Myldron Grom | LN | ||
Character Name | Alignment | ||
Helmsman(Themistoclien) 12 , Bloodfuser 5 , Ringbearer // 2 , Stormbound(Herald of Spring) 6 , Fisherking 1 , Incanter(original) 1 , Amplifier 1 , Evangelist 10 , Mythic Spheremaster 4 | |||
Character Level | |||
Dwarf | M | ||
Race | Size | ||
Male | 327 | ||
Gender | Age | ||
4'9" | 234 | ||
Height | Weight | ||
Greyed | Deep Blue | ||
Hair | Eyes |
Won Truth | |
Player | |
Mystral | Whitebeacon <E1-F> |
Deity | Homeland |
Mystral | - |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
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Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +20 | +9 | CON +3 | +0 | +1 | +7 |
Reflex | +21 | +8 | DEX +0 | +0 | +0 | +13 |
Will | +30 | +10 | WIS +13 | +0 | +0 | +7 |
Combat Maneuver Bonus CMB | |||||
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CMB | BaB | STR | Size | Misc | |
+26 / +21 / +16 | +13 / +8 / +3 | +3 | +0 | +10 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
36 / 31 / 26 | 10 | +13 / +8 / +3 | +3 | +0 | +0 | +10 |
Race |
| Gift of Tongues | |
Linguistics |
| Translator |
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Conjuration Sphere | |||||||||||||||||||||||||||||||||||||
Veilweaving Sphere | Dark Heart, Helmsman List, Vizier List, Fisherking List, Stormbound List, & all Blood Veils
Belt, Blood, Feet, Hands, Head, Interface, Neck, Shoulder, Storm, Wrists
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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Veils |
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Meshed Veil Effects | Veils - 7 Bound Essence
Autumn's Decay, Caustic Veil, Springer's Resurgence, The Rime, The Sweltering, Voltaic Circlet, the Energization; DC 45 or 33+1/r (46 at round 14, so mostly pointless, but it's there)
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29 (16+Wis) spell points/day
Casting Tradition
| Martial Tradition
| CL
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Adventuring Skills | |||||
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CS | Skill | Total | AB Mod | Ranks | Misc |
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 | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
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 | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
non-leveling feats | Race) Toughness
+1 HP per HD
+1 DC on Conjuration Spells
+1 Caster Level on Conjuration Spells and 3/day Acid Splash SLA
+1 Caster Level on Conjuration Spells; however, under a permanent medium load with encumbrance penalties.
Gain the Cruise Control talent of the Pilot Sphere.
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Leveling Feats | 1) Extra Combat Talent
Gain the Autopilot talent of the Pilot Sphere
Grant mech the Biomech template and the options of the following mech enhancements:
Gain the Base Sphere talent, disregarding packages in favor of the Companionship (pet) drawback of the Beastmastery Sphere
Gain the base conjuration sphere with the Magical Companion+implement bearer archetype.
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.
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.
There are no benefits of this feat, lmao. Feat tax funny.
All Conjuration Companions benefit from the Lingering Companion Form Talent.
Gain the Companion Vessel talent of the Pilot Sphere
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Class Feats | 6&12) Extra Combat Talent x2
Gain the Remote Piloting and Companion Vessel talents of the Pilot Sphere.
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Mythic Feats | 1) Paragon
treat mythic teir as 2 high for mythic features.
non high-casting classes are midcasting classes.
gain the Bonus Customization talent of the Pilot sphere 3 times.
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Oath | Burdens
-1 HP/HD
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Oath Boons | Magical Gleaning
Gain the Advanced Magic Training feat
Fast Healing 8
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Race | 60' Darkvision
Speed is never modified by armor or encumbrance.
Gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves.
+1 to attack rolls against creatures that are currently casting spells
Can 5' step on difficult terrain formed of rubble, broken ground, or steep stairs
Proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.[/small
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traits | social) Seafaring Reputation
You gain a +1 trait bonus on Diplomacy and Intimidate checks against sailors.
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.
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.
You gain 1 point of essence.
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Flaws / Major Drawback | flaw) Slow
Your base land speed is halved (round down to the nearest 5-foot interval).
You take a -6 penalty on initiative checks.
Even with a peg leg, you lose 10 feet from your race’s normal speed.
-2 to attack vermin, -2 save vs. swarm distraction
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WEAPONS | ||||||
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Name | AB | Critical | Type | Range | Ammo | Dmg |
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 | ||||||
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Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Treantplate | +8 | Heavy Veil | -4 | 20% | 50 | Heal like a jackass |
Medium Load | +0 | encumbrance | -3 | 0% | 0 | Bloatmage Initiate |
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:
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. 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. |
Weapons | |
Akashic Catalysts | Lesser: Shoulder Slot; Greater: Wrist Slot |
Headband | +6 Int/Wis |
Totem of Storms |
Helmsman, Bloodfuser | Boat
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.
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).
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Stormbound, Fisherking, Incanter, Amplifier & Evangelist | Storm Veil Mods
A strombound can grant themselves and 11 other creatures the following
+1CL to conjuration sphere
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: +2 dodge bonus to AC
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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.
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.
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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.
A great ship formed of wood with not a single nail, detailings of mythril and a dark metal twist and warp around it like veins.
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
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.
A roiling orb of the ocean's waves floats in the breeze as if foam upon the seas.
Casting Type: Divine Casting Ability Modifier: Charisma Drawbacks: Consciousness Linked, Emotional Casting, Focus Casting, Magical Signs, Imbued PowerBoon: +1 essence per level <17 essence>
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.
A serpent of the deep, a being of older days.
Casting Type: Divine Casting Ability Modifier: Charisma Drawbacks: Consciousness Linked, Emotional Casting, Focus Casting, Magical Signs, Imbued PowerBoon: +1 essence per level <17 essence>
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.
Casting Type: Divine Casting Ability Modifier: Charisma Drawbacks: Consciousness Linked, Emotional Casting, Focus Casting, Magical Signs, Imbued PowerBoon: +1 essence per level <17 essence>
Casting Type: Divine Casting Ability Modifier: Charisma Drawbacks: Consciousness Linked, Emotional Casting, Focus Casting, Magical Signs, Imbued PowerBoon: +1 essence per level <17 essence>
Casting Type: Divine Casting Ability Modifier: Charisma Drawbacks: Consciousness Linked, Emotional Casting, Focus Casting, Magical Signs, Imbued PowerBoon: +1 essence per level <17 essence>
Casting Type: Divine Casting Ability Modifier: Charisma Drawbacks: Consciousness Linked, Emotional Casting, Focus Casting, Magical Signs, Imbued PowerBoon: +1 essence per level <17 essence & 8v essence>
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.