Aria Kelmis Lanloki | LE | ||
Character Name | Alignment | ||
L. Alchemist (Etheric Mystic, Reanimator) 7 , Daggermark Poisoner 3 , Scholar (Sticher) 5 , Evangelist 5 , Mythic Gifted 3 | |||
Character Level | |||
Natura Morta | M | ||
Race | Size | ||
F | ??? | ||
Gender | Age | ||
6'5" | - | ||
Height | Weight | ||
lead white | violet | ||
Hair | Eyes |
Grom | |
Player | |
Baalzebul | - |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
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Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +10 | +6 | CON +2 | +0 | +2 | +0 |
Reflex | +10 | +6 | DEX +2 | +0 | +2 | +0 |
Will | +8 | +5 | WIS +1 | +0 | +2 | +0 |
+8 vs. Poison, Poison Immunity
+2 racial on saves against disease, mind-affecting effects, and effects that cause either exhaustion or fatigue. (already included into poison bonus)
Combat Maneuver Bonus CMB | |||||
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CMB | BaB | STR | Size | Misc | |
+5 | +7 | -2 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
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CMD | Base | BaB | STR | DEX | Size | Misc |
17 | 10 | +7 | -2 | +2 | +0 | +0 |
Race: | |||
Linguistics: | Elemental Languages
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Death Sphere | Strikes: Killing Exhaustion
Standard Action; Melee or Ranged Touch (medium 200' Negative Energy Effect; Fort save vs. fatigue for 4 rounds (4 minutes exhausted with 1 SP or act as if failed on no SP effect if passed save). This Is not a death effect, this effect can effect constructs and undead (though they may still be immune to the exhaustion). Failed saves also incur 1 point of LMAO DIE. Creatures immune to death effects gain a +4 bonus to their saving throw.
Standard Action; Melee or Ranged Touch (medium 200' Negative Energy Effect; Fort save vs. being inflicted with a disease with no onset time, which then uses its normal save DC for its frequency effects. This Is not a death effect, this effect can effect constructs and undead (though they may still be immune to the disease). Failed saves also incur 1 point of LMAO DIE. Creatures immune to death effects gain a +4 bonus to their saving throw.
Standard Action; Melee or Ranged Touch (medium 200' Negative Energy Effect; Fort save vs. stagger for 3 rounds. if 2 additional spell points are spent, it instead paralyzes for 10 rounds and staggers on a passed save for 1 round. An affected target may make a fotitude save each round as a full-round action that dose not provoke to end the paralysis early. A paralyzed creature from this ability appears dead, and a perception check (DC 25) or heal check (DC 20) is required to reveal that the creature is in fact alive. This Is not a death effect, this effect can effect constructs and undead (though they may still be immune to the paralysis or stagger). Failed saves also incur 1 point of LMAO DIE. Creatures immune to death effects gain a +4 bonus to their saving throw.
1 spell point; Standard Action; Melee or Ranged Touch (medium 190' Negative Energy Effect; Will save vs. HAHA no incorporeal for 9 rounds. The creature can attempt another saving throw at the end of their turn to dismiss this effect, but doing so could kill them faster. Each failed save inflicts 1 point of LMAO DIE
Strike Modifiers: LMAO DIE If a creature fails 3 saves against Aria's Ghost Strikes within a minute, they have to make a fortitude save (DC 20) or just fucking die. Additionally, when a point of LMAO DIE is gained, all healing effects on the target are halved for 2 rounds. if an additional spell point is spent, these creatures cannot heal for 2 rounds instead. These bonus effects, which are not the save against immediately dying are not death effects and can affect constructs and undead (though they may still be immune to having their healing restricted)
Reanimate: Reanimate Standard Action; touch range; 1 spell point; Reanimate target corpse as a zombie or skeleton for 1 hour per caster level. This creature gains the zombie or skeleton template and obeys your commands. When the duration expires, the body collapses until reanimated again. It does not regain hit points between reanimations. If reduced to 0 hit points, the body collapses and is destroyed; it cannot be reanimated again. You may have a total number of reanimated creatures active at any one time whose combined Hit Dice does not exceed twice your caster level.
Aria may reanimate a single corpse as a sustained undead without spending a spell point to do so. This acts in all ways as if the corpse had been the target of her Reanimate spell effect, except that the subsequent undead only counts its HD as half (rounded up) for purposes of control limits and that the Sustained Reanimate spell effect has a duration of Concentration. Regardless of other effects, only a singular sustained undead may be maintained at a time.
When you reanimate a corpse as a skeleton or zombie, you may spend 2 spell points to make the reanimation an instantaneous effect. The undead creature exists independent of your concentration, has no duration, and cannot be dispelled. These undead still count against the total number of undead you may have reanimated at any one time. If you create more undead than your total, old permanent undead are not destroyed; instead, they are simply released from service and will attack you or any other nearby living creatures.
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Veilweaving Sphere | The Venomous
Spells: Condense Essense As a swift action, you can spend any number of spell points to gain half that many points of temporary essence (rounded down, minimum 0). You may only ever have a total amount of temporary essence using this ability at any time equal to your caster level with this sphere. These points of temporary essence persist until you rest to recover your spell points.
Additionally, as a swift action, you can choose to burn any number of points of temporary essence granted by this ability to gain a number of temporary spell points equal to the amount of temporary essence burned. These temporary spell points last for 1 minute.
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Steel Serpent | Boosts: Dizzying Venom Prana
After initiating this boost, the next melee or ranged attack that the disciple makes staggers his foe for 1 round. In addition, if the target fails a Fortitude save (DC 27), the target also suffers 2 points of Wisdom damage. This is a supernatural ability.
Stances: Poisoner's Stance Gain Poison Use class feature... and a +8 increase to poison DCs.
Strikes: Iron Fang 2d6 bonus damage, ignoring DR, and increase Save DC of poisons on the strike by +2.
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Boon Spells | Cocytus Deception: Lesser Confusion 3/day
Action 1 Standard; Range close; Target 1 living creature; Save DC 14 Will negates; SR yes; Descriptor enchantment (compulsion) <mind-affecting>; Effect This spell causes a single creature to become confused for 1 round. It is however useless, on account of its exceptionally low DC.
Action 1 Standard; Range close; Target 1 creature or object (up to 10' cube Save DC 15 Will negates; SR no; Duration 1 hour/lvl; Descriptor illusion (glamer) <mind-affecting>; Effect By means of this spell, you misdirect the information from divination spells that reveal auras. On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. This spell does not affect other types of divination magic.
Action 1 Standard; Range Personal; Duration 10 minutes/lvl; Descriptor transmutation; Effect You gain a +20 bonus on Bluff checks made to convince another of the truth of your words. This bonus doesn't apply to other uses of the Bluff skill. If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.
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Spell Points
| Martial Tradition
| CL
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PoW | Steel Serpent
Dizzying Venom Prana, Sting of the Rattler, Iron Fang, Weakening Venom Prana
Poisoner's Stance
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SoP | Death Sphere
Base Sphere, Inflict Disease, Killing Curse, Taint Soul, Lich Strike, Soul Drain, Sustained Necromancy, Specral Distortion, Permanent Undead
Base Sphere, Self Entitled Drawback - The Venomous, Enhanced Capacity, Capacity Increase
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SoM | Mythic Alchemy Sphere
Poison Package, Catalyzed Poison, Chemical Coating, Lingering Poison, Focusing Poison, Incurable, Potent Poison, Painful Venin x2, Hemorrhaging Poison, Specialized Venom (Undead, Construct, Plant), Food Poisoning, Witch Doctor's Curse, Contagion
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Adventuring Skills | |||||
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CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +15 | (DEX) +2 | +10 | +3 | |
Bluff | +16 | (CHA) +3 | +10 | +3 | |
Climb | +2 | (STR) -2 | +0 | +4 | |
Diplomacy | +7 | (CHA) +3 | +0 | +4 | |
Disguise | +7 | (CHA) +3 | +0 | +4 | |
Escape Artist | +6 | (DEX) +2 | +0 | +4 | |
Fly | +6 | (DEX) +2 | +0 | +4 | |
Heal | +24 | (INT) +11 | +10 | +3 | |
Intimidate | +7 | (CHA) +3 | +0 | +4 | |
Knowledge: Arcana | +24 | (INT) +11 | +10 | +3 | |
Knowledge: Dungeoneering | +24 | (INT) +11 | +10 | +3 | |
Knowledge: Local | +24 | (INT) +11 | +10 | +3 | |
Knowledge: Nature | +24 | (INT) +11 | +10 | +3 | |
Knowledge: Planes | +24 | (INT) +11 | +10 | +3 | |
Knowledge: Religion | +24 | (INT) +11 | +10 | +3 | |
Knowledge: Psionics | +15 | (INT) +11 | +0 | +4 | |
Knowledge: Martial | +24 | (INT) +11 | +10 | +3 | |
Perception | +5 | (WIS) +1 | +0 | +4 | |
Ride | +6 | (DEX) +2 | +0 | +4 | |
Sense Motive | +5 | (WIS) +1 | +0 | +4 | |
Spellcraft* | +24 | (INT) +11 | +10 | +3 | |
Stealth | +2 | (DEX) +2 | +0 | +0 | |
Survival | +14 | (WIS) +1 | +10 | +3 | |
Swim | +2 | (STR) -2 | +0 | +4 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +15 | (INT) +11 | +0 | +4 | |
Craft: Alchemy | +35 | (INT) +11 | +10 | +14 | |
Craft: Alchemy - Poison | +38 | (INT) +11 | +10 | +17 | |
Craft: Painting | +13 | (INT) +11 | +0 | +2 | |
Craft: Traps | +19 | (INT) +11 | +5 | +3 | |
Knowledge: Engineering | +24 | (INT) +11 | +10 | +3 | |
Knowledge: Geography | +24 | (INT) +11 | +10 | +3 | |
Knowledge: History | +24 | (INT) +11 | +10 | +3 | |
Knowledge: Nobility | +24 | (INT) +11 | +10 | +3 | |
Linguistics* | +24 | (INT) +11 | +10 | +3 | |
Perform: Sing | +3 | (CHA) +3 | +0 | +0 | |
Profession: Tanner | +2 | (WIS) +1 | +0 | +1 | |
Profession: Trapper | +2 | (WIS) +1 | +0 | +1 | |
Sleight of Hand* | +10 | (DEX) +2 | +5 | +3 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
+7 competence, +2 trait, & +2 untyped bonuses to Craft Alchemy and an additional +3 bonus to Alchemy checks dealing with poison. divide time to craft an alchemical item by 40 to craft an alchemical item and 800 to craft poisons. Failing an alchemy check by 5 or more does not ruin the raw material, except in the case of a natural 1 Can use Craft Alchemy to identify potions as if using detect magic She can use Craft (alchemy) to change the type of a poison with 1 hour of work and an alchemist’s lab. If the Craft (alchemy) check (DC equals the poison’s save DC) is successful, the poison’s type changes to contact, ingested, inhaled, or injury; on a failed check, the poison is ruined. When creating poison, can create up to 18 doses in the same time frame. When doing so, multiply the raw material costs by the amount of doses.
The stitcher may use the Heal skill on an undead creature as though it were a living creature The scholar may make a special Heal skill check on an ally as a move action that provokes an attack of opportunity; the ally recovers a number of hit points equal to twice the check result minus 14. The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus (minimum 1).
- If the scholar has at least 5 ranks in the Heal skill, she may instead use this ability to restore a number of points of ability damage equal to (Result-10)/5.
The scholar may, as a standard action that provokes attacks of opportunity, make a DC 20 Heal check to cure any one of the following conditions affecting a creature: blindness, deafness, paralysis, or poison. For each 10 points by which the scholar exceeds the DC of this check, she may cure an additional condition from the list that the target is suffering as part of the same check.The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus+half Tier (9/day). Attempting to heal a creature but failing to meet the DC of this ability still counts towards this daily total.
- If the scholar has at least 8 ranks in the Heal skill, she may instead use this ability to restore 1 point of ability drain +1 point for every 5 points by which she exceeds this ability’s DC.
The subject of either of the above special uses of the Heal Skill becomes temporarily immune to poison for 8 rounds???. Any poison in its system or any poison to which it is exposed during the effect’s duration does not affect the subject until the effect’s duration has expired, though the duration of the effect continues to expire as normal; this does not reverse instantaneous effects of poison that have already occurred, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.
Non-Leveling Feats | Flaw) Ability Focus (Poison)
increase save DC of poison abilities by +2
add +2 to the DC of fortitude saves against your poison attack
when a creature fails its save against the Inflict Disease Ghost Strike, they must save against each of the diseases they are currently afflicted with. These additional saves never count towards curing the diseases, however failure immediately inflicts the disease's effects.
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Leveling Feats | Level 1) Arcane Venin
Can create Alchemy sphere poisons that afflict Magical sphere effects upon the victim. creating such poisons costs the greater action type of creating special poisons and casting the desired magical effect and a number of spell points equal to the cost of the spell effect invested plus 1. Each dose of such poison can only afflict a single target, and the poison cannot be used alongside a strike talent. All choices regarding the spell effect are selected and paid for when the poison is made, and the spell effects oif these poisons cannot be concentrated upon.
Heal is still a class skill. Become an martial initiator with an initiator level equal to 6, using Int for an initiation modifier. Gain the Dizzying Venom Prana boost and ready it. Recover the maneuver as a full-round action that you'll never perform, as it will never be worth it. Also gain another 1st level maneuver from the Steel Serpent discipline that could be used instead... but you won't do that, because it is less useful.
You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost. In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).
Gain the Iron Fang strike and ready it. Recover the maneuver as a full-round action that you'll never perform, as it will never be worth it. Also gain the Poisoner's Stance. Also gain another 1st level maneuver from the Steel Serpent discipline that could be used instead... but you won't do that, because it is less useful.
+4 effective levels to alchemist when determining what abilities can be acquired through the Discovery class feature.
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Class | Unliving Chemister
You may expend any one alchemical item, potion, or scholar flashbang when you reanimate an undead within your natural reach, granting the raised undead the alchemy-implanted simple template. You may also expend an appropriate item as part of instilling a reanimate sphere effect with the Instill Death talent so that the created undead gains the alchemy-implanted simple template.
+1 circumstance on attack rolls to throw splash weapons, no penalty for improvised ranged weapons. +Int to damage of splash weapons, both direct hit dmage and splash damage when applicable.
Craft potions, lmao
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Mythic Feats | Tier 1) Advanced Magic Training (M)
if a class isn't at least a mid-caster, it do be now.
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Constant, null doses | injury; Fort/Will DC 42; Onset immediate; Frequency 1/round for 6 rounds; Effect 4 Con damage; Special This poison cannot deal ability damage that would equal or exceed an enemy’s ability score. If it would, the excess ability damage is instead applied to a different attribute of the entitled’s choosing, provided the ability damage would not equal or exceed that ability score. If there are no valid attributes for this redirection, this poison fails to do any more damage.
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Alchemist Poisons | Cost: 1 Quintessence & 10 minutes for 22 doses
injury poison; Fort DC 43; Onset immediate; Frequency 1/hour; Disease Effect 1d6 Con damage; Cure 1 save; Special a creature who dies while afflicted with the zombie virus immediately rises as a zombie under the control of the reanimator who created the zombie virus. After 1 minute, this zombie collapses, inert, but may later be reanimated by other means. Cost: 1 Quintessence & 10 minutes for 8 doses
injury; Fort DC 37; Onset immediate; Frequency -; Effect 11 HP damage and sickened for 1 minute Cost: 2 Quintessence & 10 minutes for 22 doses
injury; Fort DC 37; Onset immediate; Frequency -; Effect 11 HP damage, and 8 bleed damage and sickened for 1 minute. This bleed damage stacks with all other bleed damage, including itself LMAO Cost: 3 Quintessence & 10 minutes for 22 doses
injury; Fort DC 43; Onset immediate; Frequency -; Effect 11 HP damage, and 11 bleed damage and -11 penalty to Con for 1 minute. This bleed damage stacks with all other bleed damage, including itself LMAO |
Special Poison | Cost: 2 Doses of Poison, 1 Mythic Power, Martial Focus, & 1 move action; decays after 11 rounds
injury; Fort DC 39; Onset immediate; Frequency -; Effect the effects of the used poisons, with their duration doubled & 6 bleed damage; Special if an exposed creature succeeds their original save against either or both poisons, they must save against any poison again at the beginning of each of their turns for 11 rounds or until they fail their save. Cost: 1 Dose of Special Poison
Applies a coating of poison for 14 rounds, during this time any attack made with the weapon exposes the target to the poison. |
Arcane Venins | Cost: Standard, 3 spell points, Martial Focus
injury; Fort DC 43; Onset immediate; Frequency -; Effect Inflicted with the effects of the Killing Disease spell effect with the extra 1 spell point for LMAO DIE to shut off all healing (see Spellcasting). Additionally deal 6 bleed damage. Special if an exposed creature succeeds their original save, they must save against the poison again at the beginning of each of their turns for 8 rounds or until they fail their save.
Cost: Standard, 4 spell points, Martial Focus
injury; Fort DC 43; Onset immediate; Frequency -; Effect Inflicted with the effects of the Lich Touch spell effect with the extra 1 spell point for LMAO DIE to shut off all healing and the extra 2 spell points to escalate Lich Touch to paralysis (see Spellcasting). Additionally deal 6 bleed damage. Special if an exposed creature succeeds their original save, they must save against the poison again at the beginning of each of their turns for 11 rounds or until they fail their save. Cost: Standard, 7 spell points, 1 Mythic Power, Martial Focus
injury; Fort DC 43; Onset immediate; Frequency -; Effect Inflicted with the effects of both the Disease Arcane Venin and the Paralysis Arcane Venin.Special Both venins have their own saving throws. |
Racial | Basic Adjustments
+2 Dex, +2 Int, +2 racial bonus on Craft (Paintings) checks.
Due to their guarded nature, Natura Morta have developed a natural defense against those attempting to find or hurt them. As a standard action, Natura Morta can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
Natura Morta can use their normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the Natura Morta can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the Natura Morta gains the freeze universal monster ability to appear as part of the painting. Natura Morta can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the Natura Morta entered. If someone destroys or damages the painting, the Natura Morta is unharmed, but exits the image. |
Flaws & Drawbacks | Flaws: Frail
-1HP per HD (cannot reduce to negative HP)
-2 penalty on all melee attack rolls
Drawback: Snobby You and your apparent allies inspire a starting attitude that is one step worse in creatures who have an Intelligence score that is below yours.
M. Drawback: Farsighted -1 penalty to melee attacks and -2 penalty to sight-based perception checks within 10' (cannot take 10)
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Traits | Social) Harvester
being well-trained in the disassembly and use of carcasses, Aria gains a +1 trait bonus to Profession Tanner and Profession Trapper checks and may make such checks untrained. Furthermore, she does not risk poisoning herself when handling poison aquired from a venomous creature.
+2 trait bonus to Craft Alchemy checks made to craft alchemical items. Failing an Alchemy check by 5 or more does not ruin raw materials, unless it is also a natural 1.
+1 trait bonus on initiative checks. Once per day, in the surprise round of combat you may perform an intimidate check to demoralize vs a flat-footed opponent as a free action.
gain the Graveblood subtype and ER 5 Negative Energy.
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Oaths | Oaths: Forbidden Knowledge (Minor): Perpetual Discomfort
Oath: You are constantly affected by a single madness which never goes dormant no matter how much sanity damage is recovered. You are shaken so long as you are wearing any sort of armor or similarly heavy clothing. This ignores any immunity to the shaken condition you may possess. Defiance: If you ever cure yourself of this madness, you take a penalty on Intelligence checks and skill checks equal to half your character level. Attonement: To regain this forbidden knowledge, you must rediscover what nightmarish secrets you have forgotten, which involves at least 3 days worth of research or exploration into the source which once fueled your forbidden abilities. After this time, you regain the madness associated with this oath.
Oath: You have sworn off the use of anathematic armaments and technologies. You must revere nature and may not wear metal armor or use metal shields. In addition, you may not use firearms or any technological devices which use charges. In games where advanced technology is quite common, this Oath may be worth up to three Oath points. Defiance Your abilities are weakened due to your use of impure implements. Your caster level and base attack bonus are reduced by half your character level (minimum 1). Attonement To re-establish your commitment to the natural world, you must destroy a number of technological items or other centerpieces of civilization such that the total value of destroyed materials is worth at least 100 gp x your character level squared.
Oath You must perform a specific physical or magical ritual every day to maintain your abilities. This ritual takes one hour to perform and can be performed anywhere, but requires that you either spend 5 gp per character level or reduce your maximum hit points by an amount equal to your character level for 24 hours every time you perform the ritual. Defiance Any day which you do not perform the ritual, all of your ability scores are treated as being 2 lower for all purposes. Atonement To atone, you must perform the ritual once again every day for at least 3 days, making an additional sacrifice worth 100 gp x your character level squared on one of those days.
Oath: You must maintain an honor score (see Ultimate Campaign) of at least 3 x your character level at all times. When you first swear this Oath or when you level up, your honor score is increased to 3 x your character level if it is lower. Defiance: Your dishonorable actions weigh physically on you. You are constantly considered sickened, and this effect ignores any immunity to the sickened condition you may possess. Attonement: You must see your honor restored in the face of your community, and must reach an honor score of at least 4 x your character level.
Boons: Bonus Talents (3 points) gain a magic, combat, or skill talent at each of the following character levels: 2nd, 6th, 10th, 14th, & 18th.
At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels. (+4 Int, +2 Dex, +2 Cha)
You gain a +1 resistance bonus to all saving throws at 3rd level, which increases by 1 at 6th level and every 3 levels thereafter (to a maximum of +5 at 15th level). You also gain a +1 enhancement bonus to natural armor at 5th level which increases by 1 at 8th level and every 3 levels thereafter (to a maximum of +5 at 17th level). (+2 resistance to saves and +2 natural armor).
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WEAPONS | ||||||
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Name | AB | Critical | Type | Range | Ammo | Dmg |
Needle Launcher | +10 | x2 | a bunch of poisons LMAO | 60' | 45(10) | poisons |
Flashbang | +8 | x2 | B/P/S | 100' | null | 1d8 |
ARMOUR | ||||||
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Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Unarmored Training | +6 | unarmored | - | - | - | haha funny talents lol |
Weapons | |
Animals | Warbeast Dire Weasel with Heavy Wagon 575 gp |
L. Alchemist & Daggermark Poisoner | FCB
5/6ths of a discovery
A Daggermark poisoner gains a +2 bonus on saves against poison, increasing to +4 at 4th level, +6 at 7th level, and total immunity at 9th level. Alchemist levels stack with Daggermark poisoner levels when determining the effect of this ability.
As a funny set of discoveries, Aria can take hegewitch secrets, including those of the Combat path, gains an equipment sphere talent, counts half her level as fighter levels for the purpose of feat pre-reqs, and treats ethereal and incorporeal creatures as if they just weren't. She may choose to touch and interact with ethereal and incorporeal creatures and objects as if they were solid. She may choose to have her attacks and effects count as magical for the purpose of affecting incorporeal creatures. If she does, her damage is not halved against them, and effects that do not cause damage are not subject to the standard 50% chance of failure. In addition, she may inflict critical hits and precision damage on incorporeal creatures as if using a ghost touch weapon. This does however confer no benefits to attempting to discover or identify the locations of such creatures. This consume's Aria's ability to select the Mystic Arcana magus arcana.
The alchemist gains the ability to animate a relatively complete corpse as an alchemy-powered zombie. This process takes 1 hour and costs 100 gp in alchemical reagents per HD of the corpse being animated; the dead creature gains the zombie template. Zombies that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the alchemist can control. The created zombie is a creature, not a supernatural effect. The alchemist also gains the Command Undead feat, although they can only use it against undead they have created, spending 1 point of quintessence to use this feat rather than a use of channel negative energy as well as treating their alchemist level as though it was their cleric level and using their Intelligence modifier rather than their Charisma modifier to determine its effects and DC. |
Scholar & Evangelist | Careful Packer
Double the storage space of any travelling container, and use Int instead of Str when determining carryiung capacity.
Add Acrobatics and Ride to class skill list.
The scholar learns how to create unstable preparations using various salts and minerals that she can hurl at a creature as a ranged touch attack with a range of 30 ft. + 10 ft. per class level (80'), dealing 1d8 bludgeoning, slashing, and piercing damage, and forcing the target to succeed on a Fortitude save (DC 20) or be deafened and dazzled for 1d4+1 rounds; in addition, whenever a creature fails their saving throw against one of the scholar’s flashbangs, she may recover her martial focus as an immediate action. Preparing and throwing a flashbang is a standard action. You may add one -explosive- to a flashbang. A flashbang may be used as part of creating an Alchemy Implanted Creature, treating it a splash weapon |
Mythic | Core Benefits
+2 Int, Mytic Power (9/day), Surge +1d6
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
+1 Mythic bonus to effective BAB/Skill Rank of Alchemy and Beastmastery
No longer use healer's kit charges to activate medical training abilities. Add half tier to the number of times per creature per day that medical training abilities can be used.
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
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The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.