup de grace, steal or disarm combat maneuver (or Sleight of Hand check to steal a small item), use an evil-aligned special ability, activate an evil-aligned item, or take a similar action without affecting your alignment. If allies are present while you execute this act you may attempt a Slight of Hand or Bluff check opposed by their Perception checks for it to go unnoticed or to pretend it was accidental. You gain a bonus on this check equal to twice your mythic tier.
villainous Hard to Kill (Ex)
At 0 hit points, automatically stabilize, Only die when negative hit points is equal 2x Constitution score.
villainous Mythic Power (Su) 5/Day
villainous Mythic Surge (Su) 1MP = {1d6}
villainous Mythic Feats
1:Mythic Spell - Miracle
Villainous Path Abilities
Incarnation of Ancient Evil (Ex)
The villain carries within it the essence of ancient malice, a shard of some sinister soul long past that is now arisen again in an unsuspecting host. The villain bears an uncanny resemblance to that past villain and may in fact be that being reborn in the flesh. The villain continues to age normally but never takes penalties for aging, as if using greater age resistance, and cannot die of old age. In addition, the villain’s insights into the past and present allow him to use legend lore as a spell-like ability by expending one use of mythic power. If the villain is at least 3rd tier, it can instead use vision as a spell-like ability by expending two uses of mythic power. The villain always gains a bonus on Knowledge (history) checks equal to its mythic tier. The villain can expend one use of its mythic power as a swift or immediate action to exchange a feat, language, or spell it knows for a different feat, language, or spell, representing some past piece of knowledge seeping through from the consciousness of its predecessor. It must meet the prerequisites for this ability, and the ability it exchanges cannot be a prerequisite for any other ability.
Free General Ability
Legendary Item (Ex) {SEE COHORT DARK CONTRACT HELLBLADE}
You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3)
This has the feel I wanted for her and fits sooo well, She is bonded to this old Devil, AND never done a Villain before as a Mythic PCs which is a fun.
Hence her MUSIC
I will update the Applicant list tomorrow , and pop under spoiler
Mia Reigh, the Phoenix Blade! |
Ya know what's both awesome and horrific?
I just remembered I have all the Horrifically Overpowered Feats books, *including* the mythic one....
<Laughs in evil GM>
Feel free to go crazy with it on your end; Mia Reigh is basically a 1/day anti-TPK machine.
She can true-rez from her own death once per day, then revive the party once per day.
Helps if we somehow get in a battle way over our heads.
Voice of Awesomeness |
I'm gonna need to veto the Villain path, as it was designed **specifically** for NPCs, and I'm not sure if some of the later path powers would be appropriate/applicable to a PC.
However there is the Path of the Reluctant Hero which seems like it might work instead.
It even includes the Anti-Hero ability.
Or, you could take the Path of the Bound to represent getting your power from an outside source(aka your devil bond).
That path also has the Incarnation power.
Voice of Awesomeness |
Voice of Awesomeness wrote:Ya know what's both awesome and horrific?
I just remembered I have all the Horrifically Overpowered Feats books, *including* the mythic one....
<Laughs in evil GM>
Feel free to go crazy with it on your end; Mia Reigh is basically a 1/day anti-TPK machine.
She can true-rez from her own death once per day, then revive the party once per day.
Helps if we somehow get in a battle way over our heads.
I need to be very clear here:
If I drop restraints, and 'go crazy', it will be entirely unfair to the PCs, as many of the HOF/their mythic versions completely break the rules.
We're trying to play a game that is at least semi balanced. Please do not tempt me to throw balance out the window, it will not end well for you, lol
Erasmo Oakkeg |
3 people marked this as a favorite. |
Ok, reduced numbers a lot. Now each squirrel does an average of 22dmg on the first hit and only 11dmg on AOOs. The Squirrel General does 46dmg on the first hit and only 35dmg on AOO. Finally, Erasmo does on average 57dmg on the first hit and 45dmg on an AOO.
Adding a full round of Erasmo plus the furry fury, I have on average 190dmg. Also reduced the number of AOO triggers, so even if everyone gets a trigger a round, that is only 124dmg, with the caveat that DR will tank this to around 60-80 only, which I believe will be very common.
I think it is much more reasonable and close to the benchmark. The Squirrels are still cool, but now hit more like... squirrels and less like beasts of chaos.
Also, here is an IMAGE of Erasmo and his mob.
Commander Azal-Ki-Lin |
New Music for Arykiel
New Image for Erasmo Oakkeg {have to say love this image}
New Mythic path/Updated Music for Commander Azal-Ki-Lin
Player:Sir Longears.
PC:Erasmo Oakkeg
IMAGE
-:MUSIC?
-:Halfling barbarian (untamed rager) 20 // fighter (soldier, ustalavic duelist) 17, hunter (beastmaster) 3 || Guardian T1 CN
Player:Kaouse
PC:Mia Reigh, the Phoenix Blade
IMAGE
-:MUSIC?
-:Half-Elf Magus 20/ Swashbuckler 20 / Mythic Gifted T1 TN
Player:Andreww.
PC:Amon Hotep, the Sun Dragon
IMAGE
-:MUSIC?
-:Venerable human paladin 20 (iroran paladin)/Sorcerer 20/Archmage T1 LG
Player:Grumbaki.
PC:Bolvar Gemforged
IMAGE
-:MUSIC?
-: Dwarf Flame Warrior Elementalist 20 / BlackSmith 20 / Mythic Bond T1 TN
Player:Ouachitonian.
PC:Melkyzadyk
-:IMAGE
-:MUSIC?
-:Blue/Silver Gargantuan dragon Taninim fighter (draconic hero, scaled juggernaut) 20/sorcerer (draconic hero, trueblood sorcerer) 20/gestal / Mythic: Dual Path Archmage/Champion T1 / LN
Player:Gm Panic
PC:Commander Azal-Ki-Lin
-:IMAGE
-:MUSIC {KDA VILLAIN Heavy Metal cover}
-:DROW: [Outsider{native}]Legendary Cleric Planar Envoy L20/Legendary Investigator L20 / Mythic ANTI-HERO T1 LNLE
Player: Eriktd
PC: Arykiel
-:IMAGE {Pathfinder: Kingmaker Soundtrack}
-:MUSIC
-: Old half-gathlain incanter 20 // legendary kineticist (Metakinetic Savant) 20 // Path of the Mystic / Spheremaster T1 CG
If I have anything wrong or missed something let me know and I will update.
Commander Azal-Ki-Lin |
Will up date tomorrow
GM, just checking the final house rules on states.
We get.
Spend 30 point spend [Max stat 18 at start]
Normal race bonus [No more +4s, just normal with no -X is any states listed for your race. Max CP15 TBC]
+5 levels max at 20th level {*1 stat increases not +2 anymore}
ABP +6+4+2/+6+4+2 max, {no Legendary Gifts anymore}
Inherent +5 max as in Wish etc.
Age +3+3+3 {if you take Oths or Mythic to get this]
With this you should be able to get say two stats at 30 to 24, two at 24 to 18 ish and two more 18 to 9 ish, ish depending. Or a mix there off, Is my thinking.
O HAPPY NEW YEAR!!!
Erasmo Oakkeg |
3 people marked this as a favorite. |
One thing to keep in mind is that all prospective players should be ok (imho) with some post selection toning down.
We've built our PCs so we have a good idea of what they can do, but unless the GM spends a lot of time reading everything, there is a big change he'll not be 100% capable of figuring out how fair or busted our PCs are.
As a case in study, I wasn't aware how Erasmo's first version was. And he is a martial. For spellcasters, this is exponentially more difficult to determine.
If we consider the benchmarks, most of it is aimed at martials (AC, to hit, average damage). Like, if you pick two martial classes for the gestalt, you burst the benchmark by default unless you tank your stats. Erasmo was barbarian/fighter and to make it work I had to get rid of weapon training. But the thing is, the discrepancy in power between martials and full casters is so huge that a well built non-gestalt full caster could probably beat a gestalt martial... And you can trivially build a powerhouse of double full casters without having to worry about the benchmarks at all.
Critzible |
Human
Medium Human N
Hgt.6” Wgt.198 Age: 27
Init:+1 Perception 13
HP: 420 |20d12+20*+160
XP:
Defense:
Armor:
AC:30 |10+11+1+2+5|
+5 Wild Gray Maiden Plate Cloud Dragonscale |+11| Dex+1|
Darkwood Shield|+2|
Fortitude:+25 |12+8+5
Reflex:+23 |12+6+5
Will: +19 |6+8+5
DR10/Silver
DR 5/-
Offense:
Speed:40ft.
Melee:
Melee:
BAB:+20|+15|+10|+5
CMB:+27
CMD:+33
Club, Darkwood(Shaped like a Cane)+27/+21/+17/+11 1d6+7
Daggers:+27/+21/+17/+11 1d4+7
Longsword:+27/+21/+17/+11 1d8+7
Claw:+32/+27/+22/+17 2d10+12
Bite”+32/+27/+22/+17 2d10+12
Wing/Unarmed:+32/+27/+22/+17 2d10+12
Gore:+32/+27/+22/+17 2d10+12
Statistics:
Str:26 Dex:24 Con:30 Int:24 Wis:30 Cha:22
Skills:
Acrobatics |20+6+3+5
Appraise |2+6
Bluff |10+6+3
Climb |20+7+3
Diplomacy |10+6+3
Fly |20+6+3
Handle Animal |10+8+3
Intimidate +37(57)|20+7+6+4+20*
Knowledge:
-Arcane
-Dungeoneering
-Engineering
-Geography
-History
-Local
-Nature +19|10+6+3
-Nobility
-Planar
-Religion
Linguistics +16|10+6
Perception +31|20+8+3
Ride |10+6+3
Stealth |10+6+3
Sense Motive |20+8+3+1
Survival +31(41) |20+8+3+10*
Swim
Background:40
Craft(Tattoo) +19|10+6+3
Craft(Clothing) +19 |10+6+3
Profession(Cook) +21 |10+8+3
Profession(Soldier) +21 |10+8+3
Language:Common, Druidic, Sylvan, Aklo, Elven, Dwarven, Goblin, Giant, Gnome, Halfling,Draconic, Gnoll, Celestial, Infernal, Abyssal, Undercommon
Gear:
Belt of Physical Perfection:+6
Head band of Mental Superiority:+6
Circlet of Persuasion: +3 Charisma based skills.
Boots of Striding and Sprining:+10ft,+5 Acrobatics
Brooch of Amber Sparks
Comfort’s Cloak
Seducer’s Bane Braclet
Handy Haversack
Bag of Holding Type 4
Ring of Eloquence
Ring of Sophiscates
PP: GP: SP: CP:
Feats:Endurance*Cleave*, Greater Cleave,Improved Sunder,Combat Reflexes,Improved Trip,Extra Rage Power(2): Knockdown, Legendary Bloody Fist,Weapon Focus: Natural Attacks, Feral Combat Training,Improved unarmed Strike,Multiattack,Raging Brutality,Voice of Beasts*,Fast Learner, Shifters Edge*,Weapon Finesse, Wild Speech*,Raging Brutality, Noble Scion:Scion of Lore,Cunning, Toughness, Mercenary Tattoos,Combat Expertise* Planar Wild Shape, Mutated Shape
Class Features:
A legendary shifter is proficient with all simple and martial weapons and the natural attacks (claw, bite, and so forth) from the shifter evolution class feature and of forms she assumes with shifter shape. Legendary shifters are proficient with light and medium armor and shields (except tower shields).
Aspect of the Bat:
The aspect of the bat imparts mastery over darkness and the night. Though not as powerful in battle as some other aspects, those who take this aspect become adept at skirmishing and spying.
Form: You gain darkvision with a range of 60 feet. If you already have darkvision with this range or greater, the range of your darkvision increases by 30 feet. At 8th level, you gain darkvision with a range of 90 feet instead. If you already have darkvision with this range or greater, your darkvision increases by 30 feet. At 15th level, you gain the 8th-level benefit and gain blindsense with a range of 15 feet or, if you already have blindsense with a range of 15 feet or more, you increase its range by 10 feet.
Shifter Shape:
At 1st level, a legendary shifter gains the ability to turn herself into any small or Medium animal and back again, although she is limited to the following forms; badger, bird, camel, cat (small), dire rat, dog, dolphin, horse, manta ray, pony, snake (viper or constrictor), or wolf. This ability functions like the beast shape I spell, except as noted here. The effect lasts for a number of hours equal to her legendary shifter class level + her Wisdom modifier (minimum 1), and she may split the duration of this ability however she wants. Each use of this ability uses up at least an hour of its duration, regardless of how long she stays in it. Shifter shape is treated as wild shape for the purpose of feats which would affect it.
A legendary shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
In addition, a legendary shifter can change her form while in shifter shape as a standard action a number of times per day equal to 1/2 her character level + her Wisdom modifier (minimum 1); doing so does not consume any duration of her shifter shape ability.
At 3rd level, a legendary shifter is no longer limited in which forms she can take from the options provided by beast shape I.
At 6th level, a shifter can use shifter shape to change into a Large or Tiny animal. When taking the form of an animal, a legendary shifter’s shifter shape now functions as beast shape II.
At 8th level, a legendary shifter can use shifter shape to change into a Huge or Diminutive animal or a small or medium magical beast. When taking the form of animals or magical beasts, a legendary shifter’s shifter shape now functions as beast shape III.
At 12th level, a legendary shifter can use shifter shape to transform into a Tiny or Large magical beast. When taking the form of magical beasts, a legendary shifter’s shifter shape now functions as beast shape IV.
At 16th level, a legendary shifter can use shifter shape to transform into a Diminutive or Huge magical beast. When taking the form of magical beasts, a legendary shifter’s shifter shape now functions as a magical beast shape.
Shifter Evolution:
At will, a legendary shifter in her natural form can extend her claws and grow out a set of fangs as a swift action to use as a weapon. This magical transformation is fueled as much by the legendary shifter’s faith in the natural world as it is by inborn talent. These are primary natural attacks. Her claws deal piercing and slashing damage while her fangs deal bludgeoning, piercing, and slashing damage listed on Table 1: Legendary Shifter Class Features. In addition, her claw and bite attacks ignore DR/ magic. If she uses one of her claw attacks and/or bite in concert with a weapon held in the other hand, the claw and bite act as secondary natural attacks instead. Due to the supernatural nature of these claws and bite, their damage does not increase or decrease due to the legendary shifter’s size.
As the legendary shifter gains levels, the power of her claws and fangs increases. At 3rd level, her claws and fangs ignore DR/cold iron and DR/silver. At 7th level, the legendary shifter’s claws and bite are treated as though they had the ghost touch enhancement. At 11th level, she can select one aspect of her alignment, treating her claws and bite attacks as though they were that element for the purpose of damage reduction (if the legendary shifter is neutrally aligned, she may select any alignment for this ability). At 15th level, the claws and fangs ignore DR/adamantine. Lastly, at 19th level, the claws and fangs ignore DR/—.
While a legendary shifter is under the effects of a polymorph (such as change shape or shifter shape) to assume another form, all of her natural attacks gain the same benefits granted by her shifter evolution ability. If the form she takes has claw or bite attacks, she can use either the base damage of her shifter evolution claws and bite or the damage of the form’s claws or bites, whichever is greater. If the form does not have claw or bite attacks, she can choose up to three natural attacks that would deal less damage than her shifter evolution damage and have those attacks instead deal the same damage. This ability is treated as shifter’s claws for the purpose of meeting the prerequisites of feats and other abilities.
Wild Empathy:
A legendary shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The legendary shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the legendary shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time
The legendary shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Defensive Instinct:+5
At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the legendary shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing armor or using a shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the legendary shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 legendary shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the legendary shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.
Track:+10
At 2nd level, a legendary shifter adds half her level as a bonus on Survival checks to follow tracks.
Woodland Stride:
At 3rd level, a legendary shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the legendary shifter
Bonus Feat: 5
Trackless Step:
At 5th level, a legendary shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.
Speed Shift:
At 6th level, whenever a legendary shifter uses her shifter shape class feature, she can use it as a move action which does not provoke attacks of opportunity.
Lighting Shift:
At 10th level, whenever a legendary shifter uses her shifter shape class feature, she can use it as a swift action which does not provoke attacks of opportunity.
Instant Shift:
At 18th level, a legendary shifter may use her shifter shape ability as an immediate action.
Master of Many Forms:
At 20th level, a legendary shifter may use shifter shape at will and gains the shapechanger subtype, becoming immune to any transmutation effect unless she is willing to accept it.
Lycanthropic Resistance:
At 2nd level a lycanthropic warrior gains DR/silver equal to half her shifter level, to a maximum of DR 10/silver at 20th level. Additionally, a weretouched shifter becomes immune to a lycanthrope’s curse of lycanthropy.
This ability replaces defensive instinct.
Weretouched Form:
At 1st level, a lycanthropic warrior can choose to assume a hybrid of her base type and alternate form instead of her usual alternate form during her shifter shape. If she does, the animal’s forelimbs (or pectoral fins for the shark) remain hands able to manipulate objects and wield weapons as well as human hands do, she can walk on two legs (the shark’s tail fins remain legs), and she can talk. Despite being a polymorph effect, a lycanthropic warrior’s gear does not meld into this form.
This ability alters shifter shape.
Barbarian
Endurance*
Fast Movement:
A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.
Rage:
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 1 additional round per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains the benefits of her rage form and a +4 bonus on Will saves against fear effects but takes a –2 penalty to her Armor Class. She also gains 2 temporary hit points per Hit Die. At 11th level this increases to 3 temporary hit points per level, and at 20th level this increases to 4 temporary hit points per level. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage.
While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Spells, feats, and abilities which grant extra rounds of rage only grant the legendary barbarian half as many rounds of rage as normal (minimum 1). The Extra Rage feat grants three rounds of rage instead of six.
Rage PowerS:Superstitious,Witch Hunter,Spellsunder, Ghost rager,Disruptive,Spellbreaker,Crippling Blow,Limb Ripper, Heart Ripper, Mighty Strike
Legendary Bloodyfist, Knockdown
Rage Forms:
Uncanny Dodge:
At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat- footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead
Danger Sense:+6 Reflex v. Traps, +6 Dodge v.Traps, +6 Perception v. Surprise
At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).
Improved Uncanny Dodge:
At 5th level, a barbarian can no longer be flanked. This defense denies enemies the ability to sneak attack the barbarian by flanking her, unless the attacker has at least 4 more levels in a class that provides sneak attack than the barbarian has barbarian levels.
Damage Reduction:5
At 7th level, a barbarian gains damage reduction. Each time the barbarian takes damage from a weapon or natural attack, subtract 1 from the damage taken. At 10th level and every 3 levels thereafter, this damage reduction rises by 1 point (up to 5 points at 19th level). Damage Reduction can reduce damage to 0, but not below 0.
Greater Rage:
At 11th level, a barbarian in a rage gains the benefit of her greater rage form. While raging, she is immune to fear effects. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.
Indomitable Will:
At 14th level, the barbarian gains a +4 bonus on Will saves to resist enchantment spells while raging. This bonus stacks with all other modifiers.
Tireless Rage:
At 17th level, a barbarian is no longer fatigued at the end of her rage. If she enters a rage again within 1 minute of ending a rage, she doesn’t gain any temporary hit points from her rage.
Mighty Rage:
At 20th level, a barbarian in a rage gains the benefit of her mighty rage form. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.
Barbaric Strike:
At 20th level, whenever the barbarian scores a critical hit on a target, the barbarian may spend 1 round of rage to rend her target’s flesh apart in a barbaric strike. The target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier.
Rage Forms: 5
Animal Rage: All natural weapons done at 1 size category Higher save gore
While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier. If she already has claw attacks, they deal damage as if the barbarian were one size larger (this does not stack with other effects which increase the effective size of natural attacks).
Greater Animal Rage (Ex): At 11th level, while raging, the barbarian also gains a bite attack. This attack is considered a primary attack and is made at the barbarian’s full base attack bonus. The bite deals 1d4 points of damage (1d3 if Small) plus the barbarian’s Strength modifier. If she already a bite attack, it deals damage as if the barbarian were one size larger (this does not stack with other effects which increase the effective size of natural attacks).
Mighty Animal Rage (Ex): At 20th level, while raging, the barbarian also gains a gore attack. This attack is considered a primary attack and is made at the barbarian’s full base attack bonus. The gore attack deal 1d8 points of damage (1d6 if Small) plus the barbarian’s Strength modifier. If she already a gore attack, it deals damage as if the barbarian were one size larger (this does not stack with other effects which increase the effective size of natural attacks).
Closing Wounds Rage:Fast Healing:10, 40 temporary Hit Points
While in a rage, a barbarian gains fast healing equal to half her level (minimum 1).
Greater Closing Wounds Rage (Su): At 11th level, a barbarian gains fast healing equal to half her level. When she scores a critical hit, she gains 1 temporary hit point per barbarian level.
Mighty Closing Wounds Rage (Su): At 20th level, a barbarian gains fast healing equal to half her level. When she scores a critical hit, she gains 2 temporary hit points per barbarian level.
Elemental Rage: Elemental Aura 4d6 (Acid,Cold,Electricity,Fire)
When a barbarian enters a rage, she chooses an energy type (acid, cold, electricity, or fire). While in a rage, she gains an elemental aura of the chosen energy type. Creatures within five feet of the barbarian at start of her turn take 1d6 points of energy damage of the selected type. The barbarian’s attacks deal an additional 1d6 points of energy damage of the selected type.
Greater Elemental Rage (Su): At 11th level, a barbarian’s elemental aura deals 2d6 points of energy damage.
Mighty Elemental Rage (Su): At 20th level, a barbarian’s elemental aura deals 4d6 points of energy damage
Reckless Rage:+5/+5 Melee, +5 thrown dmg, +5 Will saves
While in a rage, a barbarian gains a +3 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws.
Greater Reckless Rage (Ex): At 11th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4.
Mighty Reckless Rage (Ex): At 20th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +5.
Terrifying Rage:+5 Damage, +20 Intimidate
While in a rage, a barbarian gains a +3 bonus on melee damage rolls. She gains a bonus on Intimidate checks equal to her level.
Greater Terrifying Rage (Ex): At 11th level, a barbarian gains a +4 bonus on melee damage rolls. She gains a bonus on Intimidate checks equal to her level.
Mighty Terrifying Rage (Ex): At 20th level, a barbarian gains a +5 bonus on melee damage rolls. She gains a bonus on Intimidate checks equal to her level.
Champion:
HP:5
Champions Strike: Swift action use a Mythic Point to make an Attack at the highest attack bonus. Add tier to the attack, and the damage roll bypasses damage reduction
Tear Apart:
You can attempt to rend the armor of your opponent, reducing its effectiveness. Using this ability is a standard action that requires you to attempt a sunder combat maneuver check against your foe. If the check is successful, reduce the target’s armor bonus, natural armor bonus, or shield bonus (your choice) by half your tier (minimum 1). If the creature has an enhancement bonus to the bonus you chose, reduce the normal bonus first, then apply any leftover reduction to the enhancement bonus. You can’t reduce the bonus below 0. Armor and shields damaged in this way can be repaired as if they had the broken condition. Natural armor regains the lost bonus at the rate of 1 point per day. Lesser restoration restores 1d4 points of natural armor bonus, and restoration restores all of it
Hard to Kill
Mythic Power:5/day, Surge +1d6
So far what I have
Giant Halfling |
I’ve resumed work on my Desnan. I’ll post as much as I get typed up tomorrow. The build was focused on just being fun to play and offering some healing, some buffing, and some damage, but I did trade out some spells… I doubt it would hold a candle to Mia’s 1,000+ dpr, but now it includes options that could let me sharply spike my combat effectiveness with a little preparation if needed.