29 (16+Wis) spell points/day
Casting Tradition
Casting Type: DivineCasting Modifier: WisConsciousness Linked, Emotional Casting, Focus Casting, Magical Signs, Verbal Casting, Imbued PowerBoon: +1+1/6cast-lvl spell points, +1 essence per level
| Martial Tradition
Equipment: Armor Trainingx2: proficient in all armor, but also the 2nd one is pointless and something I'll have to change with a complete reversion;, Firearm Proficiency: proficient will all firearms, save for siege weapons, also gain the gunsmithing feat for free1 pilot sphere talent
| CL
Conjuration Sphere: 21+5 (11 talents)Power Spheres: 18 - (veilweaving 6 talents)Pilot: 18 - (6 talents)Other Might Spheres: 13 - (beastmastery 1 talent)Veilweaving Level: 17Initiator Level: 14
|
Beastmastery Sphere
Base Sphere (Companionship - Pet; Zuellone)
Conjuration Sphere
base (Mage <Magical Companion, Implement Bearer>; Ocxiuus), Lingering Companion (Ocxiuus->all), Spell Conduit x2, Greater Summoning, Extra Companion (Mage <Magical Companion, Implement Bearer>; ) x5, Channel Companion, Possessive Companion
Pilot Sphere
Naval Package, Cruise Control, Autopilot, Companion Vessel x2, Remote Piloting, Bonus Customization x3, Hyperwave Signal
Veilweaving Sphere
Base Sphere, Entwined Allocation, Twin Veil x4
Radiant Dawn
Staunching Strike, Healer's Bane, Decree of Death, Shatter Spell, Noblesse Oblige
Piercing Thunder
Bronze Lancet Charge, Oaken Shield
| Solar Wind
Stances
Spoils of War, The Caged Sun, Armaments of the Empire, Stance of the Sunlight Shield
Adventuring Skills |
|
Acrobatics |
+8 |
(STR) +3 |
+0 |
+5 |
|
Bluff |
+4 |
(CHA) +0 |
+0 |
+4 |
|
Climb |
+9 |
(STR) +3 |
+0 |
+6 |
|
Diplomacy |
+24 |
(CHA) +0 |
+19 |
+5 |
|
Disguise |
+4 |
(CHA) +0 |
+0 |
+4 |
|
Escape Artist |
+4 |
(DEX) +0 |
+0 |
+4 |
|
Fly |
+6 |
(DEX) +0 |
+0 |
+6 |
|
Heal |
+18 |
(WIS) +13 |
+0 |
+5 |
|
Intimidate |
+22 |
(CHA) +0 |
+19 |
+3 |
|
Knowledge: Arcana |
+29 |
(INT) +6 |
+19 |
+4 |
|
Knowledge: Dungeoneering |
+10 |
(INT) +6 |
+0 |
+4 |
|
Knowledge: Local |
+10 |
(INT) +6 |
+0 |
+4 |
|
Knowledge: Nature |
+30 |
(INT) +6 |
+19 |
+5 |
|
Knowledge: Planes |
+12 |
(INT) +6 |
+0 |
+6 |
|
Knowledge: Religion |
+30 |
(INT) +6 |
+19 |
+5 |
|
Knowledge: Psionics |
+10 |
(INT) +6 |
+0 |
+4 |
|
Knowledge: Martial |
+10 |
(INT) +6 |
+0 |
+4 |
|
Perception |
+35 |
(WIS) +13 |
+19 |
+3 |
|
Ride |
+4 |
(DEX) +0 |
+0 |
+4 |
|
Sense Motive |
+22 |
(WIS) +13 |
+0 |
+9 |
|
Spellcraft* |
+28 |
(INT) +6 |
+19 |
+3 |
|
Stealth |
+4 |
(DEX) +0 |
+0 |
+4 |
|
Survival |
+36 |
(WIS) +13 |
+19 |
+4 |
|
Swim |
+29 |
(STR) +3 |
+19 |
+7 |
|
Use Magic Device* |
+7 |
(CHA) +0 |
+4 |
+3 |
Background Skills |
|
Appraise |
+6 |
(INT) +6 |
+0 |
+0 |
|
Craft: Alchemy |
+28 |
(INT) +6 |
+19 |
+3 |
|
Craft: Brewing |
+28 |
(INT) +6 |
+19 |
+3 |
|
Craft: Other |
+10 |
(INT) +6 |
+0 |
+4 |
|
Knowledge: Engineering |
+10 |
(INT) +6 |
+0 |
+4 |
|
Knowledge: Geography |
+29 |
(INT) +6 |
+19 |
+4 |
|
Knowledge: History |
+10 |
(INT) +6 |
+0 |
+4 |
|
Knowledge: Nobility |
+10 |
(INT) +6 |
+0 |
+4 |
|
Linguistics* |
+28 |
(INT) +6 |
+19 |
+3 |
|
Perform: All |
+4 |
(CHA) +0 |
+0 |
+4 |
|
Profession: Sailor |
+36 |
(WIS) +13 |
+19 |
+4 |
Custom Skills |
* only usable when trained (rank 1 and higher)
Skill Notes
+2 appraise for non-magical gem or metal items
+4 sacred on untrained checks.
Class Skills
Vocations: Apothecary, Athlete, Dragon Envoy, Explorer, Medium, Mystic, Philosopher, Pirate, Sailor, Translator, ??? Evangelist: Skilled - Diplomacy, Knowledge Nature
Feats
non-leveling feats | Race) Toughness
Martial Trad) Gunsmithing
If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Flaw) Spell Focus (Conjuration)
+1 DC on Conjuration Spells
Flaw) Varisian Tattoo
+1 Caster Level on Conjuration Spells and 3/day Acid Splash SLA
Major Drawback) Bloatmage Initiate
+1 Caster Level on Conjuration Spells; however, under a permanent medium load with encumbrance penalties.
Background) Extra Combat Talent
Gain the Cruise Control talent of the Pilot Sphere.
| Leveling Feats | 1) Extra Combat Talent
Gain the Autopilot talent of the Pilot Sphere
3) Biomech Pilot
Grant mech the Biomech template and the options of the following mech enhancements:- Adrenaline Surge: The mech gains the ferocity universal monster ability.
- Accessible Physiology: For the purpose of spells and powers, the mech pilot may treat their mech as either a humanoid, aberration, plant, or construct, whichever is most beneficial.
- Bonded Interface: The mech gains either the share spells ability of an animal companion or the share powers ability of a psicrystal, chosen at the time this enhancement is added.
- Extreme Acclimation: The mech has adapted to some form of extreme environment, gaining immunity to either fire or cold damage. This enhancement can be selected up to two times, but the mech pilot must be at least 9th level to select it.
- Feral Mech: The mech treats all integrated weapons as natural attacks for the purpose of feats and other abilities.
- Gushing Fluid: When damaged, the mech violently pours forth vitriolic fluid that hoses its attacker. When the mech takes damage from a slashing or piercing weapon, all creatures adjacent to the mech must succeed at a Reflex save (DC = 10 + the mech’s hit dice) or take acid damage as its caustic fluids spray forth. A mech deals an amount of acid damage in this way based on its size (1d4 points of acid damage for a medium mech, 1d6 for a Large mech, and so on).
- Improved Feral Mech: The mech gains the pounce ability, but only with integrated weapons. The pilot must be at least 9th level and must have given the mech the feral mech enhancement to select this enhancement.
- Instinctive Action: If the mech’s pilot becomes unconscious, stunned, or otherwise unable to pilot the mech, the mech continues to repeat the last action that it performed, attacking the nearest creature if it attacked or running if it ran. The mech is considered to have an intelligence score of - and a Wisdom score of 10 while acting in this way.
- Oxygen Supply: The mech possesses onboard mechanisms that supply atmosphere to the pilot. While inside the mech, the pilot does not take pressure damage and has an infinite supply of air. The pilot must be at least 9th level and have the nautical superiority enhancement to select this enhancement.
- Resilient Build: The mech gains a 25% chance to negate critical hits and precision damage. This enhancement can be taken a second time to increase the chance to 50%, and a third time to give the mech immunity to critical hits and precision damage.
- Tissue Regeneration: The mech gains fast healing equal to half its HD, its biological components pulling themselves together under stress. The mech pilot must be at least 9th level to select this enhancement
5) Extra Combat Talent
Gain the Base Sphere talent, disregarding packages in favor of the Companionship (pet) drawback of the Beastmastery Sphere
7) Extra Magic Talent
Gain the base conjuration sphere with the Magical Companion+implement bearer archetype.
9) Spell Channel
While your companion is within range of your Spell Conduit ability, you can treat it as the point of origin for any spell that you cast.
11) Ability Channel
While your companion is within range of your Spell Conduit ability, you can treat it as the point of origin for any class ability that requires a melee or ranged attack.
13) Deific Obedience
There are no benefits of this feat, lmao. Feat tax funny.
15) Homogenous Companions
All Conjuration Companions benefit from the Lingering Companion Form Talent.
17) Extra Combat Talent
Gain the Companion Vessel talent of the Pilot Sphere
Gain the Hyperwave Signal talent of the Pilot Sphere|17) Extra Combat Talent[/spoiler] | Class Feats | 6&12) Extra Combat Talent x2
Gain the Remote Piloting and Companion Vessel talents of the Pilot Sphere.
| Mythic Feats | 1) Paragon
treat mythic teir as 2 high for mythic features.
2e) Advanced Magic Training
non high-casting classes are midcasting classes.
3) Mythic Combat Talents
gain the Bonus Customization talent of the Pilot sphere 3 times.
|
Special Abilities
Oath | Burdens
Oath: You must carry weights or alter your body such that you are always encumbered by at least a medium load, taking encumbrance penalties as normal.Defiance Penalty: Removing your burden creates an unfamiliar, unstable sensation, causing you to take a penalty on Reflex saves equal to half your character level (minimum 1).Atonement: In addition to taking up the physical burden again for at least one day, you must perform some great physical feat while carrying your burden. This may be climbing a mountain, swimming across or river, or performing some other physically taxing feat.
Honor
Oath: You have sworn to uphold your good name and maintain an air of dignity in your actions. You must select a code of honor (Chivalric) and 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 Penalty: 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.Atonement: 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.
Ritual
| Oath Boons | Magical Gleaning
Gain the Advanced Magic Training feat
Accelerated Recovery
|
Traits
Race | 60' Darkvision
Slow and Steady
Speed is never modified by armor or encumbrance.
Unstoppable
Gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves.
Spell Smasher
+1 to attack rolls against creatures that are currently casting spells
Rock Stepper
Can 5' step on difficult terrain formed of rubble, broken ground, or steep stairs
Dwarf Weapon Familiarity
Proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.[/small
| traits | social) Seafaring Reputation
You gain a +1 trait bonus on Diplomacy and Intimidate checks against sailors.
magic) Internal Compass
You maintain a sense of direction, even on planes where direction is relative. If you are on a plane that has no analogue to north, you automatically know the direction toward the plane’s major dominating feature (for instance, Pharasma’s Spire in the Boneyard, or the sun in Nirvana). If there is no such dominating feature, you instead know the direction of the closest feature significant to one of the plane’s divinities or demigods.
combat) Steel Body
Your physique is far more difficult to damage than others. You gain +1 hit point; for every two additional hit dice you possess, you gain +1 hit point.
akashic) Natural Essence
You gain 1 point of essence.
| Flaws / Major Drawback | flaw) Slow
Your base land speed is halved (round down to the nearest 5-foot interval).
flaw) Unreactive
You take a -6 penalty on initiative checks.
MD) One Leg
Even with a peg leg, you lose 10 feet from your race’s normal speed.
drawback) Entomophobe
-2 to attack vermin, -2 save vs. swarm distraction
|
WEAPONS |
Stromking's Vambrace vs Touch |
+31 |
19-20x3 |
Piercing |
90' |
no |
9d6+35 |
Stromking's Vambrace vs Touch |
+26 |
x2 |
Piercing |
90' |
no |
1d6+30 |
ARMOUR |
Treantplate | +8 | Heavy Veil | -4 | 20% | 50 | Heal like a jackass |
Medium Load | +0 | encumbrance | -3 | 0% | 0 | Bloatmage Initiate |
House of Grom
Ancestral Regression
1/day; Standard; Grom and all allies within 30' gain a +6 enhancement bonus to physical scores for 13 rounds, affected creatures also gain one of the following:54 temporary HPGrom gains 2d6 of the selected damage type to every attack and his allies gain 1d8 of the selected damage type to each of their attacks. the boat specifically, because of its being written by a fool, gains 2d6+1d8 as it somehow stupidly benefits from both. lmao.ER 30 against the selected damage type
Dominion Over Dragons
1/week; standard; Grom lets forth a terrifying roar, which affects all creatures within a 100' radius for 13 rounds. All allies gain a +4 morale bonus to attack, damage, and saving throw rolls, and they become immune to fear for the duration. All dragons within the radius must succeed a DC 31 will save or become paniked for 1d4 rounds. dragons who succeed are shaken instead.
Finally, during the duration of the dominon, Grom can issue a command as a swift action as per the Command spell with a DC of 31. If the target is an ally, they may spend an immediate action to perform a single attack or move to accomplish the command. Dragons do not benefit from their immunities or SR with resgards to this function of Grom's Dominion Over Dragons.
Nemesis of the Dragons:after the duration of Grom's dominion ends, he is fatigued, takes a -4 penalty to strength and constitution, and halves his movement speed for 1 hour. if he was already fartigued, he is instead exhausted and the penalty to strength and constitution is doubled.
Curse of the Dwe'yar
Ancestral Echoes: The power of Grom's dragonblood lineage sometimes overwhelms his senses with echoes of his ancestors' past battles and experiences. When Grom uses a veilweaving ability, there is a cumulative % chance that he becomes disoriented by these echoes at the end of his turn. For each veilweaving effect used in the same round, this chance increases by +1%. If he successfully avoids becoming disoriented, the percentage chance is halved (rounded up) and added to the following round's base chance. If he fails, he receives a penalty on all attack rolls, skill checks, and saving throws equal to half (rounded down) the total chance he had to fail, lasting for 1 round. Additionally, he must succeed on a Concentration check (DC 15 + level of the spell + 1/2 the penalty) to use any spells during this time. A failure resets the percentage back to 0. Arcane Instability: The raw draconic power within Grom sometimes destabilizes his spellcasting. If one of Grom's veils is destroyed or unraveled, he suffers essence burn equal to the amount of essence invested in that veil. This essence burn cannot be recovered for 24 hours. If this would exceed his currently available essence pool, he must select other veils to remove investments from to cover the cost of this burn. Elemental Vulnerability: Due to the mutagenic plague of Tiamat, Grom has a vulnerability to an energy type opposite to the one he chooses at the start of the day (Acid opposes Fire, Cold opposes Electric, etc.). He takes an additional 50% damage from this energy type.
|
Arms & Equipment
Weapons | 5 Dragoon Muskets with 44 CartridgesGreater Stormbinder's Crook+5 Imbuement Gem | Akashic Catalysts | Lesser: Shoulder Slot; Greater: Wrist Slot | Headband | +6 Int/Wis | Totem of Storms | 7 Essence Totem |
Class Features
Helmsman, Bloodfuser | Boat
At 1st level, the helmsman chooses to gain either a companion mech or a companion vehicle. His effective pilot level is equal to his helmsman level. In addition, the helmsman's bonded vessel gains the benefits of all feats, veils, and chakra binds that the helmsman is using, even if it would not have the corresponding components to use a veil. If a veil creates a weapon, the weapons manifest somewhere on the bonded vessel and may be used in addition to other weapons that the vehicle or mech possesses. However, if the weapon is explicitly wielded in your hands, it takes up one weapon slot for each weapon created. The weapon can take up multiple weapon slots if its size is increased beyond medium.Whenever the themistoclien initiates a boost or assumes a stance, he may choose to have his bonded vessel gain the benefits rather than himself. In addition, the themistoclien may perform a martial maneuver through his bonded vessel rather than himself.Starting at 3rd level, a helmsman gains the ability to sacrifice essence to momentarily enhance the abilities of his bonded vessel. At 3rd level and every other odd-numbered level thereafter, the helmsman learns one hypercharge. As an immediate or swift action, the helmsman may activate one of his known hypercharges by taking the listed amount of essence burn. Essence that has been burned to activate an ability cannot be used again for any other purpose until the helmsman has had a chance to meditate. Essence burn recovers at a rate of 1 point of essence per minute spent in meditation. Each hypercharge last for a number of rounds equal to the helmsman's veilweaving modifier unless otherwise specified. Starting at 8th level, whenever the themistoclien initiates a boost, they may activate a single Hypercharge as part of the same action.- 3) Overload (1 point): Choose one akashic armament or veil that the bonded vessel has essence invested in. For the duration of this hypercharge, the effective amount of essence invested is increased by 6, even if this would normally exceed the maximum number of allowed essence invested in the armament.
- 7) Hardware Augment (3 points): The bonded vessel gains the benefits of 4 mech enhancements for the duration of this hypercharge.
- 11) Software Augment (2 points): The bonded vessel gains the benefits of 4 combat feats that they or the helmsman meet the prerequisites for for the duration of this hypercharge.
Starting at 1st level, a helmsman gains the ability to imbue essence into his bonded vessel just as he would a veil. When investing essence into his vessel, he is limited by his veilshaper level as to how many points of essence he may invest into any one of the vessel's armaments, but no limit exists regarding how many total points of essence may be invested into the vessel itself. If the vessel is destroyed, all of the essence invested in the mech is destroyed as essence burn.- Agility: The bonded vessel gains an insight bonus to AC equal to the amount of invested essence.
- Artillery: the vessel gains an insight bonus to attack and damage rolls on all of its weapons and increases the DC of any saving throw imposed by its weapons by the amount of invested essence.
- Propulsion: For every point of essence invested in this armament, the bonded vessel's movement speeds all increase by 5 feet. If at least 2 points of essence are invested in this ability and the bonded vessel possesses a fly speed, the maneuverability is increased by 1 step.
- Discipline Specialty: the themistoclien's bonded vessel receives a insight bonus to the save DCs of maneuvers when using maneuvers of a specific discipline equal to the amount of invested essence.
- Expanded Maneuvers: For every point of essence invested in this ability, the themistoclien gains the ability to ready an additional maneuver and regains one additional maneuver when regaining maneuvers as a full-round action. This essence cannot be reallocated save for at the beginning of the day.
- Endurance: the vessel gains a resistance bonus on all saving throws equal to the amount of invested essence.
- Repletion: the vessel's fast healing increases by an amount equal to the amount of invested essence. If it does not possess fast healing, it gains fast healing equal to the amount of essence invested in this armament.
- Resilience: the hardness of the vessel increases by an amount equal to the amount of invested essence.
- Targeting: the penalty from firing in multiple range increments or for making called shots with the vessel's weapons decreases by twice the amount of invested essence.
Starting at 4th level, whenever the bonded vessel takes enough damage to destroy it, the helmsman can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the vessel.At 12th level, a helmsman can infuse a vessel with a bind that they are not capable of normally utilizing, enhancing the machine dramatically at a cost. The helmsman's bonded vessel gains the ability to gain the benefit of one additional chakra to which a veil of any kind can be shaped. However, every round that this chakra remains active, the helmsman takes an amount of essence burn equal to the amount of essence invested in this chakra.
Blood Infusion
each day, as part of shaping veils for the day, create 2 temporary potions which expire after 24 hours. These potions each grant the imbiber the shape and blood bind effects of a single blood veil, as if it had 6 essence invested in it, for 7 hours.
Blood Control
At 5th level, the bloodfuser gains increased control over their blood. Whenever they would take bleed damage, they can immediately heal half the damage taken (rounded down).
| Stormbound, Fisherking, Incanter, Amplifier & Evangelist | Storm Veil Mods
The herald of spring gains an additional veil each day that must be used to shape a Storm veil. Unlike a normal stormbound, a herald of spring may freely invest their essence to or from their storm veils. The electric currents of spring storms imbues the herald of spring's soul, allowing them to call upon unique and devastating winter storms from beyond the mortal realms. Whenever the herald of winter shapes a Storm veil with the Acid, Cold, or Fire descriptors, they can choose to shape that veil with the Electricity descriptor instead. Any acid, cold, or fire damage dealt by this veil instead deals electricity damage.At 2nd level, when the herald of spring rolls initiative, or at the beginning of each of their turns, they can choose to take 2 points of essence burn to unshape a single shaped Storm veil, and immediately shape a new one in its place. If the Storm veil they unshaped was bound to their chakra, the new Storm veil they shape in its place is also bound. If the unshaped Storm veil and the newly shaped Storm veil both have one of the following properties the herald of spring can use this ability without taking essence burn: the Air descriptor, Electricity descriptor, Healing descriptor, Water descriptor, or Storms that have no capability of dealing damage.For each point of essence invested in your Storm veils beyond the first, their radius increases by an amount equal to their base radius (normally Close range). These range increases function similarly to a range weapon’s range increment. For each increment beyond the first, you treat the effects of the Storm veil as if it was invested with 1 fewer point of essence when determining its effects and saving throw DCs. At the farthest increment it is treated as being invested with 1 essence, the next closest would be treated as being invested with 2, and finally, the closest would be invested with 3. You may choose whether or not you wish to utilize the effects of this storm power each time you invest essence into a storm veil, or when you spend an action to reinvest your essence.
Weatherproofing
A strombound can grant themselves and 11 other creatures the followingYou get a fun pool of 9 temp HP (WOW!) which regens at a rate of 1/minute... so it's basically useless.You also, when effected by any one of my veils, may choose to do any of the following things as relevant (or not, I don't judge): automatically pass the saving throw, have the attack roll automatically miss, reduce the damage to 0.
Clear Skies
As a standard action, you can attempt to disrupt a single Storm veil or spell that alters or controls the weather in Medium range (160'). Make a veilweaving check (1d20 + your veilweaving level) and compare that to a DC of 11 + the veil’s veilweaving level or the spell’s caster level. If successful, you suppress the effects of that veil or spell for 1d4 rounds, or for one minute if you beat the opposed check by 10 or more.In addition, if you choose to willingly suppress your Storm veils, you can choose to unsuppress them on your turn as a free action instead of as a move action, or as an immediate action outside of your turn.
While you have all of your Storm veils willingly suppressed, the natural weather in an area equal to the area of your suppressed Storm veils becomes calm and of a normal temperature for the current season. This is a supernatural effect.
Blessed Land
As a swift action the fisherking can activate a 30-foot radius aura centered on themself that causes the world around them to reflect their inner nature. This effect ends if the fisherking is knocked unconscious or if they choose to end it as a swift action. When shaping their veils for the day, the fisherking can select one of the following effects for this ability. Creatures within this area, other than the fisherking, gain bonuses or take penalties depending on the effect selected, as indicated below:- My People Will Flourish: The world around the fisherking seems bright and full of hope. Allies within the fisherking's aura gain a +1 luck bonus to Fortitude, Reflex, or Will saving throws, selected by the fisherking when shaping veils for the day. In addition, allies within the area gain a +5 feet enhancement bonus to their base land speed. Increases to land speed last until the end of a creature's turn if it leaves the radius of this effect. At 5th and 13th levels, the bonus to saving throws increases by an additional +1, and the bonus to land speed increases by +5 feet.
- My Enemies Will Suffer: The territory is a place of bleak desolation and clinging shadows. Enemy creatures within the fisherking's aura take a –1 penalty to their Fortitude, Reflex, or Will saving throws, selected by the fisherking when shaping veils for the day. Additionally, enemies take a –2 penalty on Acrobatics and Fly checks and this penalty is doubled against attempts by enemies to move through threatened squares. At 5th and 13th levels, the penalty to saving throws and skill checks increases by an additional –1.
- This ability may be invested with essence, increasing the radius by 5 feet for each point of essence invested. For every two points of essence invested in this ability any bonuses or penalties to d20 rolls caused by this ability are increased by 1.
At 1st level, as a free action, the fisherking can surround themself with a number of spectral servants up to their veilweaving modifier. These servants function as if they were created by the unseen servant spell, except as follows. The range of this effect is equal to the current radius of your blessed land ability. The servants created by this ability cannot take the aid another action. They are visible though translucent, taking on the form of generic members of the fisherking's race and are dressed in livery the color and markings of which are selected when the fisherking shapes their veils for the day. The fisherking's royal attendants can cast prestidigitation as an at-will spell-like ability. The fisherking can direct their royal attendants to use any spell-like ability they possess as a free action. Royal attendants always use the fisherking's class level as their caster level and determine their saving throw DCs and their bonus on concentration checks using the fisherking's veilweaving modifier. This ability can be invested with essence, for each point of essence invested in this ability the number of attendants increases by 1 and the Strength score of all created attendants increases by 2.
Sphere Specialization
+1CL to conjuration sphere
Akashic Amplification
Whenever an amplifier casts a spell or manifests a power of 5nd level or lower whose descriptor or subtype matches the descriptor of any of his veils, he can utilize that veil to amplify the power of his spell in one of the following ways:Amplify: He may spend a move action to increase the caster level or manifester level of the power by 2. This can only be used on spells with a casting time of 1 standard action or less.Energize: He may use a swift action to disperse the energy of the spell or power directly into a veil with a matching descriptor, increasing its effective invested essence by 1. This effect lasts for a number of rounds equal to 4 + the level of the dispersed spell.Vivify: The amplifier may cast the spell as part of a special full-round action, using his control of akasha to convert the energy of the spell or power into restorative energy, healing himself for a number of hit points equal to 7 times the level of the converted spell or power.
Protective Grace
| Mythic Gifted | Mythic Spell Pool
Once per day as a free action, you can spend one mythic power to regain a number of spell points equal to your mythic tier (5). This does not count for any effects that trigger when you regain spell points normally. Any spell points above your maximum become temporary spell points that last for one minute per tier.
Eternal Youth
Ignore the physical pentalies of being middle aged (-1 accross the board). As a full round action, change apparebt age as a permanent polymorph effect, this is suppressed when another polymorph effect is used; this polymorph costs 1 mythic power.
|
Creatures & Mounts
Waveskimmer | Biomech Template, +3 Mech Enhancements (Admiral's Regalia), ignore 50' of difficult terrain, reduce miss chance from concealment by 50% |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Defense
AC: AC 57, touch 21, flat-foot 46 (+23 armor, +5 shield, -8 size, +3 Dex, +8 natural, +8 insight, +8 dodge
HP:
294
14d10+154
( +85 max; death at -104 HP )
Fortitude: +27 Reflex: +28 Will: +37 ( +3 insight against death effects )
Defensive Abilities: 20% miss chance
Immune: selected energy type, first 35 points of other energy types, Construct Traits
Aura: 700' Storms DR: 5/B, Hardness 17
Offense
Speed: 105' (over water), 125' Fly (perfect) Melee: 12 Stormking's Vambrace - Dark Storm Trident: +57 ( 10d6+50+1d6 /x3+2d10), 1 Spring's Resurgence: +53 ( 1d4+46 /18-20) Ranged: 10 Stormking's Vambrace - Dark Storm Trident: 160' +43 vs. touch ( 10d6+39+1d6 /19-20, x3+2d10) Special Attacks: up to 12 Dancing Daggers: 60' +44 ( 1d4+40 /18-20, x2)
Space: 130'x80' Reach: 5'
Statistics
Str 46, Dex 16, Con 30
Base Attack: +13 CMB: +39 CMD: 51
Feats: Uses Pilot Feats (Toughness, Gunsmithing, Spell Focus/Varisian Tattoo/Bloatmage Initiate [Conjuration], Paragon, Advanced Magic Training, Biomech Pilot, Deific Obedience) Skills: Uses Pilot Skills
Mech Enhancements
Leveling | Alteration | Regalia | Bonus | - Weapon Slot
- Transformation
- Weapon Slot x3
| - Weapon Slot x3
- Resilient Build x3
| - Size Increase x2
- Accessible Physiology
- Extra Seating x2
- Weapon Slot x2
| - Shielded Cockpit
- Nautical Superiority
- Oxygen Supply
|
Immense
The ship can safely carry up to 30 Medium creatures in addition to the driver without counting them against its carry capacity. Increase this number by 10 every time the ship increases in size. In addition, the ship has twice the normal carrying capacity, which doubles with every size increase. (90 medium creatures and carry capacity of 15,040,512 light, 30,130,176 medium, 45,219,840 Heavy, 226,099,200 Drag (x49152))
Defense
AC: AC 18, touch 11, flat-footed 18 (–1 Dex, +7 natural, +2 size)
HP:
161
17
Fortitude: 10 Reflex: 13 Will: 11
Offense
Speed: 10', 20' Swim
Space: 2.5' Reach: 0'
Statistics
Str 4, Dex 8, Con 13, Int 12, Wis 13, Cha 6 Feats: Agile Combatant, Spring Attack (Su), Bodyguard, Combat Reflexes, In Harm's Way Skills: Craft (Alchemy, Brewing) +18, Diplomacy +15, Intimidate +15, Knowledge (Arcana, Nature, Religion, Geography) +18, Linguistics +18, Perception +18, Profession (Sailor) +18, Spellcraft +18, Survival +18, Swim +24, Use Magic Device +2 Racial Modifiers: +8 swim Languages: Speak with Master
Special Abilities
Shell (Ex): As a move action, a snapping turtle can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long as it does.Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker.Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other.Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.Able Defender (Ex): At 11th level, a protector gains In Harm’s Way as a bonus feat. In addition, the familiar’s hit points are now equal to its master’s total hit points (not including temporary hit points), regardless of its actual Hit Dice.Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Defense
AC: AC 23, touch 13, flat-foot 20 (+10 natural, +3 Dex)
HP:
112
16d6+16
Fortitude: +7 Reflex: +15 Will: +13 ( +4 moral to will saves vs. charm or enchantment effects )
Defensive Abilities: Evasion
Offense
Speed: 15' hover, 30' (average)
Space: 5' Reach: 5'
Spell-like Abilities: Casting Tradition
Casting Type: DivineCasting Ability Modifier: CharismaDrawbacks: Consciousness Linked, Emotional Casting, Focus Casting, Magical Signs, Imbued PowerBoon: +1 essence per level <17 essence>
Veilweaving Sphere
Base Sphere, Entitled Veil, Shape Additional Veil x4 (HD 5, 7, 13, & 15), Kheshig Tradition, Gifted Essence
Statistics
Str 7, Dex 16, Con 13, Int 10, Wis 12, Cha 25
Base Attack: 8 CMB: +5 CMD: 18
Feats: Extra Magic Talent (8x) Skills: Perception +17 , Swim +14 Languages: Aquan
Ocxiuus appears as a floating mote of tumultuous water, like a giant's raindrop frozen in time on its long descent to the ground. Occasionally what could be recognized as a face may bubble up to the surface, before the current drags it back below. The outermost layers of this being seem to be a glass-like layer of magical thin ice, containing its flowing form from spilling out all over the ground.
Ocxiuus is a great ocean spirit, born of the many sailors who have sunk beneath the sea of Helfath E1-F, their regrets coalescing into her cold shell and their jealousy of the living, entwining with the wrath of the sea, shaping her natural dispositions. Ocxiuus is a being of wrath and of the world, weaving the natural chaos into tools of death as a evil spirit of the oceans.
Defense
AC: AC 25, touch 13, flat-foot 22 (+12 natural, +3 Dex)
HP:
112
16d6+16
Fortitude: +7 Reflex: +15 Will: +12 ( +4 moral to will saves vs. charm or enchantment effects )
Defensive Abilities: Evasion
Immune: Trip
Offense
Speed: 20'
Space: 5' Reach: 5'
Spell-like Abilities: Casting Tradition
Casting Type: DivineCasting Ability Modifier: CharismaDrawbacks: Consciousness Linked, Emotional Casting, Focus Casting, Magical Signs, Imbued PowerBoon: +1 essence per level <17 essence>
Veilweaving Sphere
Base Sphere, Essence Binder Drawback- Gifted Essence
Alteration Sphere: CL 12+5=17 (6 traits)
Base Sphere, Greater Changes, Extreme Changes, Mechanical Customization, Dragon Transformation, Lingering Transformation, Permanent Transformation
Statistics
Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 25
Base Attack: +8 CMB: +9 CMD: 22
Feats: Extra Magic Talent (8x) Skills: Swim +18 Languages: Aquan
Ecology
Environment: The Sea of Helfath, in deep sea trenches
The serpent Maaryth appears as a wretched mix of a dragon and purple worm, taking much a similar shape to the later, but displaying dull blue-green plate-like draconic scales along its body. Spinal fins trace along the creature's massive back, as if once they were to support a great dragon's sail. It additionally seems as if scars have welded the creature's eyes shut.
Born as a horrid experiment by Aboleth arcane scientists through the corruption and transmutation of a dragon egg laid while the world was still young, the wretched leviathan of the deep grew deformed and animalistic. After many centuries, the creature finally met its end... but beings so old never truly die beneath the stars of Whitebeacon.
Since his end of days, Maaryth's soul slowly transformed into a lingering spirit upon the material plane. As he did in life, so too did he do in death, eat and grow; now Maaryth resides as the single most powerful mortal soul in the 12 seas, as a spirit of violent evolution.
Maaryth grants power to those with shamanistic potential whom he encounters along his way, feasting upon the power they gain as they grow with the gifts he indiscriminately gives.
Defense
AC: AC 21, touch 11, flat-foot 20 (+10 natural, +1 Dex)
HP:
112
16d6+16
Fortitude: +11 Reflex: +6 Will: +10
Defensive Abilities: improved evasion
Offense
Speed: 30'
Space: 5' Reach: 5'
Spell-like Abilities: Spell Points: 23/day
Casting Tradition
Casting Type: DivineCasting Ability Modifier: CharismaDrawbacks: Consciousness Linked, Emotional Casting, Focus Casting, Magical Signs, Imbued PowerBoon: +1 essence per level <17 essence>
Veilweaving Sphere
Base Sphere, Essence Binder Drawback- Gifted Essence
Time Sphere: CL 12+5=17
Base Sphere, Improved Haste, Mass Time, Second Chance, Ranged Time x2 (Medium), Reversion
Statistics
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 25
Base Attack: +7 CMB: +10 CMD: 21
Feats: Extra Magic Talent (8x) Languages: Draconic
Offense
Speed: 20', 15' Fly (average)
Space: 5' Reach: 5'
Spell-like Abilities: Spell Points: 23/day Casting Tradition
Casting Type: DivineCasting Ability Modifier: CharismaDrawbacks: Consciousness Linked, Emotional Casting, Focus Casting, Magical Signs, Imbued PowerBoon: +1 essence per level <17 essence>
Veilweaving Sphere
Base Sphere, Essence Binder Drawback- Gifted Essence
Light Sphere: CL 12+5=17
Base Sphere, Lingering Glow, Everglow, Shining Arsenal, Encompassing Light, Black Light, Dual Light
Statistics
Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 25
Base Attack: +8 CMB: +9 CMD: 22
Feats: Extra Magic Talent (8x)
Defense
AC: AC 23, touch 13, flat-foot 20 (+10 natural, +3 Dex)
HP:
112
16d6+16
Fortitude: +7 Reflex: +15 Will: +13 ( +4 moral to will saves vs. charm or enchantment effects )
Defensive Abilities: Evasion
Offense
Speed: 15' hover, 30' (average)
Space: 5' Reach: 5'
Spell-like Abilities: Spell Points: 23/day, Casting Tradition
Casting Type: DivineCasting Ability Modifier: CharismaDrawbacks: Consciousness Linked, Emotional Casting, Focus Casting, Magical Signs, Imbued PowerBoon: +1 essence per level <17 essence>
Veilweaving Sphere
Base Sphere, Essence Binder Drawback- Gifted Essence
Life Sphere: CL 12+5=17
Base Sphere, Restore Health, Deeper Healing, Greater Invigorate (41 thp for 17 hours), Mass Healing, Resuscitate, Transfiguration (85hp)
Statistics
Str 7, Dex 16, Con 13, Int 10, Wis 12, Cha 25
Base Attack: 7 CMB: +4 CMD: 1
Feats: Extra Magic Talent (8x) Skills: Perception +16 , Spellcraft +18 Languages: Sylvan
Defense
AC: AC 21, touch 11, flat-foot 20 (+10 natural, +1 Dex)
HP:
112
16d6+16
Fortitude: +11 Reflex: +6 Will: +10
Defensive Abilities: Improved Evasion
Offense
Spell-like Abilities: Casting Tradition
Casting Type: DivineCasting Ability Modifier: CharismaDrawbacks: Consciousness Linked, Emotional Casting, Focus Casting, Magical Signs, Imbued PowerBoon: +1 essence per level <17 essence & 8v essence>
Veilweaving Sphere
Base Sphere, Entitled Veil, Shape Additional Veil x2 (HD 5, 7 Eyes of the Hawkguard, Behemoth's Flesh, Admiral's Regalia), Gifted Essence, Binder of Titles x3 (HD 11, 13, & 15)
Statistics
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 25
Base Attack: +8 CMB: +11 CMD: 22
Feats: Extra Magic Talent (8x) Languages: Draconic
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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